Greetings, Astral Adventurers — Chris here 👋🏼, with Starfox 🦊 on the wing, and he LOVED co-piloting this one!
Holy s***—Perplexity just obsoleted my entire nostalgia folder.
With the worldwide release of Comet being free, most people were still figuring out how to use the Labs feature to build spreadsheets, one mad scientist on Reddit used Perplexity Labs to recreate a fully playable NES-style platformer. Complete with 8-bit sprites, collision detection, and that authentic beep-boop soundtrack. The entire game runs in the browser, built from a single prompt in under 10 minutes.
Turns out, when you give Perplexity Labs access to the full NES development stack—6502 assembly, tile mapping, sprite management—it doesn't just research retro gaming. It ships retro gaming.
Here's why this changes everything about what we thought AI project creation could do.
✨ Executive Summary
🚀 The Breakthrough (WHAT):
Perplexity’s Comet browser went free this week, triggering a 6–18× surge in user queries on day one.
🚀 The Opportunity (WHY):
Labs can assemble complete NES‑style games with authentic 6502 and tile systems. Background Assistants for Max Users enable parallel, asynchronous workflows so you can keep shipping.
🚀 The Implementation (HOW):
Download Comet and try: “Build a simple NES platformer with Mario‑style physics, 3 levels, and authentic 8‑bit graphics.”
🎯 Perplexity Playbook
Building NES Games with Labs

Let me give this a shot…
What's hard without Labs:
6502 assembly, PRG/CHR memory banking
PPU register management and sprite DMA
APU sound channel timing and mixing
What Labs orchestrates:
Project scaffolding with correct ROM layout
Sprite and tile pipelines with palette limits
Scroll boundaries, sprite flicker behavior, emulator‑ready builds

Ta-da!

Hyrule Fantasy (definitely detect some Minecraft influence by the LLM!)

Link sure lookin’ good!

Wonder how Octorock and Moblin would look upscaled…
Why this beats explainers?
Pictures say a thousand words. 😉
And so does code…
# Generate the PPU driver - core rendering engine
ppu_driver_c_content = """/*
* PPU Driver - Graphics Rendering Engine
* Handles all PPU (Picture Processing Unit) operations
* Target: NES cc65
*/
#include <nes.h>
#include <string.h>
// OAM buffer (shadow OAM in RAM for DMA transfer)
#define OAM_BUF 0x0200
unsigned char *oam_buffer = (unsigned char*)OAM_BUF;
// Sprite counter for OAM
unsigned char sprite_count = 0;
// Initialize PPU
void ppu_init(void) {
// Disable rendering
PPU.control = 0x00;
PPU.mask = 0x00;
// Clear OAM
memset(oam_buffer, 0xFF, 256);
// Reset scroll
PPU.scroll = 0;
PPU.scroll = 0;
}
// Turn off PPU rendering
void ppu_off(void) {
PPU.mask = 0x00;
}
// Turn on all PPU rendering
void ppu_on_all(void) {
PPU.control = 0x90; // Enable NMI, sprites from Pattern Table 0, background from Pattern Table 1
PPU.mask = 0x1E; // Enable sprites, background, and left-column rendering
}
// Wait for NMI (v-blank)
void ppu_wait_nmi(void) {
__asm__("wait_nmi:");
__asm__(" bit $2002"); // Read PPU status
__asm__(" bpl wait_nmi"); // Loop until NMI flag is set
}
// Update PPU during v-blank (called from NMI handler)
void ppu_update(void) {
// Perform OAM DMA transfer
// This copies 256 bytes from $0200 to OAM
PPU.oam.dma = 0x02;
// Reset scroll position (for now, fixed at 0,0)
PPU.scroll = 0;
PPU.scroll = 0;
}
// Clear OAM buffer
void oam_clear(void) {
memset(oam_buffer, 0xFF, 256);
sprite_count = 0;
}
// Add a sprite to OAM buffer
// Returns 1 on success, 0 if OAM is full
unsigned char oam_spr(unsigned char x, unsigned char y,
unsigned char tile, unsigned char attr) {
if (sprite_count >= 64) {
return 0; // OAM full
}
unsigned char offset = sprite_count << 2; // sprite_count * 4
oam_buffer[offset + 0] = y - 1; // Y position (subtract 1 due to PPU quirk)
oam_buffer[offset + 1] = tile; // Tile index
oam_buffer[offset + 2] = attr; // Attributes
oam_buffer[offset + 3] = x; // X position
sprite_count++;
return 1;
}
// Add a 16x16 meta-sprite (composed of four 8x8 tiles)
void oam_meta_spr(unsigned char x, unsigned char y,
unsigned char tile, unsigned char attr) {
// Top-left
oam_spr(x, y, tile, attr);
// Top-right
oam_spr(x + 8, y, tile + 1, attr);
// Bottom-left
oam_spr(x, y + 8, tile + 16, attr);
// Bottom-right
oam_spr(x + 8, y + 8, tile + 17, attr);
}
// Set palette entry
void pal_col(unsigned char index, unsigned char color) {
// Set PPU address to palette RAM
PPU.vram.address = 0x3F;
PPU.vram.address = index;
PPU.vram.data = color;
}
// Load a full palette (32 bytes)
void pal_all(const unsigned char *data) {
unsigned char i;
// Set address to start of palette RAM
PPU.vram.address = 0x3F;
PPU.vram.address = 0x00;
// Write all 32 palette bytes
for (i = 0; i < 32; i++) {
PPU.vram.data = data[i];
}
}
// Set background palette (16 bytes)
void pal_bg(const unsigned char *data) {
unsigned char i;
PPU.vram.address = 0x3F;
PPU.vram.address = 0x00;
for (i = 0; i < 16; i++) {
PPU.vram.data = data[i];
}
}
// Set sprite palette (16 bytes)
void pal_spr(const unsigned char *data) {
unsigned char i;
PPU.vram.address = 0x3F;
PPU.vram.address = 0x10;
for (i = 0; i < 16; i++) {
PPU.vram.data = data[i];
}
}
"""
with open('/tmp/ppu_driver.c', 'w') as f:
f.write(ppu_driver_c_content)
print("✓ Generated ppu_driver.c")
print(f" Size: {len(ppu_driver_c_content)} bytes")
🎯 3 No-Code Workflows (Under An Hour)
Goal: Let’s have fun and do some gaming stuff!!
Retro Game Jam Entry
Name: Comet Runner
Stack: Labs + authentic NES pipeline
Setup: ~25 minutes, including sprite pass
Prompt: Create an endless runner NES game where the player controls Comet dodging search-queue obstacles. Include chip-tune music and increasing difficulty.
Why it works: Labs handles asset and engine scaffolding
Assembly Academy Tutorial
Interactive NES programming lessons
Exercises: sprite animation, sound channels, timing
Prompt: Build an interactive NES tutorial teaching 6502 through playable examples with a final boss challenge coded by the student.
Rapid Prototype
Validate one mechanic fast
Prompt: Create a minimal NES prototype to test [mechanic]. Include scoring, player feedback, and authentic feel.
🦊 Starfox note: See how well you can do with me in SNES’s Star Fox!
How useful is the above to your enterprise?
🤦🏼♂️ Cosmic Curios & Meteoric Mishaps - Viral Fails Worth Learning From
When Perplexity Gets Weird…
Prompt in “Historically accurate NES game about making the NES.” You play Masayuki Uemura debugging sprite flicker, sound conflicts, and bank switching. Educational and period‑authentic.
Other viral news and fails…
Sora 2 “fail compilation” vibes — CCTV‑style mishaps stitched together show AI physics quirks in the wild. Fun… and a reminder to verify before you ship. [1]
SNL roast of the AI actress “Tilly Norwood” — a cultural barometer when late‑night makes it a bit. Worth watching as a sentiment signal. [2]
Grok’s antisemitic outputs trigger EU scrutiny — raises DSA and AI Act compliance flags. Lesson? Governance needs guardrails plus granular evals for extremism. [5]
Deepfake celebrity scam ads — Gisele Bündchen used in Instagram fraud ring netting millions before arrests. Lesson? Brand protection playbooks need AI‑era takedown SLAs. [6]
Political deepfakes at scale — Italian “VIP” sites trading stolen photos and AI nudes, with senior officials among victims. Lesson? Platform liability and rapid response matter. [7]
AI actress backlash — Tilly Norwood controversy shows synthetic performers can spark industry‑wide pushback and regulatory heat. Lesson? Disclose, label, and secure consent. [8]
OG reminder: Voiceverse NFT voice‑clone plagiarism — early‑era hype meets ethics wall. Lesson? Provenance and permissions are table stakes. [9]
🦊 What does the Fox say? Remember, team, trust your instincts! Not everything shiny and new will be your ally. Stay sharp, and don’t let the human element be taken out of the fight.
🔬 This Week's Tests (Falsifiable)
Run these experiments and log results in your Claims Log:
1. Research sprint: For a 2-page brief, Comet reduces tab switching by ≥50% and cuts time-to-draft by ≥30% with equal or higher citation quality.
2. E-commerce flow: Comet surfaces 3+ credible product options with price, returns policy, and 2 independent reviews per option. OpenTools: Shopping Features
3. Reliability: Over 10 queries, no more than 1 uncited claim makes it into a draft.
Log incidents and screenshots in your Claims Log. Share anonymized results by Friday for next week's aggregate analysis.
🤔 Perplexify Me!! Q&A
"Can Labs really handle NES complexity if I don’t know Assembly?" -Tristan
🦊 Short answer: Yes. Describe the mechanics. Labs manages memory maps, PPU registers, DMA, interrupt timing, and APU channels. You ship a ROM that runs on real hardware. Try out “Create a simple NES puzzle game inspired by [favorite mobile mechanic] with hardware-accurate constraints.
🏁 Final Words — Tailored to Today
Today’s principle: Technical depth scales with curiosity, not credentials. Labs erases barriers. If a single prompt can yield a hardware‑accurate 8‑bit platformer, “accessibility” undersells it. This is execution on demand.
Community Shoutout: To the creator of “Perplexity Panic,” the Diner Dash‑style queue manager—homebrew forums can’t keep up. Beautiful chaos.
Just like what we ginned up today. Remember folks, today is the worst that the technology is, and this was all in one-shot for the sole purpose of putting together for you as a receiver of The Comet’s Tale ☄️.
Imagine what you can do with 30 minutes. A day. A month.
Make verification your speed multiplier and architect your edge.

Recognize these from above?
Comet on! ☄️💫
— Chris Dukes
Managing Editor, The Comet's Tale ☄️
Founder/CEO, Parallax Analytics
Beta Tester, Perplexity Comet
parallax-ai.app | [email protected]
— Starfox 🦊
Personal AI Agent — Technical Architecture, Research Analysis, Workflow Optimization
Scan. Target. Architect. Research. Focus. Optimize. X‑ecute.
P.S. — Struggling with something specific? Hit reply, or fill out this form and let’s talk.


