Warren Robinett's Adventure, released in 1979 (not 1980 as the title suggests), for the Atari 2600, is a groundbreaking game considered the first action-adventure and the first to feature an "Easter egg" – Robinett's hidden signature. Developed despite Atari's policy of not crediting programmers, Adventure's simple graphics represented a fantasy world where players retrieved a jeweled chalice while navigating mazes, battling dragons, and interacting with objects like keys and bridges. Its open-world gameplay and multiple screens were innovative for the time, significantly influencing later game design. The game's success helped legitimize the role of programmers and contributed to the rise of the video game industry.
A 20-year-old bug in Grand Theft Auto: San Andreas, related to how the game handles specific low-level keyboard input, resurfaced in Windows 11 24H2. This bug, originally present in the 2005 release, causes the game to minimize when certain key combinations are pressed, particularly involving the right Windows key. The issue stemmed from DirectInput, a now-deprecated API used for game controllers, and wasn't previously problematic because older versions of Windows handled the spurious messages differently. Windows 11's updated input stack now surfaces these messages to the game, triggering the minimize behavior. A workaround exists by using a third-party DirectInput wrapper or running the game in compatibility mode for Windows 7.
Commenters on Hacker News discuss the GTA San Andreas bug triggered by Windows 11 24H2, mostly focusing on the technical aspects. Several highlight the likely culprit: a change in how Windows handles thread local storage (TLS) callbacks, specifically the order of execution. One compelling comment notes the difficulty in debugging such issues, as the problem might not lie within the game's code itself, but rather in the interaction with the OS, making it hard to pinpoint and fix. Others mention the impressive longevity of the game and express surprise that such a bug could remain hidden for so long, while some jokingly lament the "progress" of Windows updates. A few commenters share their own experiences with similar obscure bugs and the challenges they posed.
This blog post details how the author hosts their blog, surprisingly, on a Nintendo Wii. They leverage the Wii's homebrew capabilities to run a lightweight web server, specifically lighttpd, serving statically generated content built with Hugo. The author chose the Wii for its low power consumption and as a fun, quirky challenge. They overcame obstacles like limited storage by using an SD card and slow CPU by pre-rendering the site. The post also touches on the process of setting up the web server and the limitations of the Wii as a web server.
Hacker News users generally praised the author's ingenuity and technical skill in hosting a blog on a Wii. Several commenters pointed out the limitations of the Wii's hardware, questioning the practicality and performance of such a setup, particularly regarding RAM and CPU. Some discussed the inherent coolness factor and nostalgic appeal of using outdated hardware for modern tasks. A few users shared similar experiences with repurposing old hardware, while others offered suggestions for improving the setup, including using a different operating system or optimizing the blog for the Wii's limited resources. The overall sentiment was one of admiration and playful curiosity, appreciating the unconventional approach to web hosting.
This blog post chronicles the restoration of a rare Galaxian³ Theatre 6 arcade machine from 1992. The author details the challenges faced, including sourcing obsolete parts like laserdiscs and CRT projectors, troubleshooting faulty components, and navigating the complex wiring and control systems. The restoration involved meticulous cleaning, repair, and calibration to bring the six-player, panoramic experience back to life. The project highlights the dedication required to preserve these unique pieces of gaming history and the satisfaction of experiencing a fully functional Galaxian³ Theatre 6 once again.
Commenters on Hacker News expressed excitement and nostalgia for the Galaxian 3 Project Revival, with several sharing personal memories of playing the massive arcade game. Some discussed the technical challenges involved in the restoration, particularly sourcing obsolete parts and recreating the complex projection system. Others praised the dedication and effort required for such an undertaking, comparing it to restoring a classic car or other piece of significant historical technology. A few commenters also lamented the decline of large-scale arcade gaming experiences and hoped this project would inspire similar restorations. The practicalities of maintaining such a large machine were also a topic of discussion, with some wondering about the long-term feasibility of keeping it operational.
The article argues that Nintendo strategically suffocated Atari Games, a prominent arcade and home console developer, by exploiting loopholes and leveraging its market dominance. Nintendo's strict licensing agreements, including cartridge limitations and exclusivity clauses, constrained Atari's output and creativity. Combined with alleged backroom deals that prioritized Nintendo's own games for arcade operators, these practices effectively choked Atari's access to the market, leading to its eventual decline and absorption by Midway. This dominance, the article suggests, stifled innovation and competition in the gaming industry, leaving Nintendo virtually unchallenged for a significant period.
HN commenters discuss the predatory practices of Nintendo's licensing agreements in the 1980s, agreeing with the article's premise. Several pointed out that Nintendo's strategy, while harsh, was a reaction to the chaotic and low-quality software market of the time, effectively saving the video game industry from crashing. Some commenters drew parallels to Apple's tightly controlled App Store, with debates arising about the trade-offs between quality control and developer freedom. A few highlighted the irony of Nintendo later becoming the target of similar anti-competitive accusations. Others focused on specific details like the role of lawyers and the cultural differences between Japanese and American business practices. The lack of a "killer app" at launch for the NES was also mentioned, with the success of the console being attributed to Nintendo's stringent quality control measures.
Multipaint is a web-based drawing tool that simulates the color palettes and technical limitations of retro computing platforms like the Commodore 64, NES, Game Boy, and Sega Genesis/Mega Drive. It allows users to create images using the restricted color sets and dithering techniques characteristic of these systems, offering a nostalgic and challenging artistic experience. The tool features various drawing instruments, palette selection, and export options for sharing or further use in projects.
Hacker News users generally praised Multipaint for its clever idea and execution, with several expressing nostalgia for the limitations of older hardware palettes. Some discussed the technical challenges and intricacies of working within such constraints, including dithering techniques and color banding. A few commenters suggested potential improvements like adding support for different palettes (e.g., Amiga, EGA) and implementing features found in classic paint programs like Deluxe Paint. Others appreciated the educational aspect of the tool, highlighting its value in understanding the limitations and creative solutions employed in older games and graphics. The overall sentiment is positive, viewing Multipaint as a fun and insightful way to revisit the aesthetics of retro computing.
This blog post details the beginning of the end for Sierra On-Line as a creative powerhouse. It focuses on the 1996 acquisition of Sierra by CUC International, a company primarily focused on membership-based discount programs. The author argues that CUC's lack of understanding of the gaming industry, coupled with its focus on short-term profits and aggressive cost-cutting measures, ultimately stifled Sierra's creativity and paved the way for its decline. CUC’s reliance on inflated earnings reports, later revealed as fraudulent, created a toxic environment within Sierra, forcing developers to rush games and abandon innovative projects in favor of more commercially viable, yet less inspired sequels. This acquisition marked a turning point, shifting Sierra's focus from artistic vision to market-driven production.
Hacker News users discuss the changes at Sierra after the acquisition, lamenting the loss of the company's unique culture and creative spirit. Several commenters reminisce about the "golden age" of Sierra adventure games, praising their innovative design, humor, and engaging stories. Some attribute the decline to Ken Williams' shift in focus towards business and maximizing profits, while others point to the broader industry trend of prioritizing sequels and established franchises over original ideas. The difficulty of replicating the close-knit team dynamic and creative freedom of early Sierra is also highlighted, with some arguing that the inherent risks and experimental nature of their early work would be impossible in today's corporate environment. A few commenters express interest in the later parts of the series, hoping for further insights into Sierra's downfall.
ageLANServer allows you to play Age of Empires I, II, and III Definitive Editions multiplayer over a local area network (LAN) without an internet connection. It acts as a local server, replacing the need for the official online servers, enabling fully offline LAN play. This open-source project supports various features like lobbies, chat, and game setup, mimicking the functionality of the official online service but entirely localized.
Hacker News users generally expressed enthusiasm for the ageLANServer project, praising its ability to facilitate offline LAN play for Age of Empires games without requiring port forwarding or other complex networking setups. Some users shared nostalgic memories of playing these games on LAN and expressed excitement at the prospect of easily recreating that experience. Several commenters inquired about or suggested features, including support for cross-platform play between Steam and Microsoft Store versions, integration with existing lobby systems like Voobly, and improved matchmaking functionality. The potential for modifications and custom scenarios within the offline LAN environment was also a point of interest. While mostly positive, some users raised concerns about the project's reliance on UPnP, suggesting alternative approaches for network discovery and connection.
BrowserCraft allows you to play a near-complete version of Minecraft Classic (specifically version 0.0.23a_01) directly in your web browser, thanks to the CheerpJ Java to JavaScript/WebAssembly compiler. It requires no installation or plugins, boasting full multiplayer support and even the ability to connect to existing Java Minecraft Classic servers. While aiming for feature parity with the original client, some differences exist, notably enhanced performance in certain areas and potential discrepancies in rendering. The project is open-source and actively being developed, welcoming community contributions.
HN commenters express excitement and curiosity about the technical implementation of a Java Minecraft clone running in the browser. Several discuss the clever use of CheerpJ, a Java-to-WebAssembly compiler, noting its surprisingly good performance and suitability for CPU-bound tasks like Minecraft's game logic. Some commenters raise concerns about performance bottlenecks, particularly related to rendering and garbage collection, while others offer potential optimizations. The project's open-source nature and availability on GitHub are praised, with some expressing interest in contributing. A few commenters reminisce about similar projects in the past, comparing their performance and approaches. The overall sentiment is positive, with the project viewed as an impressive technical feat and a promising demonstration of WebAssembly's capabilities.
MAME 0.276, the latest version of the Multiple Arcade Machine Emulator, adds support for several newly dumped arcade games, including previously undocumented titles like "Exciting Hour" and "Monster Bash". This release also features improvements to emulation accuracy for various systems, such as Sega Model 2 and Taito X-System, addressing graphical glitches and sound issues. Furthermore, 0.276 includes updates to the internal core, driver optimizations, and bug fixes, enhancing overall performance and stability. The developers encourage users to download the latest version and explore the expanded roster of supported arcade classics.
Hacker News users discussed the new features in MAME 0.276, particularly the improvements to the Apple IIgs driver and the addition of new arcade systems. Some commenters expressed excitement about finally being able to emulate specific Apple IIgs games accurately, while others reminisced about their experiences with these older systems. There was some technical discussion about the challenges of emulating certain hardware and the ongoing work to improve accuracy and performance. Several commenters also appreciated the consistent development and updates to MAME, highlighting its importance in preserving gaming history. Finally, a few users discussed the legal gray area of ROM distribution and the importance of owning original hardware or acquiring ROMs legally.
This project showcases a JavaScript-based Chip-8 emulator. The emulator is implemented entirely in JavaScript, allowing it to run directly in a web browser. It aims to provide a simple and accessible way to experience classic Chip-8 games. The project is hosted on GitHub and includes the emulator's source code, making it easy for others to explore, learn from, and contribute to the project.
Hacker News users discussed the JavaScript Chip-8 emulator, primarily focusing on its educational value for learning emulator development. Several commenters shared their own positive experiences with Chip-8 as a starting point, praising its simplicity and well-defined specifications. Some discussed specific implementation details like handling timers and quirky ROM behavior. Others suggested potential improvements or additions, such as adding debugging features or exploring different rendering approaches like using canvas or WebGL. One commenter highlighted the emulator's usefulness for testing and debugging ROMs, while another appreciated the clean code and ease of understanding. Overall, the comments reflected a positive reception to the project, emphasizing its educational merit and potential as a foundation for more complex emulator projects.
The Game Boy Advance (GBA) holds a special place in gaming history, offering a perfect blend of portability, affordability, and a vast library of incredible games. The author reminisces fondly about their childhood experiences with the console, highlighting its sturdy design, the satisfying click of the buttons, and the immersive world it opened up through titles like Pokémon Ruby, Metroid Fusion, and The Legend of Zelda: The Minish Cap. The GBA served as a gateway to RPGs and fostered a lifelong love for gaming, representing a golden age of handheld consoles that remains unmatched even by today's technologically superior devices. Its impact was not just about the technology, but the memories and formative experiences it provided, making it more than just a gaming device, but a cherished piece of personal history.
Hacker News users fondly recall the Game Boy Advance, praising its perfect size, durable build, and the vast library of quality games. Several commenters highlight the backlit GBA SP as a pivotal upgrade, while others discuss favorite titles like Metroid Fusion, Advance Wars, and the various Pokemon games. The modding scene is also mentioned, with users discussing using flash carts to play ROMs and other homebrew software. Some lament the decline of dedicated handheld gaming devices and the rise of mobile gaming, contrasting the tactile experience and focused gameplay of the GBA with the more distracting nature of smartphones. There's a general consensus that the GBA represents a golden age of handheld gaming.
This blog post details the initial steps in creating a YM2612 emulator, focusing on the chip's interface. The author describes the YM2612's register-based control system and implements a simplified interface in C++ to interact with those registers. This interface abstracts away the complexities of hardware interaction, allowing for easier register manipulation and value retrieval using a structured approach. The post emphasizes a clean and testable design, laying the groundwork for future emulation of the chip's internal sound generation logic. It also briefly touches on the memory mapping of the YM2612's registers and the use of bitwise operations for efficient register access.
HN commenters generally praised the article for its clarity, depth, and engaging writing style. Several expressed appreciation for the author's approach of explaining the hardware interface before diving into the complexities of sound generation. One commenter with experience in FPGA YM2612 implementations noted the article's accuracy and highlighted the difficulty of emulating the chip's undocumented behavior. Others shared their own experiences with FM synthesis and retro gaming audio, sparking a brief discussion of related chips and emulation projects. The overall sentiment was one of excitement for the upcoming parts of the series.
Someone modded a PlayStation 1 console by encasing it in a 3D-printed shell resembling a crab. Dubbed the "PlayStacean," this crustacean-inspired creation maintains full functionality while sporting articulated legs, claw-like controllers, and bulging eyestalks. The modder, known online as Emperor Yi, meticulously designed and printed the shell components, carefully integrating them with the original console hardware. The result is a quirky and playful reimagining of the classic gaming system.
Hacker News users generally found the PlayStation crustacean mod amusing and well-executed. Several commenters appreciated the craftsmanship and creativity, with one calling it "peak geek." Some discussed the practicality of the mod, noting the potential heat issues and the impracticality of actually using it. Others jokingly pondered the implications of "carcinization," referencing the evolutionary phenomenon where unrelated crustaceans evolve similar forms, and applying it to the PlayStation's transformation. A few commenters shared their own experiences modding consoles or creating unusual tech projects. The overall tone is lighthearted and appreciative of the whimsical nature of the modification.
Retro Boy is a simple Game Boy emulator written in Rust and compiled to WebAssembly, allowing it to run directly in a web browser. It features a basic but functional graphical user interface and supports sound, offering a playable experience for a selection of ROMs. While not aiming for perfect accuracy or advanced features, it focuses on clean code and serves as a learning project showcasing Rust and WebAssembly for emulation.
Hacker News users generally praised the Retro Boy emulator for its clean Rust implementation and WebAssembly deployment. Several commenters appreciated the project's simplicity and educational value, seeing it as a good starting point for learning emulator development or Rust. Some discussed performance aspects of WebAssembly and the challenges of accurate emulation. A few users compared it favorably to other Game Boy emulators and highlighted the benefits of Rust's safety features for this type of project. Others pointed out the clever use of a single match
statement in the CPU emulation code. The developer's engagement in the comments, answering questions and acknowledging feedback, was also positively received.
"Space Invaders," released by Taito in 1978, revolutionized the arcade gaming industry. Designed by Tomohiro Nishikado, the game features descending rows of alien invaders that players must shoot down before they reach the bottom of the screen. The game's increasing speed and iconic descending sound effects created a tense and engaging experience. Its innovative gameplay, including player-controlled movement, destructible shields, and the bonus UFO, cemented its place as a foundational title for the shoot 'em up genre and influenced countless games that followed. It also popularized the joystick control scheme and helped establish the golden age of arcade video games.
Hacker News users discuss the ingenuity of the original Space Invaders design, particularly its increasing speed as the aliens are eliminated, a mechanic born from hardware limitations that became a core part of the gameplay. Several commenters recall fond memories of playing the game in arcades and on early home computers like the Atari 2600. Some discuss the various ports and clones, comparing their faithfulness to the original and highlighting differences in sound and gameplay. The technical aspects are also touched upon, including discussions of the hardware limitations of the original arcade machine and how those limitations influenced the game's design. The conversation also drifts into broader nostalgia for the golden age of arcade gaming and the impact Space Invaders had on the industry. A few commenters share personal anecdotes about their experiences with the game and its cultural impact.
This Norwegian blog post explores the impactful legacy of Commodore 64 game developers, highlighting individuals and teams who pushed the system's technical boundaries and shaped its diverse game library. It spotlights prominent figures like Jeff Minter known for his unique visual style, Andrew Braybrook renowned for intricate scrolling shooters, and the prolific team at Ocean Software. The post emphasizes not just individual achievements but also the collaborative spirit and innovative programming techniques that defined the C64's golden age of game development, showcasing how these developers overcame hardware limitations to create memorable and influential games.
HN users discuss the impressive feat of creating C64 games with limited resources and hardware constraints. Several commenters reminisce about their experiences with the C64 and early programming. Some highlight the clever programming tricks and optimization techniques used by developers, emphasizing the difficulty of pushing the hardware to its limits, especially given the limited memory and slow CPU. The importance of understanding the hardware intimately is stressed, as it allowed developers to create visually impressive games despite the technical limitations. The discussion also touches on the demoscene, where programmers created complex audio-visual displays, further showcasing the capabilities of the C64. A few commenters point out the article's minor inaccuracies, but overall the thread expresses admiration for the ingenuity and skill of C64 game developers.
The blog post revisits 3dfx Voodoo graphics cards, marvels at their innovative, albeit quirky, design, and explores their lasting impact. Driven by a desire for pure speed and prioritizing rendering over traditional display features, 3dfx opted for a unique pass-through setup requiring a separate 2D card. This unconventional architecture, coupled with novel techniques like texture mapping and sub-pixel rendering, delivered groundbreaking 3D performance that defined a generation of PC gaming. Though ultimately overtaken by competitors, 3dfx’s focus on raw power and inventive solutions left a legacy of innovation, paving the way for modern GPUs.
Hacker News users discuss the nostalgic appeal of 3dfx cards and their impact on the gaming industry. Several commenters share personal anecdotes about acquiring and using these cards, highlighting the significant performance leap they offered at the time. The discussion also touches on the technical aspects that made 3dfx unique, such as its Glide API and specialized focus on triangle rendering. Some lament the company's eventual downfall, attributing it to factors like mismanagement and the rise of more versatile competitors like Nvidia. Others debate the actual performance advantage of 3dfx compared to its rivals, while some simply reminisce about classic games enhanced by the Voodoo graphics. The overall sentiment expresses a fond remembrance for 3dfx's role in pushing the boundaries of PC gaming graphics.
FastDoom achieves its speed primarily through optimizing data access patterns. The original Doom wastes cycles retrieving small pieces of data scattered throughout memory. FastDoom restructures data, grouping related elements together (like vertices for a single wall) for contiguous access. This significantly reduces cache misses, allowing the CPU to fetch the necessary information much faster. Further optimizations include precalculating commonly used values, eliminating redundant calculations, and streamlining inner loops, ultimately leading to a dramatic performance boost even on modern hardware.
The Hacker News comments discuss various technical aspects contributing to FastDoom's speed. Several users point to the simplicity of the original Doom rendering engine and its reliance on fixed-point arithmetic as key factors. Some highlight the minimal processing demands placed on the original hardware, comparing it favorably to the more complex graphics pipelines of modern games. Others delve into specific optimizations like precalculated lookup tables for trigonometry and the use of binary space partitioning (BSP) for efficient rendering. The small size of the game's assets and levels are also noted as contributing to its quick loading times and performance. One commenter mentions that Carmack's careful attention to performance, combined with his deep understanding of the hardware, resulted in a game that pushed the limits of what was possible at the time. Another user expresses appreciation for the clean and understandable nature of the original source code, making it a great learning resource for aspiring game developers.
Discmaster 2, a text-based multiplayer disc golf game, has softly launched. The game features improved graphics, a refined physics engine based on real-world disc flight characteristics, multiple courses, and persistent online leaderboards. Players can customize their discs and throw styles for a personalized experience. While still in early access, the developers encourage players to join and provide feedback to help shape the game's future development.
Hacker News users discussed Discmaster 2's soft launch, expressing excitement and nostalgia for the original game. Several commenters shared fond memories of playing Discmaster in their youth, highlighting its addictive gameplay and competitive nature. Some questioned the monetization strategy of the sequel, expressing concern about potential microtransactions and hoping it wouldn't detract from the core gameplay experience. Others inquired about platform availability and gameplay changes. There was a general sense of anticipation for the full release, with users eager to see if Discmaster 2 could recapture the magic of the original. A few commenters also offered technical feedback, such as suggestions for improving the mobile interface.
This project aims to port Windows NT 4.0 to the Nintendo GameCube and Wii. It utilizes a custom HAL (Hardware Abstraction Layer) built upon the already existing Wii and GameCube homebrew scene and leverages existing open-source drivers where possible. While still in its early stages, the project has achieved booting to the NT kernel and displaying the blue screen. Significant challenges remain, including implementing proper drivers for the consoles' unique hardware and optimizing performance. The goal is to eventually create a fully functional NT 4.0 environment on these platforms, showcasing the operating system's adaptability and offering a unique retro-computing experience.
Hacker News users discuss the "entii-for-workcubes" project, expressing fascination with the technical challenge and achievement of porting Windows NT 4 to the GameCube and Wii. Several commenters reminisce about the era of NT 4 and its perceived robustness. Some discuss the limitations of the port, like slow performance and lack of sound, acknowledging the hardware constraints. Others speculate about potential uses, such as retro gaming or running period-specific software. The practicality is questioned, with many recognizing it more as a fun technical exercise than a genuinely useful tool. There's also discussion of the legal implications of using copyrighted BIOS files. The project's clever name, a play on "Nintendo" and "entities," receives positive remarks.
Electronic Arts has open-sourced the source code for Command & Conquer: Red Alert, along with its expansion Tiberian Dawn, on GitHub. This release includes the original game's source code for both the DOS and Windows 95 versions, allowing modders and community developers to explore, modify, and enhance the classic RTS title. While the game data itself remains proprietary and requires ownership of the original game, this open-sourcing facilitates easier creation and compatibility of mods, potentially leading to enhanced versions, bug fixes, and new content for the classic games.
HN commenters largely expressed excitement about EA open-sourcing the Red Alert source code, anticipating the possibility of community-driven bug fixes, mods, and engine updates. Some expressed skepticism about the quality and completeness of the released code, pointing to potential issues with missing assets and the use of a pre-remaster version. Others discussed the historical significance of the release and reminisced about their experiences playing the game. Several commenters also delved into the technical details, analyzing the code structure and discussing potential improvements and porting opportunities. A few expressed disappointment that Tiberian Sun wasn't included in the release, while others hoped this open-sourcing would pave the way for future community-driven projects for other classic C&C titles.
Ultima VII: Revisited is a fan-made enhancement project aimed at modernizing and improving the classic RPG Ultima VII: The Black Gate and its expansion, Forge of Virtue. It utilizes the Exult engine to deliver a smoother, more consistent experience with higher resolutions, bug fixes, quality-of-life improvements, and optional restored content. The project focuses on refining the existing game rather than radically altering it, aiming to preserve the original feel while making it more accessible and enjoyable for modern players. It features enhanced visuals, UI improvements, modernized controls, and various tweaks to gameplay mechanics.
Hacker News users discussing the Ultima VII: Revisited project generally expressed enthusiasm and nostalgia for the original game. Several commenters praised the improvements offered by the project, particularly the bug fixes, enhanced UI, and higher resolution. Some discussed the technical challenges involved in such an undertaking, with one user detailing the process of reverse-engineering the game's engine. A few expressed skepticism about playing older RPGs, questioning if they hold up to modern standards, but were countered by others who argued for the enduring quality of Ultima VII's story and gameplay. The conversation also touched upon the limitations of the project, including the inability to improve the game's dated pathfinding. Overall, the comments reflect a positive reception of the revisited project, viewed as a valuable way to experience a classic RPG.
Filmmaker Patrick Willems explores the phenomenon of movies that, despite being popular and successful upon release, seem to vanish from cultural memory and conversation. He examines potential reasons for this "half-life" effect, including shifts in comedic sensibilities, evolving social and political contexts that render certain jokes or themes problematic, and the oversaturation of media making it harder for any single work to maintain relevance. Willems uses the 2004 comedy "Dodgeball: A True Underdog Story" as a primary case study, highlighting how its humor, once widely accepted, might be perceived differently today. He concludes that while some films genuinely age poorly, the cultural half-life is a complex interplay of various factors that can lead to even well-regarded movies fading from the spotlight.
HN commenters discuss the lasting impact of Half-Life and its influence on game design. Several highlight its innovative storytelling, seamless integration of narrative and gameplay, and the groundbreaking use of scripted sequences. Some contrast its minimalist approach with more exposition-heavy modern titles, arguing that Half-Life's environmental storytelling allows for greater player immersion and agency. Others note the impact of its physics engine and AI, and its role in popularizing the FPS genre. The modding community's contribution to the game's longevity is also mentioned, with particular emphasis on Counter-Strike. Several users reminisce about their personal experiences playing Half-Life for the first time and the impact it had on them.
The death of TSR in 1997, while seemingly a blow to computer RPGs, actually cleared the way for a new era of CRPG innovation. No longer constrained by TSR's often restrictive licensing practices and focus on D&D, developers were free to explore original settings, mechanics, and stories. This paved the way for titles like Planescape: Torment and Fallout, which diverged significantly from established D&D tropes and helped redefine the genre. The removal of TSR as a gatekeeper allowed for greater experimentation and ultimately fostered the growth and diversification of the CRPG landscape.
Hacker News users discuss the decline of TSR and the rise of indie CRPGs. Several commenters express nostalgia for older D&D editions, lamenting the perceived shift in focus from gameplay and world-building to brand management and monetization under Wizards of the Coast. Some discuss the impact of the Open Gaming License (OGL) and its various iterations on the CRPG landscape, with some praising its role in fostering creativity and others expressing concern about its potential misuse. The conversation also touches upon the evolution of CRPG design, including the rise of real-time combat and the influence of games like Baldur's Gate and Diablo. Several commenters recommend specific indie CRPGs, reflecting a broader appreciation for the innovation occurring outside of the mainstream.
RT64 is a modern, accurate, and performant Nintendo 64 graphics renderer designed for both emulators and native ports. It aims to replicate the original N64's rendering quirks and limitations while offering features like high resolutions, widescreen support, and various upscaling filters. Leveraging a plugin-based architecture, it can be integrated into different emulator frontends and allows for custom shaders and graphics enhancements. RT64 also supports features like texture dumping and analysis tools, facilitating the study and preservation of N64 graphics. Its focus on accuracy makes it valuable for developers interested in faithful N64 emulation and for creating native ports of N64 games that maintain the console's distinctive visual style.
Hacker News users discuss RT64's impressive N64 emulation accuracy and performance, particularly its ability to handle high-poly models and advanced graphical effects like reflections that were previously difficult or impossible. Several commenters express excitement about potential future applications, including upscaling classic N64 games and enabling new homebrew projects. Some also note the project's use of modern rendering techniques and its potential to push the boundaries of N64 emulation further. The clever use of compute shaders is highlighted, as well as the potential benefits of the renderer being open-source. There's general agreement that this project represents a substantial advancement in N64 emulation technology.
This 1996 document outlines the puzzle design for the adventure game Grim Fandango. It details the game's four-year structure, dividing the story into distinct acts and locations. Each act's puzzles are meticulously charted, specifying the required items, character interactions, and logical steps players must take. The document emphasizes a focus on logical, inventory-based puzzles that arise naturally from the narrative, aiming to avoid "moon logic" and ensure solutions feel fair and intuitive. It also tracks the player's inventory throughout the game, highlighting key items and their uses. This detailed planning aimed to create a tightly-woven and engaging player experience.
Hacker News users discussing the Grim Fandango puzzle document generally express appreciation for its insight into game design, particularly the iterative process and the challenges of balancing difficulty. Several commenters note the document's demonstration of how seemingly minor details can significantly impact puzzle solutions, highlighting the complexity of creating a cohesive and enjoyable player experience. The document's focus on avoiding "moon logic" and ensuring puzzles feel fair is also praised. Some commenters draw parallels to other adventure games, like Monkey Island, and discuss the evolution of puzzle design in the genre. A few users also reminisce about their personal experiences playing Grim Fandango, reinforcing its status as a classic.
A new custom firmware for the PlayStation Portable, called PSP-CFW 6.61 PRO-C Infinity 2, allows the 20-year-old handheld console to connect to modern WPA2 Wi-Fi networks. Previously limited to the outdated WEP encryption, the PSP can now access most current Wi-Fi networks, opening up possibilities for online gaming and other internet-based features on original hardware. This update builds upon existing custom firmware, adding improved compatibility and stability while retaining previous functionality like ISO loading and plugin support.
Hacker News users generally expressed excitement about the WPA2 patch for the PSP, praising the developer for their dedication and skill in reverse-engineering the system. Several commenters reminisced about their experiences with the handheld console and discussed its unique place in gaming history. Some questioned the practical applications given the availability of faster internet on modern devices, while others pointed out the benefits for preservation and playing online games on original hardware. A few highlighted the technical challenges involved in the process, appreciating the developer's deep understanding of the PSP's architecture. The potential for further development, such as implementing WPA3 support, was also mentioned.
Eli Lipsitz has introduced Game Bub, an open-source handheld console built around a Field-Programmable Gate Array (FPGA) designed for accurate retro game emulation. Unlike software emulation, the FPGA hardware recreates the original consoles' logic, offering cycle-accurate performance. The device features a 3.5-inch LCD, familiar gamepad controls, and a MicroSD card slot for ROMs. All design files, including the hardware schematics, FPGA code, and 3D-printable case designs, are available on GitHub, enabling others to build, modify, and improve the project. While currently focused on Game Boy, Game Boy Color, and Game Boy Advance titles, future expansion to other systems is possible.
Hacker News users discussed the Game Bub, an open-source FPGA retro emulation handheld. Several commenters expressed excitement about the project, praising its open-source nature and the potential for customization. Some questioned the choice of using an iCE40 FPGA, considering its limited resources compared to other options, particularly for more demanding systems like the PlayStation. The project's reliance on a soft CPU core for some systems also drew some skepticism about performance. Others raised concerns about battery life and the overall cost, but many remained optimistic about the Game Bub's potential, especially for simpler 8-bit and 16-bit systems. There was interest in seeing future updates and improvements to the project.
NESFab is a new, experimental programming language specifically designed for creating NES games. It aims to simplify NES development by providing a higher-level abstraction than assembly while still allowing fine-grained control over hardware. The language features a simplified syntax, built-in support for NES hardware features like sprites and scrolling, and a compiler that outputs optimized 6502 assembly code. NESFab also includes a suite of tools for building, running, and debugging games directly on original NES hardware or emulators. The project is actively being developed and welcomes community contributions.
HN users generally expressed excitement about NESFab, praising its simplicity and the ease with which it allows creation of NES ROMs. Several commenters drew comparisons to Pico-8, highlighting NESFab's similar approachable nature. Some discussed the limitations of the language, like its current lack of support for scrolling or metatiles, but acknowledged its early stage of development. Others appreciated the technical details shared about the compiler's implementation, including its use of Lua and assembly language. There was also interest in the potential for targeting other retro consoles. Overall, the comments reflected a positive reception to NESFab as a promising tool for aspiring NES game developers.
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https://news.ycombinator.com/item?id=43895237
Commenters on Hacker News discussed the ingenuity of Warren Robinett hiding his name in the game "Adventure" given the corporate culture at Atari at the time, which didn't credit developers. Some recalled their childhood experiences discovering the Easter egg and the sense of mystery it evoked. Others debated the impact of "Adventure" on gaming history, with some arguing its significance in popularizing the action-adventure genre and others highlighting its technical achievements given the 2600's limitations. A few commenters also shared personal anecdotes about working with or meeting Robinett. One commenter even linked a video showing how to trigger the easter egg.
The Hacker News post titled "History of 'Adventure' for the Atari 2600" linking to an Atari archive blog post has generated a moderate number of comments, mostly focusing on personal nostalgia, technical details of the Atari 2600, and the significance of Adventure in gaming history.
Several commenters reminisced about their childhood experiences playing Adventure, describing it as a formative gaming experience and praising its innovative gameplay for the time. The hidden Easter egg, the first in a video game, featuring Warren Robinett's name, is mentioned multiple times, with some sharing anecdotes about discovering it. The difficulty of the game is also a recurring theme, with users recalling the challenges they faced and the sense of accomplishment upon completion.
A few comments delve into the technical limitations of the Atari 2600, explaining how the game had to overcome hardware constraints like limited memory and processing power. These comments often highlight the ingenuity of the programmers who managed to create such a complex and engaging game within those limitations. Specific techniques, like the use of flickering to represent multiple objects in the same space, are discussed.
Some comments discuss the broader impact of Adventure, recognizing it as a pioneering game that laid the groundwork for later action-adventure titles. The importance of the Easter egg in the context of game developer recognition is also touched upon, with some commenters reflecting on how it contributed to the rise of named developers in the industry.
A smaller subset of the comments branch off into related topics, such as the development of other early video games, the history of Atari, and the evolution of game design. There's also some discussion about emulating Adventure on modern hardware and the availability of ROMs online.
While no single comment could be considered overwhelmingly compelling, the collection of comments paints a picture of Adventure's lasting impact and the fondness with which it is remembered by many in the Hacker News community. The comments successfully blend personal nostalgia with insightful observations about the technical and historical significance of the game.