Games Archive
Straight from the arcade world, the Neo Geo was, without a doubt, the most expensive hardware of the 4th generation. This begs the question: how capable was it and how did it compare with the rest? In this entry, we’ll take a look at the result of one company (SNK) setting budget restrictions aside and shipping a product meant to please both arcade owners and rich households. Rodrigo Copetti Rich households, indeed. Back in the ’90s, when Nintendo was the only game in town – few people in my area cared one bit about Sega – Neo Geo was a name we only knew of vaguely. It was supposed to be a massively powerful console that was so expensive nobody bought one, and some of us even doubted it was real in the first place. Ah, the pre-internet playground days were wild.
The complete source code for the Super Nintendo Entertainment System (SNES) version of Doom has been released on archive.org. Although some of the code was partially released a few years ago, this is the first time the full source code has been made publicly available. Shaun James at GBAtemp The code was very close to being lost forever, down to a corrupted disk that had to be fixed. It’s crazy how much valuable, historically relevant code we’re just letting rot away for no reason.
About a week ago, there has been a little addition to the 3dbrew wiki page about 3DS cartridges (carts) that outlines the technical details of how the 3DS cartridge controller and a 3DS cartridge talk to each other. I would like to take this opportunity to also include the 3DS itself in the conversation to illuminate which part of which device performs which step. I will then proceed to outline where I think the corresponding design decisions originate. Finally, I will conclude with some concrete ideas for improvement. Forbidden Tempura Everything you ever wanted to know about 3DS cartridges and how they interact with the 3DS.
It turns out that digital rights management and its consequences extend even beyond your passing when it comes to Steam. Valve has made it clear that no, you cannot will your Steam account or games to someone else when you die. The issue of digital game inheritability gained renewed attention this week as a ResetEra poster quoted a Steam support response asking about transferring Steam account ownership via a last will and testament. “Unfortunately, Steam accounts and games are non-transferable” the response reads. “Steam Support can’t provide someone else with access to the account or merge its contents with another account. I regret to inform you that your Steam account cannot be transferred via a will.” Kyle Orland at Ars Technica My wife and I make sure we know each other’s passwords and login credentials to the most important accounts and services in our lives, since an accident can happen at any time, and we’d like to be somewhat prepared – as much as you can be, under the circumstances – for if something happens. I never even considered merging Steam accounts, but at least granting access to the person named in your will or your legal heir seems like something a service like Steam should be legally obliged to do. I don’t think Steam’s position here – which is probably par for the course – is tenable in the long-term. Over the coming years and decades, we’re going to see more and more people who grew up almost entirely online pass away, leaving behind various accounts, digital purchases, and related matters, and loved ones and heirs will want access to those. At some point over the coming decades, there’s going to be a few high-profile cases in the media about something like this, and it’s going to spur lawmakers into drafting up legislation to make account and digital goods transfers to heirs and loved ones not a courtesy, but a requirement. In the meantime, if you have a designated heir, like your children, a spouse, or whatever, make sure they can somehow gain access to your accounts and digital goods, by writing stuff down on paper and putting it somewhere safe or something similar. Again – you never know when you might… Expire.
Nearly 30 years after the launch of the Virtual Boy, not much is publicly known about how, exactly, Nintendo came to be interested in developing what would ultimately become its ill-fated console. Was Nintendo committed to VR as a future for video games and looking for technological solutions that made business sense? Or was the Virtual Boy primarily the result of Nintendo going “off script” and seizing a unique, and possibly risky, opportunity that presented itself? The answer is probably a little bit of both. As it turns out, the Virtual Boy was not an anomaly in Nintendo’s history with video game platforms. Rather, it was the result of a deliberate strategy that was consistent with Nintendo’s way of doing things and informed by its lead creator Gunpei Yokoi’s design philosophy. Benj Edwards and Jose Zagal at Ars Technica I’ve never used a Virtual Boy, and in fact, I’ve never even seen one in real life. It was mythical object when I was not even a teenager yet, something we read about in gaming magazines in The Netherlands. We didn’t really know what it was or how it worked, and it wasn’t until much later, in the early YouTube age, that I got to see what using one was actually like in the countless YouTube videos made about the device. It seems it caused quite a few headaches, was cumbersome to use, had very few games, and those that were sold ended up collecting dust pretty quickly. In that sense, it seems not a lot has changed over the past thirty years.
Electronic Arts has a long, storied history of trying to wring more money out of gamers after they’ve purchased a game — now, it appears, the company’s hard at work on its next generation of in-game ads. EA CEO Andrew Wilson admitted as much on the company’s Q4 earnings call: when an analyst asked about “the market opportunity for more dynamic ad insertion across more traditional AAA games,” he said the company’s already working on it. “We have teams internally in the company right now looking at how do we do very thoughtful implementations inside of our game experiences,” said Wilson. Sean Hollister at The Verge Ads in games are definitely not new – we’ve seen countless games built entirely around brands, like Tapper for Budweiser, Pepsiman, or Cool Spot for 7-Up – and banner ads and product placement in various games has been a thing for decades, too. It seems like EA wants to take this several steps further and use things like dynamic ad insertion in games, so that when you’re playing some racing game, you’ll get an ad for your local Hyundai dealer, or an ad for a gun store when you’re playing GTA in the US. Either way, it’s going to make games worse, which is perfectly in line with EA’s mission.
With 14.9, Vanguard, Riot’s proprietary Anti-Cheat system will be deployed and active in League of Legends. This means that active enforcement of Vanguard will be in effect and working hard to make sure your queues are free from scripters, botters, and cheaters! We recently released a blog detailing the “why” behind bringing Vanguard to League that you can check out here. It’s a bit of a long read, but it does have some pictures. Lilu Cabreros in the League of Legends patch notes The basic gist is that Vanguard is a closed-source, kernel-level rootkit for Windows that runs at all times, with the supposed goal of detecting and banning cheaters from playing League of Legends. This being a rootkit designed specifically to inject itself into the Windows kernel, it won’t work on Linux, and as such, the entire League on Linux community, which has been playing League for years now and even at times communicated with Riot employees to keep the game running, is now gone. Interestingly enough, Riot is not implementing Vanguard on macOS, which League of Legends also supports – because Apple simply doesn’t allow it. This is probably the most invasive, disturbing form of anticheat we’ve seen so far, especially since it involves such a hugely popular game. It’s doubly spicy because Riot Games is owned by Tencent, a Chinese company, which means a company owned and controlled by the Chinese government now has rootkits installed on the roughly 150 million players’ computers all over the world. While we’re all (rightly, in my opinion) worried about TikTok, China just slipped 150 million rootkits onto computers all over the world. One really has to wonder where these increasingly invasive, anti-privacy and anti-user anticheat measures are going from here. Now that this rootkit can keep tabs on literally every single thing you do on your Windows computer, what’s going to be the next step? Anticheat might have to move towards using webcams to watch you play to prevent you from cheating, because guess what? The next level of cheating is already here, and it doesn’t even involve your computer. Earlier this year, hardware maker MSI showed off a gaming monitor that uses “AI” to see what’s going on on your monitor, and then injects overlays onto your monitor to help you cheat. MSI showed off how the monitor will use the League of Legends minimap to follow enemy champions and other relevant content, and then show warnings on your screen when enemies approach from off-screen. All of this happens entirely on the monitor’s hardware, and never sends any data whatsoever to the computer it’s attached to. It’s cheating that literally cannot be detected by anything running on your computer, rootkit or not. So, the only logical next step as such forms of cheating become more advanced and widespread is to force users to turn on their webcams, and point them at their displays. I fired up League of Legends today on my gaming computer – which runs Linux, of course – and after the League client “installed” the rootkit, it just got stuck in an endless loop of asking me to restart the client. I’ve been playing League of Legends for close to 14 years, and while I know the game – and especially its community – has a deservedly so bad reputation, I’ve always enjoyed the game with friends, and especially with my wife, who’s been playing for years and years as well. Speaking of my wife – even though she runs Windows and could easily install the rootkit if she wanted to, she has some serious doubts about this. When I explained what the Vanguard rootkit can do, her mouse pointer slowly moved away from the “Update” button, saying, “I’m not so sure about this…”
This is a virtual DEC PDP-1 (emulated in HTML5/JavaScript) running the original code of “Spacewar!”, the earliest known digital video game. If available, use gamepads or joysticks for authentic gameplay — the game was originally played using custom “control boxes”. Spacewar! was conceived in 1961 by Martin Graetz, Stephen Russell, and Wayne Wiitanen. It was first realized on the PDP-1 in 1962 by Stephen Russell, Peter Samson, Dan Edwards, and Martin Graetz, together with Alan Kotok, Steve Piner, and Robert A Saunders. Norbert Landsteiner It’s wild to me that even for the very first video game, they already made what are effectively controllers anyone today could pick up and use. Note that this emulator can run more than just Spacewar!.
One of the remarkable characteristics of the Super Nintendo was the ability for game cartridges (cart) to pack more than instructions and assets into ROM chips. If we open and look at the PCBs, we can find inside things like the CIC copy protection chip, SRAM, and even “enhancement processors”. Fabien Sanglard When I was a child and teenager in the ’90s, the capabilities of the SNES cartridge were a bit of a legend. We’d talk about what certain games would use which additional processors and chips in the cartridge, right or wrong, often boasting about the games we owned, and talking down the games we didn’t. Much of it was probably nonsense, but there’s some good memories there. We’re decades deep into the internet age now, and all the mysteries of the SNES cartridge can just be looked up on Wikipedia and endless numbers of other websites. The mystery’s all gone, but at least now we can accurately marvel at just how versatile the SNES really was.
It all started in fall of 2022, when I was watching This Does Not Compute’s video on the history of graphing calculator gaming. Around the 5 minute mark, he offhandedly mentions the kind of processors TI’s graphing calculator line uses. Most of them use the Z80, the 89 and 92 use the M68K, and the Nspire line uses an ARM-based processor. That really piqued my interest, since I already knew the processors that Sega’s retro game consoles used: The Z80 for the Master System, and the M68K for the Genesis. The calcs have a grayscale screen, but I wanted to know if anyone ever tried porting a Sonic game from the consoles to one of the calcs. grubbycoder Right off the bat, after settling on the most appropriate graphing calculator to try and port Sonic 2 to, namely the TI-84+ CE with a 48Mhz eZ80 processor (“basically a 24-bit Z80”), 256 KB of RAM and a 320×240 display, the porting process runs into some serious roadblocks before any code’s even been written. Unlike the Sega hardware Sonic 2 runs on, the TI-84+ CE has no graphics hardware, the clock speed is effectively crippled at 12-20Mhz, a file format with a size limit of 64KB per file. The rest of the story details the many difficulties that needed to be overcome, but in the end, the port is completed – and yes, you can now play Sonic 2 from the Master System on a TI graphing calculator.
Discord has shut down the Discord servers for the Nintendo Switch emulators Suyu and Sudachi and has completely disabled their lead developers’ accounts — and the company isn’t answering our questions about why it went that far. Both Suyu and Sudachi began as forks of Yuzu, the emulator that Nintendo sued out of existence on March 4th. Sean Hollister at The Verge This is exactly what people were worried about when Nintendo and Yuzu settled for millions of dollars. Even though it’s a settlement and not a court ruling, and even tough the code to Yuzu is entirely unaffected by the settlement and freely shareable and usable by anyone, and even though emulators are legal – the chilling effect this settlement is having is absolutely undeniable. Here we have Discord going far beyond its own official policy, without even giving the affected parties any recourse. It’s absolutely wild, and highlights just how dangerous it is to rely on Discord for, well, anything. I wish that for once, we’d actually see a case related to console emulation go to court in either the EU or the US, to make it even clearer that yes, unless you distribute copyrighted code like game ROMs or console firmware, emulators are entirely legal and without any risk. You know, a recent court ruling we could point to to dissuade bullies like Nintendo from threatening innocent developers and ruining their lives because of entirely legal activities. And let me reiterate: don’t use Discord as for anything other than basic chat. This platform ain’t got your back.
Quests are a way for players to discover games and earn rewards for playing them on Discord. We started experimenting with them over the last year, and millions of you opted in and completed them. We’ve heard great feedback from developers who partnered with us to create them and from many of you who completed one. If you didn’t see firsthand, the “May the 4th” Fortnite Quest is a great example. Now, we’re opening up sponsored Quests to more game developers. Peter Sellis That’s a lot of fancy, hip words to say Discord is going to show you ads. I have an odd relationship with Discord – it holds a special place in my heart because through Discord is how I met my now-wife and mother of our children, so understandably, the chat platform has a special meaning for us. At the same time, though, Discord has been getting steadily worse and less usable over the years, and while my wife isn’t too bothered by that, I certainly am – and so we moved our instant messaging over to Signal instead. My wife still uses Discord with her friends. Seeing a platform that used to be quite usable, and easily the best way to manage a group of geographically spread-out friends, fall prey to the same kind of bullshit so many other platforms have succumbed to. Discord today is almost unrecognisable to what it was like 6-7 years ago, and now there’s even going to be ads – the final nail in the coffin for the possibility of me ever going back to using it.
Every computer has at least one heart which beats the cadence to all the other chips. The CloCK output pin is connected to a copper line which spreads to most components, into their CLK input pin. If you are mostly a software person like me, you may have never noticed it but all kinds of processors have a CLK input pin. From CPUs (Motorola 68000, Intel Pentium, MOS 6502), to custom graphic chips (Midway’s DMA2, Capcom CPS-A/CPS-B, Sega’s Genesis VDP) to audio chips (Yamaha 2151, OKI msm6295), they all have one. Fabien Sanglard I’ve watched enough Adrian Black that I already knew all of this, and I’m assuming so did many of you. But hey, I’ll never pass up the opportunity to link to the insides of the Super Nintendo.
In an interview with Microsoft’s CEO of Gaming during the annual Game Developers Conference, Spencer told Polygon about the ways he’d like to break down the walled gardens that have historically limited players to making purchases through the first-party stores tied to each console. Or, in layperson terms, why you should be able to buy games from other stores on Xbox — not just the official storefront. Spencer mentioned his frustrations with closed ecosystems, so we asked for clarity. Could he really see a future where stores like Itch.io and Epic Games Store existed on Xbox? Was it just a matter of figuring out mountains of paperwork to get there? Chris Plante at Polygon The answer is yes, Spencer claims. I don’t know how realistic any of this is, but to me it makes perfect sense, and the gaming world has been moving towards it for a while now. At the moment, I’m doing something thought unthinkable until very recently: I’m playing a major Sony PlayStation exclusive, Horizon: Forbidden West, on PC, through Steam on Linux. Sony has been making its major exclusives available on Steam in recent years, and while seeing these games on Xbox might be a bit too much to ask, I wouldn’t be surprised to see storefronts from companies who don’t make game consoles pop up on the Xbox and PlayStation. Games have become so expensive to make that limiting them to a single console just doesn’t make any commercial sense. Why limit your audience?
Welcome to the 3D era! Well… sorta. Sega enjoyed quite a success with the Mega Drive so there’s no reason to force developers to write 3D games right now. Just in case developers want the extra dimension, Sega adapted some bits of the hardware to enable polygon drawing as well. Hopefully, the result didn’t get out of hand! Rodrigo Copetti These in-depth analyses by Copetti are always a treat, and the Saturn one is no exception.
Switch emulator Suyu—a fork of the Nintendo-targeted and now-defunct emulation project Yuzu—has been taken down from GitLab following a DMCA request Thursday. But the emulation project’s open source files remain available on a self-hosted git repo on the Suyu website, and recent compiled binaries remain available on an extant GitLab repo. While the DMCA takedown request has not yet appeared on GitLab’s public repository of such requests, a GitLab spokesperson confirmed to The Verge that the project was taken down after the site received notice “from a representative of the rightsholder.” GitLab has not specified who made the request or how they represented themselves; a representative for Nintendo was not immediately available to respond to a request for comment. Kyle Orland at Ars Technica Self-hosting the code repository and binaries is probably the only way the Switch emulator can continue to reasonably exist. The issue with Switch emulation seems to be that the device is current, popular, and still makes endless amounts of money for Nintendo; it’s very different from SNES or Mega Drive emulation, to name a few examples. While I personally don’t think that should make Switch emulation off-limits or any less valid than emulating older systems, I can see how it would draw the ire of Nintendo more readily.
We’re thrilled to announce DirectSR, our new API designed in partnership with GPU hardware vendors to enable seamless integration of Super Resolution (SR) into the next generation of games. Super Resolution is a cutting-edge technique that increases the resolution and visual quality in games. DirectSR is the missing link developers have been waiting for when approaching SR integration, providing a smoother, more efficient experience that scales across hardware. This API enables multi-vendor SR through a common set of inputs and outputs, allowing a single code path to activate a variety of solutions including NVIDIA DLSS Super Resolution, AMD FidelityFXTM Super Resolution, and Intel XeSS. DirectSR will be available soon in the Agility SDK as a public preview, which will enable developers to test it out and provide feedback. Don’t miss our DirectX State of the Union at GDC to catch a sneak peek at how DirectSR can be used with your games! Joshua Tucker at the DirectX Developer Blog If this aides in making sense out of the confusing mess of terminology and marketing terms surrounding this technology, I’m all for it.
This site contains reconstructed source code for Lander, David Braben’s epic game for the Acorn Archimedes, with every single line documented and (for the most part) explained. Lander was the very first game to be released for the ARM processor, and it is both a milestone and a masterpiece. My hope is that this site will be useful for those who want to learn more about Lander and what makes it tick. It is provided on an educational and non-profit basis, with the aim of helping people appreciate the second classic game from this legend of 3D coding (the first classic being Elite, of course). Mark Moxon An incredibly valuable resource.
Around late 1986, Sega released the “Sega AI Computer”. This is one of Sega’s least well known and rarest systems. Not much is known about this system apart from a small amount of information in Japanese and American flyers and press articles. The information we have is still piecemeal and may be partly inaccurate. Today we are making public, for the first time: all system roms extracted from the Sega AI Computer, data dumps from 26 my-cards and 14 tapes, many scans and photographs, and in collaboration with MAME developers, an early working MAME driver allowing this computer to be emulated. SMS Power! Incredible. Usually stuff like this is relegated to a YouTube video, with potential archival efforts pushed to the background since it’s boring and won’t get any views. This is an amazing effort.
inally we’re seeing another handheld vendor jump in with Linux. The AYANEO NEXT LITE was announced today and much like the Steam Deck, they plan to ship it with SteamOS! AYANEO are one of the top brands when it comes to PC handhelds, so it’s really interesting to see them be one of the first to jump in like this. If Linux is a success for them, no doubt they will do more and other vendors will follow along. Liam Dawe It was inevitable for SteamOS to spread beyond just the Steam Deck, but an important note to make here is that Ayaneo is not working together with Valve. Instead, they’re using HoloIso, one of the community-maintained variants of SteamOS anyone can use and install. I’m a bit surprised by this, since moving SteamOS beyond just Valve products in an official capacity seems like a no-brainer for Valve; they’re not really in it for the hardware money, after all, and instead earn their money from Steam game sales. I’m fairly convinced this isn’t the last time we’re seeing a non-Valve product with SteamOS, but I’d rather have Valve involved in the process before spending any money on one of these.