You may have encountered this concept in the NESmaker UI, various online tutorials or retro explaining videos: Sprite Zero. What is it, what would you need it for and how would you detect such a hit? Although this is “just an intro,” we’re diving pretty deep into this concept, how to implement it and it’s caveats. We even do a sidestep into interrupt requests for a different mapper. Do you have about 7 spare minutes? Strap in then, because we’re about to hit… sprite zero!