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.
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.
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.
Robert Houghton's The Middle Ages in Computer Games explores how medieval history is represented, interpreted, and reimagined within the digital realm of gaming. The book analyzes a wide range of games, from strategy titles like Age of Empires and Crusader Kings to role-playing games like Skyrim and Kingdom Come: Deliverance, examining how they utilize and adapt medieval settings, characters, and themes. Houghton considers the influence of popular culture, historical scholarship, and player agency in shaping these digital medieval worlds, investigating the complex interplay between historical accuracy, creative license, and entertainment value. Ultimately, the book argues that computer games offer a unique lens through which to understand both the enduring fascination with the Middle Ages and the evolving nature of historical engagement in the digital age.
HN users discuss the portrayal of the Middle Ages in video games, focusing on historical accuracy and popular misconceptions. Some commenters point out the frequent oversimplification and romanticization of the period, particularly in strategy games. Others highlight specific titles like Crusader Kings and Kingdom Come: Deliverance as examples of games attempting greater historical realism, while acknowledging that gameplay constraints necessitate some deviations. A recurring theme is the tension between entertainment value and historical authenticity, with several suggesting that historical accuracy isn't inherently fun and that games should prioritize enjoyment. The influence of popular culture, particularly fantasy, on the depiction of medieval life is also noted. Finally, some lament the scarcity of games exploring aspects of medieval life beyond warfare and politics.
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.
The Video Game History Foundation has digitized and made publicly available a vast archive of old video game magazines, spanning decades and covering various platforms. This free online resource includes searchable PDFs of publications like Computer and Video Games, Mean Machines, and Edge, offering valuable insights into the history of the gaming industry, including early reviews, developer interviews, and period advertising. The archive aims to preserve gaming history and provide a resource for researchers, journalists, and anyone interested in exploring the evolution of video games.
Hacker News users generally lauded the Video Game History Foundation's digitization efforts. Several commenters expressed nostalgia for specific magazines like Computer Gaming World and Next Generation, highlighting their importance in shaping gaming culture and providing early access to information. Some discussed the challenges of preserving physical media and the value of digital archives for accessibility and research. Others pointed out the potential copyright issues with distributing ROMs and the importance of distinguishing between archiving and piracy. A few users also shared anecdotes about their experiences with these magazines and the impact they had on their interest in gaming. The overall sentiment is one of strong support for the project and appreciation for the preservation of gaming history.
Summary of Comments ( 18 )
https://news.ycombinator.com/item?id=43735239
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 Hacker News comments section for the Galaxian 3 Project Revival post contains a lively discussion with several interesting points raised.
Several commenters express excitement and nostalgia for the original Galaxian 3 experience. One user recounts their memory of playing the game at a Six Flags park, highlighting the immersive nature of the large, curved screen and the thrill of cooperative gameplay. Another commenter mentions seeing it at a Trocadero center in London, further demonstrating the game's geographical reach and impact. This nostalgia fuels a significant portion of the discussion and contributes to the overall positive reception of the restoration project.
Technical aspects of the game and its restoration are also discussed. One commenter questions the feasibility of emulating the game due to its reliance on specialized hardware, specifically mentioning the DSPs used and the challenges in replicating their behavior accurately. Another user responds, suggesting that while cycle-accurate emulation might be difficult, achieving a playable experience through emulation could still be possible. This exchange highlights the technical complexities involved in preserving such arcade experiences.
There's a discussion around the differences between the various versions of Galaxian 3. Commenters clarify the distinctions between the "Theater 6" version (the subject of the restoration project), the "Theater 5" version, and the console port for the Bandai Playdia. This helps to clarify the specific focus of the restoration effort and acknowledges the existence of other iterations of the Galaxian 3 experience.
One commenter mentions a completely separate project aiming to recreate the Galaxian 3 experience using modern technology, including VR headsets. This introduces the idea of not just preserving the original game but also reimagining it for contemporary platforms, opening up new possibilities for how future generations might interact with this classic arcade title.
Finally, the high cost of the original Galaxian 3 cabinets is discussed, with one commenter suggesting a price tag in the hundreds of thousands of dollars. This underscores the significant investment involved in undertaking such a restoration project and explains the rarity of these machines.
In summary, the comments section reveals a mix of nostalgia, technical discussion, and appreciation for the challenges involved in preserving this unique piece of arcade history. The commenters collectively paint a picture of a beloved, technically impressive, and rare arcade experience that holds a special place in the memories of those who encountered it.