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Game 1 128 Units

Dash

A fast-paced side-scrolling runner teaching PPU graphics, sprite management, and NMI-driven game loops.

Coming Soon

Dash is currently in development. Check back soon!


What You’ll Build

Side-scrolling runner. The world rushes past. Obstacles appear. React or crash. Every frame counts.

Guide your character through an ever-accelerating world of obstacles. Jump, slide, and dodge your way to survival. The NES PPU renders the scrolling world while your code keeps the player alive.

Why This Game?

Dash is your first NES game — and it teaches everything you need to know about the hardware. The PPU draws the background. Sprites draw the player and obstacles. The NMI interrupt drives the game loop. Controller input keeps you in control.

  • Set up the PPU and understand tile graphics
  • Manage hardware sprites for the player and obstacles
  • Build an NMI-driven game loop that runs at 60fps
  • Read controller input for responsive controls
  • Implement collision detection between sprites and background
  • Create a scrolling world that gets faster over time

By the end, you’ll understand how the NES draws every frame.

Skills You’ll Master

  • PPU graphics — tiles, palettes, nametables
  • Sprite management — OAM, positioning, animation
  • NMI handling — vblank-driven game loop
  • Controller input — reading the joypad
  • Scrolling — hardware scroll registers
  • Collision detection — sprite vs background

Prerequisites

This is Game 1. No prerequisites — just enthusiasm and a willingness to learn 6502 assembly.

You’ll need an assembler (ca65), a linker (ld65), and an emulator (Mesen or FCEUX).

Time Investment

128 units at 60-90 minutes each. Roughly 128-192 hours total, spread across 8 phases.

Unit Roadmap

16 of 128 units available
Phase 2

Phase 2

Expand mechanics and variety

Units 17–32 ~16-24 hours Coming Soon
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Unit 17

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Unit 18

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Unit 19

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Unit 28

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Unit 29

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Unit 30

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Unit 31

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Unit 32

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Phase 3

Phase 3

Content and level design

Units 33–48 ~16-24 hours Coming Soon
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Unit 33

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Unit 44

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Unit 45

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Unit 46

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Unit 47

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Unit 48

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Phase 4

Phase 4

Visual polish and effects

Units 49–64 ~16-24 hours Coming Soon
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Unit 49

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Unit 50

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Unit 51

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Unit 61

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Unit 62

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Unit 63

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Unit 64

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Phase 5

Phase 5

Audio and music

Units 65–80 ~16-24 hours Coming Soon
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Unit 65

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Unit 66

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Unit 76

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Unit 77

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Unit 79

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Unit 80

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Phase 6

Phase 6

Advanced features

Units 81–96 ~16-24 hours Coming Soon
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Unit 81

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Unit 82

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Unit 96

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Phase 7

Phase 7

Optimisation and testing

Units 97–112 ~16-24 hours Coming Soon
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Unit 97

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Unit 98

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Phase 8

Phase 8

Final polish and distribution

Units 113–128 ~16-24 hours Coming Soon
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Unit 128

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