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Displaced Gamers

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Top Tracks

1

Dithering on the Sony PlayStation

101 plays
2

Super Nintendo Aspect Ratio

55 plays
3

The History of 240p

31 plays
4

Dithering on the Sega Genesis with Composite Video

31 plays
5

The Hidden Source Code in Dragon's Lair (NES)

28 plays
6

The Misdiagnosis of the PlayStation 3 Yellow Light of Death

24 plays
7

Dithering on the Sega Genesis with Composite

16 plays
8

Why is the Nintendo Famicom on U.S. Channel 96?

16 plays
9

Do you Emulate early 3D games?

14 plays
10

New Discovery for Minus World in Super Mario Bros! - Behind the Code

17 plays
11

Super Mario Bros 2 - Behind the Code

12 plays
12

Action 52 - A Bit of History & A Bit of ROM Archaeology

14 plays
13

Code History of Minus World and its Return to Mario All-Stars - Talkin' Code Episode 5

11 plays
14

Should Old Games Be Fixed? The Faxanadu Pendant Bug - Behind the Code

11 plays
15

The Secret Update of Super Mario Bros. 3 - Behind the Code: Version Control

10 plays
16

The Atari 2600, Analog Video, Scalers, and the Agony of 240p Ambiguity

8 plays
17

Why is Platforming so Difficult in The Terminator for NES? - Behind the Code

11 plays
18

DOS Gaming Aspect Ratio - 320x200

10 plays
19

Cartridge Games - Versions, Bugs, and Behind the Code: A Sampler

8 plays
20

Zelda 2 - Behind the Code

7 plays
21

Super Game Boy in All Green on CRT

6 plays
22

The Frustrating Weapons and TWO Versions of Fester's Quest - Behind the Code

6 plays
23

MSX Computers - Scrolling, Sprites, and Stereotypes

7 plays
24

The Broken Water Level of Teenage Mutant Ninja Turtles (NES) - Behind the Code

7 plays
25

The Bad Jump Design and 30 FPS Gravity of TMNT (NES) - Behind the Code

7 plays
26

Do you game on a CRT? Review and Repair of my friend's RED CRT

6 plays
27

What is 525-Line Analog Video?

6 plays
28

Gamers Don't Care about Sound Preservation

6 plays
29

Intro

6 plays
30

The Wacky Frame Rate and Game Engine of Dr. Jekyll and Mr. Hyde (NES) - Behind the Code: Leveled Up

6 plays
31

The Trade A.I. of NES Monopoly - Behind the Code

5 plays
32

The Final Fantasy Battle Engine: A Dissection of Physical Attacks - Behind the Code

16 plays
33

The Input Lag and Attack Animation Delay of Teenage Mutant Ninja Turtles (NES) - Behind the Code

6 plays
34

NES Scrolling Basics featuring Super Mario Bros. - Behind the Code

5 plays
35

Why is Metroid so Laggy? Part 1 - Loading Rooms and Running Out of Time - Behind the Code

5 plays
36

NES vs Famicom Disk System - Zelda, Disks, Mappers, and "Ports" - Talkin' Code Episode 2

4 plays
37

Reprogramming Dr. Jekyll and Mr. Hyde (NES) - Behind the Code

4 plays
38

MMC2 Magic - How Punch-Out's Graphics Work

6 plays
39

How Speedrunners BROKE Castlevania's Scrolling - Behind the Code

5 plays
40

What do you use to play Sega Genesis Games?

4 plays
41

Nintendo (NES) Controller - Electronics

4 plays
42

Nintendo (NES) Controller - Ergonomics

4 plays
43

How to Reprogram Tetris By Playing It - Behind the Code Leveled Up

4 plays
44

Aspect Ratio de Super Nintendo

3 plays
45

Mega Man 2 - Quick Man A.I. Explained - Behind the Code

3 plays
46

How does the Critical Hit with the Whip work in Castlevania? - Behind the Code

3 plays
47

Restriction of Hazardous Substances Directive RoHS 1

3 plays
48

Xbox 360 = PlayStation 3

3 plays
49

Here's the thing...

3 plays
50

The Jumpy Scrolling and Graphical Glitches of NES Commando - Behind the Code

10 plays

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