Games Archive

New study reveals most classic video games are completely unavailable

The Video Game History Foundation, in partnership with the Software Preservation Network, has conducted the first ever study on the commercial availability of classic video games, and the results are bleak. 87% of classic video games released in the United States are critically endangered. This confirms something all of us already suspected or knew: the vast majority of classic games are simply not available in any legal way, shape, or form. If it wasn’t for the emulation and preservation scene, many of these games would face certain oblivion in the near future. It’s high time some changes are made to intellectual property law to make software and game preservation legal.

Sega 3-D Glasses: how did they work?

Most people have two eyes, allowing for a stereoscopic view of reality. Nevertheless, video games are generally designed to run on monitors with a single screen, viewed from a distance, so three-dimensional effects have to be done with perspective and other techniques. But of course, many ways have been made to give a true stereoscopic view; from the 3DTV fad of the early 2010s, to the Nintendo 3DS’ glasses-free parallax barrier. But how did systems in the primitive days of 8-bit consoles do it? Let’s ask Sega! It always strangely surprises me for how many decades now people have been trying to sell us on 3D or VR glasses, and this one is no exception – I had no idea Sega already tried this with the Master System. It’s a basic active shutter system, so the real magic happens in software, which is amazing considering the hardware we’re talking about. This article goes into great detail how the software and hardware inside the Master System makes this work.

Nintendo promises unlimited repairs for “drifting” Joy-Cons throughout Europe

Nintendo has agreed to offer free lifetime repairs of Nintendo Switch controllers experiencing the dreaded “Joy-Con drift” to consumers across the European Union. The move comes in response to years of organized complaints and a pressure campaign from the European Consumer Organization (BEUC). In a 2021 report, that organization logged “nearly 25,000 complaints” from European Switch owners regarding Joy-Con drift, which causes a Switch joystick to register phantom inputs even when it is untouched in the “neutral” position. The BEUC’s formal complaint cited the Joy-Con hardware for “premature obsolescence” and said that it’s “high time for companies to stop putting products onto the market that break too early.” It’s absolutely crazy that it has taken Nintendo this long to formally address this issue. It’s incredibly widespread – we, too, have drift on both of our Switches – and a clear, unambiguous design flaw that could be solved in a variety of ways. We’ve personally considered buying new Joy-Cons, but that just feels bad, as if we’re rewarding Nintendo’s incompetence and malice with more money. Instead, we may opt to buy and install third-arty hall effect sticks instead, to avoid the problem from returning altogether.

My quest to re-create Street Fighter’s long-lost pneumatic controls

During my search, it became evident how uncommon the SF1 deluxe cabinet really was (pneumatic version or otherwise). There was also a paucity of knowledge about the machine—and especially about its pneumatic controls. Pictures and parts were scarce, and a video of a working pneumatic machine didn’t even exist on the Internet. It seemed that there was still so much unknown about the original arcade game that launched my favorite game series. In a way, the challenge of gathering this information was motivating—why not try to make a working pneumatic machine and share what I have discovered? In any case, my kids would love it. And so began this undertaking. I had no idea that the original Street Fighter had these pneumatic controls, but it does seem to be a brilliant idea – until you start thinking about it a bit more and realise the amount of beating these buttons would take.

Fallout 4 mod uses voice AI to add sensible reactions, more RPG-like choices

Modders can change many things inside their favorite games, but dialogue from professionally voiced characters hasn’t been one of those things—at least until recently. AI voice generation could open up new modding avenues for some games, as it has already done with one Fallout 4 mod package. They’re not just new labels on existing dialogue, either. RED, created by NexusMods user ProfMajowski (and first seen by us at PCGamesN), says it used ElevenLabs voice AI to generate its more in-character lines. The results can sometimes “sound a little ’emotionless,'” the creator writes, but “otherwise they basically sound like the real thing.” Nothing your character can newly say now will change the game’s mechanics or reactions, but it should sound a bit more in character. I’m not down on “artificial intelligence” as a matter of principle – quite the opposite. This story right here is a great example of how AI can be used in productive, interesting ways that truly make something possible that either wasn’t possible before, or was simply entirely unrealistic. Spoken dialog is hard to record for a whole slew of reasons, from cost to finding enough quality voice actors to the time it takes, and it’s usually only the biggest studios that have the ability to add it to their games. Even then it’s often a struggle, from bad voice acting overall to large role-playing games where e.g. the main quest is beautifully voiced, but side quests are either entirely unvoiced or clearly rushed by some cheap interns. Thanks to technology like this, even small indie studios or mere mod developers can add something meaningful to their work that up until recently simply wasn’t realistic. It will make games meaningfully better – especially once technology improves a bit more and developers become proficient with it – without the need for hype.

Hacking the Nintendo DSi browser

The DSi browser uses Opera 9.50. There are no security mitigations whatsoever. Jumping to shellcode is back on the menu! Stack buffer overflows are viable. Exploiting use-after-frees, which are often common in browsers, is easier than ever. In fact, the DSi doesn’t even have an operating system, so there’s no kernel to exploit. Various system privileges are handled by the SCFG register. The browser has enough privileges to run most homebrew, but not enough to gain persistence across boots without another exploit. Browsing on the DS was a nightmare – and Nintendo charged for it. Crazy how times have changed.

Atari 2600 hardware design: making something out of (almost) nothing

Recently over the holiday break, I became interested in the 2600’s hardware architecture and started reading everything that I could find about it. I knew that it was some kind of 6502-based system, and I’d heard mentions of “racing the beam”, but that’s as far as my knowledge went. I was shocked to discover how primitive the 2600 hardware was, even compared to contemporary 6502 systems like the Apple II, Commodore PET, and even Atari’s own 8-bit computers. The 2600 was a bit before my time – I’m from 1984 – and I’ve never even seen one in person. While I understand how important and influential the 2600 really was, I find the games and technology just a bit too primitive to enjoy today, whereas games for the NES I can still happily play today. I’m sure if you grew up with the 2600, you’d disagree.

Sony unveils ‘Project Leonardo’ accessibility controller kit for PlayStation 5

At CES today, Sony gave a look at its latest PlayStation 5 gaming controller, but this one is very different from its previous designs. Aimed at lowering the barrier of entry for players with disabilities, Project Leonardo for the PS5 is a highly customizable controller kit that has been developed with help from organizations such as AbleGamers, SpecialEffect and Stack Up. The unique-looking controller does not have an official name nor a price attached to it yet, but Sony gave an in depth look at its features today. The unique design is said to help players with limited motor control, letting them use the controller for long periods and be accurate without much difficulty. This is very similar to Microsoft’s Xbox Adaptive Controller, and a very welcome product for those with disabilities.

Investigating why Steam started picking a random font

Out of the blue my Steam started picking a random font I had in my user fonts dir: Virgil, the Excalidraw font. That triggered me all sorts of emotions, ranging from laugh to total incredulity. I initially thought the root cause was a random derping from Valve but the Internet seemed quiet about it, so the unreasonable idea that it might have been my fault surfaced. Who doesn’t love a good technology mystery story?

Recovered: forgotten SEGA exclusives on Palm OS

An old article, but since I had no idea Sega made Palm OS games, I find it deeply fascinating. As part of my ongoing efforts to uncover lost gems from Japan, I recovered two exclusive games made by SEGA in their brief flirtation with Palm OS back in 2002. These games were presented by their Smilebit division at PalmSource Japan Forum 2002. This was around the time SEGA were abandoning consoles and Palm OS seems to have been part of an effort to figure out “what next?”. I have to fire up one of my dozens of Palm devices to check these out. Excellent work.

NEC’s Tetris processor

Tetris is a classic time-waster, both in and outside of the office. What good is any computing device if it can’t play this game? Tokyo System House certainly thought so, and ported it to the NEC mini5 line of CP/M-based word processors. Let’s preserve it for future generations and then see what it’s like! First, the author had to get their hands on a NEC mini5 word processor. Then, they had to somehow manage to find a copy of the game itself. Then, and only then, could the actual preservation attempt begin.

The original “universal” port

We talk a lot about standards over this way, including what came before the standards were put into place and what came before that. Our last issue was about standards, even. But sometimes, de facto standards simply come into place, where a large number of people and organizations agree to do something a certain way, despite no formalized agreement or strategy. And one of the greatest examples of a de facto standard in computing history may be a controller port that remained in constant use on mainstream consoles and computers for two whole decades. I’m, of course, talking about the Atari joystick port, a port with a surprising amount of history behind it. My experience with this venerable port came through the MSX, which was weirdly popular in The Netherlands thanks to Phillips being a Dutch company. It wasn’t until much later that I realised it was in use all over the place.

Thanks to fans, the weirdest official Doom game is now playable on Windows

Doom RPG, id’s Doom game for pre-iPhone mobile phones, has been reverse engineerd and ported to Windows. Even id Software’s official “Year of Doom” museum at E3 2019 left this 2005 game unchronicled. That’s a shame, because it was a phenomenal example of id once again proving itself a master of technically impressive gaming on a power-limited platform. And platforms don’t get more limited on a power or compatibility basis than the pre-iPhone wave of candy bar handsets, which Doom RPG has been locked to since its original mid-’00s launch. You may think that “turn-based Doom” sounds weird, but Doom RPG stood out as a clever and fun series twist to the first-person shooter formula. Its abandonment to ancient phones changes today thanks to the reverse-engineering efforts of GEC.inc, a Costa Rica-based collective of at least three developers. On Wednesday, the group released a Windows port of the game based on their work on the original game’s BREW version (a Qualcomm-developed API meant for its wave of mobile phones from 2001 and beyond). Very few people even remember Doom RPG – and the various other games from id using the same engine – so it’s great more people get to play these games now. Excellent work.

Nolan Bushnell on Atari, 50 years later

It’s been 50 years since Nolan Bushnell co-founded Atari, which brought video games to the mainstream. To celebrate, we asked Bushnell what he learned during the early years—and what we’ve lost sight of since then. I’m too young to have experienced Atari in its heyday, so I don’t have much to add here. I am, however, fascinated by Atari’s classic computers, like the 800 or the Falcon, and remember fawning over the Jaguar before growing up and realising what a terrible console and cheap marketing trick it really was. That being said, I still want a Jaguar.

Valve is doubling Steam Deck shipments

Valve is doubling the number of Steam Decks it ships to customers, the company announced Monday. “Production has picked up, and after today we’ll be shipping more than double the number of Steam Decks every week!” Valve said in a tweet from the official Steam Deck account. And in response to a question from my colleague Sean Hollister, Valve designer Lawrence Yang spelled out the change more clearly: “in previous weeks we were shipping x units / week to customers, starting this week we’ll be shipping 2x units / week.” Not only is the console with by far the largest game library a machine running a standard full Linux distribution, it’s also apparently doing really, really well.

Making the Master System a master of speech

The Intellivision Voice Synthesis Module was released in 1982, giving the 16-bit console the power of speech. But unfortunately, most other consoles weren’t quite as lucky. Sure, some systems, like the PC Engine CD and Nintendo Famicom, have the ability to play samples directly, so at least they can do pre-recorded speech. But the Sega Master System can’t even do that. So how do we manage? This is the kind of obscure stuff the internet needs more of.

Xbox 360 architecture: a practical analysis

Released a year before its main competitor, the Xbox 360 was already claiming technological superiority against the yet-to-be-seen Playstation 3. But while the Xbox 360 might be the flagship of the 7th generation, it will need to fight strongly once Nintendo and Sony take up retail space. This new entry of the console architecture series will give you an additional perspective of how technology was envisioned during the early naughties, with emphasis on the emerging ‘multi-core’ processor and unorthodox symbiosis between components, all of which enabled engineers to tackle unsolvable challenges with cost-effective solutions. As with the other entries into the series, this is great weekend reading. Incredibly detailed, covering both hardware and software, the games, the development tools, and so much more. Excellent work.

Leaked Game Boy emulators for Switch were made by Nintendo, experts suggest

Ars Technica reports: In most cases, the release of yet another classic console emulator for the Switch wouldn’t be all that noteworthy. But experts tell Ars that a pair of Game Boy and Game Boy Advance emulators for the Switch that leaked online Monday show signs of being official products of Nintendo’s European Research & Development division (NERD). That has some industry watchers hopeful that Nintendo may be planning official support for some emulated classic portable games through the Nintendo Switch Online subscription service in the future. It would be so much easier for everyone involved if companies like Nintendo embraced the classic gaming emulation scene instead of fighting it. Imagine if you could easily buy ROMs for classic NES, SNES, Game Boy, and so on, games, without having to resort to shady ROM sites.

Nintendo Game Processor: the lost game creation PC

The Nintendo Game Processor was a custom built computer — complete with a keyboard & mouse — that was built with one specific purpose: to visually create your own Super Nintendo games, via drag and drop, and write those games onto an actual SNES game cartridge. Although the machine was never released, the planned architecture was really interesting: two parallel systems, one console-like which executed games natively and another where the development environment resided.