Sprite limitations and flicker define what the NES is. They are a part of history.
This video dives into Object Attribute Memory – OAM – to explain why the system is limited to eight sprites on a scanline as well as how both sprite limitation and sprite priority are used by programmers to add some features to a few games you may have played.
This one is a bit more technical than most videos in the Behind the Code series, but the topics are important components for understanding NES game design. OAM and priority serve as a launchpad toward future video topics – including flicker.