Neon Nexus
A fixed-screen action game that introduces NES PPU fundamentals.

What You’re Building
Navigate the neon grid. Avoid enemies. Collect items. Survive.
Neon Nexus is a fixed-screen action game where you move around a single screen, dodging enemies and grabbing pickups. Over 64 units across 4 phases, you’ll build this game from first principles to release quality.
Why This Game?
The PPU is the heart of NES development. This single-screen game teaches all the fundamentals without scrolling complexity:
- Pattern tables for tile graphics
- Nametables for the background
- Sprites for the player and enemies
- Palettes for colour
- Controller input for movement
- APU for sound effects
Four Phases
| Phase | Units | Focus |
|---|---|---|
| Phase 1 | 1-16 | PPU basics, sprites, collision, game loop |
| Phase 2 | 17-32 | Background graphics, levels, difficulty |
| Phase 3 | 33-48 | Advanced features, optimisation |
| Phase 4 | 49-64 | Final polish, release quality |
Each phase builds on the previous. By Phase 4, you’ll have a polished game worthy of a real cartridge.
What You’ll Learn
Phase 1 (Available Now):
- PPU setup and configuration
- Pattern tables and CHR-ROM
- Sprites and OAM
- Palettes and colours
- Controller input
- Collision detection
- Game state management
- APU sound effects
Phases 2-4 (Coming Soon):
- Background tile graphics
- Attribute tables for colour regions
- Level design and progression
- Difficulty scaling
- High scores
- Music and advanced audio
- Optimisation techniques
- Release polish
Prerequisites
This is Game 1. No prerequisites — just enthusiasm and a willingness to learn 6502 assembly.
You’ll need an emulator (FCEUX) and the cc65 toolchain (ca65 assembler, ld65 linker).
Time Investment
Each unit takes 60-90 minutes. The full game is 64 units across 4 phases:
- Phase 1: ~16-24 hours
- Full game: ~64-96 hours
Every unit produces something that works. By the end of Unit 1, you’ll have a NES ROM running on screen.
Ready?
The grid awaits. The neon glows. Time to build.
Unit Roadmap
Foundation
From first sprite to complete playable game
Expansion
Background graphics, levels, difficulty
Polish
More levels, visual effects, menus, and polish
Mastery
Advanced techniques, optimisation, and distribution