Coding enemies is a lot like cooking. Answering the question of "How should this enemy behave?" is similar to answering "What should this sandwich taste like?" For both questions, the secret is in the ingredients.
A guide to organizing banks of sprite and backgrounds tiles to optimize memory for the NES.
An explanation of using banks for NES graphics.
The second in a series about designing enemy concepts and behavior, using examples from Lethal Wedding.
Part 1 in a series of essays about enemy design.