NES Sprites, OAM, and the Battle for Priority – Behind the Code

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.


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