Posts in Gaming (20 found)
Unsung Today

“No standard format for writing data to these tapes”

An 11-minute video from MattKC documenting huge effort to revive a backup tape from a 2000 game Frogger 2: Swampy’s Revenge: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/no-standard-format-for-writing-data-to-these-tapes/yt1-play.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/no-standard-format-for-writing-data-to-these-tapes/yt1-play.1600w.avif" type="image/avif"> This is a pretty harrowing story of restoration, including an extremely obscure backup tape made by a short-lived Dutch company, attempts to reverse engineer a poorly documented data format, a data recovery company that damaged the tape instead of restoring it, and a mad hack to trick the drive into reading it anyway.

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./techtipsy 2 days ago

Faithfully reimplementing an obscure Estonian Flash game for modern browsers: GTA õppesõit

Play it here! (desktop browsers only) Or try the “remastered” one! (desktop and mobile) There used to be an Adobe Flash game where the goal was to pass a driving test, with the instructor being ready to berate you whenever you screwed up. It’s virtually unknown outside of Estonia, but I remember playing it as a child, and it was a lot of fun. Sadly, Flash is no longer relevant, and the original website has gone offline a long time ago. For a while, the only way to experience what the game is, was this YouTube video showing its gameplay. Luckily, backups of the original Flash game exist in the Internet Archive , and I also learned that this website hosts it with a solution that translates the original game, albeit with less than stellar results. To preserve a piece of media reliably over a long time period, you need to format shift it. I decided to use a similar idea to preserve this game by putting my responsible vibe coding hat on and turning this into an authentic recreation that runs on modern browsers, including all the tiny details and admittedly horrible key bindings. After all, making old games work on modern browsers is so hot right now. For this, I relied on my homegrown custom sandbox (Podman and a shell script), Claude Code, and Opus 5.5. The workflow was quite simple, with the main goal being to offload as much of the work as possible, and to ensure that the agent can check its work along the way. By the time it was specced and a few clarifying questions covered, it executed it and the end result was playable the first time. On a high level, the process was this: I expected a lot more trouble than that. But no, it just works. Smartphones weren’t a thing back when this game was made, so don’t expect to play the game on those, yet. Performance is horrible though, all the assets are downloaded separately. But don’t you worry, this game is now ✨ remastered! ✨ find every single possible reference and backup/archive of this game online take the existing YouTube video as a reference point in case assets are missing or broken let Claude Code unpack and go through the assets and code let Claude Code play through the actual game on an actual Adobe Flash installation, using prepared scenario scripts put together a spec document read through it myself for confirmation execute on it let Claude Code play through the whole game itself to validate the results in an actual browser play the game myself

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Unsung 2 days ago

“Both of these games have had their heydays and then both went astray a bit.”

On the most recent episode of the Waveform podcast, the hosts talk about two new announcements in the MMORPG world (relevant bit starts at 1:21 and goes on for 14 minutes): = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/both-of-these-games-have-had-their-heydays-and-then-both-went-astray-a-bit/yt1-play.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/both-of-these-games-have-had-their-heydays-and-then-both-went-astray-a-bit/yt1-play.1600w.avif" type="image/avif"> The context is this: The new announcements are yet another revisit for each universe: I haven’t played either game, but the segment made me think: why have we never seen non-game software do this kind of stuff? I can think of multiple reasons, but at the same time I am surprised I can’t come up with even just one example of a software company doing something similar – I mean, rewinding the clock – with one of their bloated apps. We have seen companies reboot their software – the most (in)famous examples in recent times I can think of would be Apple’s iMovie ’08 and Final Cut Pro X , Sonos software refresh in 2024 , and Digg redesign in 2010 – but that feels different. Of course, time and again, we also see competition take another crack at a problem and steal the market from an incumbent afraid to cannibalize itself , but that’s also a different thing. In a post not long ago , I wrote: I think that kind of push and pull is important, especially today. I don’t love using Google Sheets, but my favourite spreadsheet is not Excel 97 , either. My favourite spreadsheet is some hypothetical anachronistic version of Excel 97 that also has modern high-dpi typography, and a ⌘K command palette, and today’s trackpad gestures, and support for AVIF and HEIC. …and I still think I would love to see “Excel 97 Revisited” today. But I’m not sure I’ve ever seen anything like it. Please let me know if I am missing something obvious! RuneScape launched in 2001, and World of WarCraft in 2004, each game already had a “relaunch”: RuneScape via Old School RuneScape in 2013, and World of WarCraft with its Classic edition in 2019 – both revisiting and perhaps straight replaying the respective original game, but with some new improvements. RuneScape announced RuneScape 4 – an old game engine but with more modern graphics, World of WarCraft announced World of WarCraft: Forever , which feels like a cross between “reboot” and “rewind” – going back to the original, but creating brand new events and universes within.

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Picks and Shovels

I've owned picksandshovels.org for the better part of a year. This afternoon, Claude Opus 5.5 built a web game for the site (with a little bit of inspiration from me.) As Claude was working, I interjected a bit of commentary, but pretty much all of the jokes and catastrophes are Claude's doing. Below is the sum total of my prompting to make the game. Happy clicking! Good luck avoiding the apocalypse!

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neilzone 5 days ago

'Serious Saturday' at Red Alert Airsoft, Newbury

I started playing Airsoft a year ago , after a long hiatus. Since then, I have played quite a lot, pretty much every two weeks (and then, during the summer, an additional Friday evening targets session, every other week). I am still not particularly good at it, and I could certainly do with getting fitter, but I have got to a point where I am content with the equipment that I have, and I can go out and play with a sense of purpose. I have played all of my games at Red Alert Airsoft, in Newbury. This is for three reasons: the people there are just lovely . Such a friendly, welcoming, down to earth group. it is about 10 minutes away, which is very convenient I enjoy it! I like the mix of games, and while some days have, perhaps inevitably, been better than others, none has been less than excellent. I am sure that there are other good Airsoft sites, but I’ve just got no incentive to go anywhere else. The days that I enjoy the most are the “Serious Saturday” days. This is an all-morning game, with a break for lunch, and then either an all-afternoon game, or a slightly slower pace of smaller/shorter games during the afternoon. There is nothing particularly “serious” about it - everyone is there to have fun, as usual, and no-one takes the games too seriously. There’s always a chance for a laugh and a chat with the other team, normally after you’ve just been hit after spending ages getting to the other side of the site. In my experience - perhaps because of the scary-sounding “serious” name, or the fact that it is on a Saturday when Red Alert mostly runs Sunday games - Serious Saturday has fewer participants, and most of the ones I have played have had somewhere between 10 and 25. Given the size of the site, that makes for two (or three) small teams, and the possibility of splitting down into two-person squads, and that - for me - really works. Skirmish days, when there are 100+ people on the site, are fine, but I do prefer the quieter, slightly more strategic, days. The games are more objective-focussed, and work best when everyone on a team works together. Sure, there’s scope for sneaky individual game play - I spent quite a lot of last Saturday hiding in some ferns, on overwatch on a couple of key points on the site, happily taking down people as they appeared nearby - but it needs to fit in with the overall team strategy to make sense. Red Alert has acquired some rather fun Arduino-powered “bombs”, which can be used for various game modes. Last Serious Saturday, we were playing a “disarm the bomb” game: someone had planted a bomb at our base, and we had to comb the site (30+ acres…) to find the digits making up the code. We had to get them back to the bomb, and disarm it, in the 30 minute time period. The other team had the same objective, and the team which disarmed their bomb first won - not that, honestly, it really matters (to me, anyway) who wins. I’m there to have fun, and get a bit of exercise. The “bombs” are really rather impressive, and I think that they could actually be used to trigger a pyrotechnic device at the end of the countdown… and that would be fun. I also spent a bit of time testing the Topdon TS004 thermal monocular for Airsoft - I will probably try that again when the ferns have died down, and sight lines have opened up a bit. There’s one more “Serious Saturday” this year, and I am looking forward to it. the people there are just lovely . Such a friendly, welcoming, down to earth group. it is about 10 minutes away, which is very convenient I enjoy it! I like the mix of games, and while some days have, perhaps inevitably, been better than others, none has been less than excellent.

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ava's blog 2 weeks ago

rose ▪ bud ▪ thorn - september 2026

My coworker brought back soap for the entire team from her trip to Turkey. The Magic Secret Lair stuff :) Soba with a sweet-sour mango sauce, chickpea tofu, vegetables and shredded toasted nori. My nails this month. My Poron! Or rather, Cinnamoroll in a Poron outfit, but I take what I can get. I "modded" her because she comes with a different keyring, but one of my other Sanrio keyplushies has this pink heartshaped one which suits her so much better, so I switched it out. Our latest sourdough bread: Published 30 Sep, 2026 Started feeling a lot better; more hopeful, more together, more focused and motivated. I met up with Xaya , her girlfriend , and Kami in real life. :) went to a café, then went back to my place to play some games. I added new pictures to my blog - on my /now page and my author page . I bought new matcha and a Poron plushie. I love her so much, she is my favorite from Sanrio, but never really gets any merch or it is ugly (doesn't get her fluffy ears right). This one I really love. My Stardew Valley Secret Lair order arrived and my wishes came true - Krobus really was the secret card included!! I restarted doing summaries for GDPRhub again after taking a 2-month break. The URL penis.ceo now forwards to this blog for a year. I won't renew it, but 9 dollars is ok and it makes me laugh. Did a deep clean and declutter of the main bathroom. Been having a good time at the gym, making progress. I go 5x a week now unless I need an additional rest day. In FFXIV, I have now made it to the Stormblood expansion. Had a good date with my wife at the place where we got engaged, and we found a new favorite restaurant. Read Bad Blood by John Carreyrou, then Kiss of the Spider Woman by Manuel Puig. Getting back into the blogging groove. I've started studying for the new semester. I postponed Property Law from last semester to this one, plus I have also enrolled in Employment Contract Law and Commercial Criminal Law. Working on adding some fun easter eggs and mysteries to my blog. I've started Digitaler Kolonialismus by Ingo Dachwitz (I like his work at netzpolitik.org). I wanted to add an AI law class to my data protection consultant certificate because they're now offering that upgrade, but it cost a surprising amount of money that I don't think the material and resulting extra diploma is worth. It sucks though, because other than that, I really wanna do it. I wanted to apply to a job, but upon further consideration and really reading the work description deeply, I realized it wouldn't be fun for me. It's in the right space/topic, but the actual day-to-day work is not something I enjoy. Made me sad, because I was looking forward to a possible exit from my current position. It feels like unless you already have Master's degree and several years of experience, all you are allowed to be is a clown who makes PowerPoint slides all day or adds events to an Outlook calendar. I ended up doing zero exams for the summer semester. I had to drop it all. Unfortunately. I feel unsure about my future and where to take it from here. I guess I'll just focus on finishing my part-time degree first, but it would be nice to have a bit more of a plan for afterwards, or for the rest of it so I don't have to stay in a job I hate for the next 3 years still. Things have shifted so my original plans don't really seem to work out anymore. My gynecologist just shut down operations a week ago and will go out of business today with no notice or warning. Found out yesterday. I was really happy with them and I’m completely blindsided. Had to figure out who will refill my prescription and continue treatment.

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Brain Baking 2 weeks ago

October Is Spooky Video Game Month

It’s just two days shy of being October, the spookiest month of the year. October does not just signify Inktober or any other compound word involving the name of the month. No; October means playing Mega Ran, Richie Branson & Kadesh Flow’s Ghouls ‘N Ghosts albums on repeat ( we’re the kings of the night; GnG resurrected ). I have high hopes of them releasing album number five, but in the meantime, just listen to a few tracks of the latest album and you’ll know why it’s part of the October canon: The first song on the album is a rearrangement of a classic Castlevania track—something Mega Ran loves to do and I love to listen to. The lyrics of the linked track—nr. 2; Make It Out (Siren Head) —set the tone of a dark haunted castle that, once entered, refuses to let you go: Too much time trying to get away Eerie sounds almost had me swayed Thinking there was someone to save Got me dodging an early grave […] I don’t know if I’ll make it out (4x) But Lord knows I’m trying Speaking of which; why don’t we all play as many Castlevania games as we can in October? We’ve got two things to celebrate: the spooky season (and thus the harvest of ample of pumpkins I guess) and the arrival of Castlevania: Belmont’s Curse , a new 2D entry in the mainline series! If you don’t count Igarashi’s Bloodstained series as a mainline Castlevania game, it’s been since Order of Ecclesia in 2008—18 years ago—that we ‘Vania fans are being treated to a brand new 2D metroidvania game. I’m not counting 2009’s The Adventure ReBirth ; the remake of the 1989 Game Boy game; nor 2024’s Haunted Castle Revisited ; the remake of the 1987 arcade game. Yet perhaps it is worth it to paste in a flyer for the arcade game to help get you into a creepy mood. Haunted Castle: Re-Vamp An Old Game With This New Kit! 1 To 2 Players. Doesn’t that penetrating gaze from the beautifully dressed woman kneeling next to a grave marked as “STONE” without getting a single spot of dirt on her very visible shiny legs send a chill down your spine? Or send anything down anything else? How about the gaze of Dracula himself, staring dangerously looking into the foggy distance, or rather, having this I-need-to-pee look? That was the late eighties—they don’t make them anymore like this. But no worries: they are still making a Castlevania game! Someone at Konami finally resurrected the genre after realising that this could be a sure way to fill the coffins back up with lots of cold hard cash; needed for research purposes to do execute some more cross-breeding vampire-werewolf-human experiments. I don’t understand why they realised it so late but better late than never. The Castlevania Collections on multiple platforms are still selling well; shouldn’t that be an indication for an appetite for more? In any case, I will enter October prepared. I already went ahead and played a couple of 16-bit entries that I somehow missed, such as Bloodlines on the MegaDrive and Vampire’s Kiss on the SNES. I play Aria of Sorrow each year: to me, it’s simply the best game in the series, and one of the best games ever created. It executes every typical ‘Vania mechanic flawlessly, has a soundtrack that just slaps, and doesn’t outstay its welcome. Obviously, it’s in my Top 20 GOAT list . Yet for being such a fan of the more “modern” metroidvania adaptations the series evolved towards after Rondo of Blood , I have never truly finished thé most important entry: Symphony of the Night . I wasn’t a Sony/PlayStation kind of person and even after finally having access to it through a hidden unlockable in the Dracula X Chronicles remake on the PSP, I had other more pressing things to do such as trying to figure out how this thing called working works. The game arrived in Europe a year after I graduated. Each year in October, we at the DOS Game Club play a spooky DOS game . Last year, that was Halloween Harry . In two days, you can join us playing Legacy: Realm of Terror . In Legacy , you explore yet another spooky mansion—this time not Dracula’s, but from someone or something much worse: something that serves as a gateway to ancient eldritch horrors. Why don’t you create your own spooky video game backlog to try and work through in the upcoming month? Here’s mine: I don’t expect to finish them all but if you are interested in exploring the Castlevania series, I do recommend to just start with the beginning. The original “classicvania” stage-based games are very short—but also very hard: that was the accepted way to artificially prolong the game length in the eighties/nineties. Play them through the Anniversary Collection or en emulator that features save states in case you get frustrated by bats knocking you off staircases. Trust me, you will. There are enough “best ‘Vania games” lists floating around on the internet. For me, the GBA and DS games are firmly placed at the top. Skip a game if it doesn’t click with you in thirty minutes. Enjoy whipping and be whipped by Death! And don’t forget to make good use of the bathroom if you suddenly find yourself staring at the distance. Related topics: / games / By Wouter Groeneveld on 29 September 2026.  Reply via email . Castlevania: Dracula X Chronicles (the Rondo of Blood PSP remake) Castlevania: Symphony of the Night Diablo II: Resurrected (I’ve played the original to death and feel the sudden urge to do a few more Mephisto hell runs. Plus, the new class looks amazing: official new content in a game that’s basically 26 years old!)

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Unsung 3 weeks ago

“I want to release it, even if the quality would be a little lower.”

In 1996, Street Fighter Alpha 2 was ported onto Super Nintendo Entertainment System, a 1990 machine on its way out and not really up to the task of running such a modern game. The team put up a hell of a job, involving adding a custom compression chip, with the game being much better than anyone expected – but still suffering from a big flaw, which was a momentum-breaking 3-second freeze at the beginning of every battle. Dimitris Giannakis, also known as Modern Vintage Gamer, describes the problem and community’s more recent efforts to fix it : = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/i-want-to-release-it-even-if-the-quality-would-be-a-little-lower/yt1-play.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/i-want-to-release-it-even-if-the-quality-would-be-a-little-lower/yt1-play.1600w.avif" type="image/avif"> Turns out, the problem wasn’t the compression chip, but sound effects – and the fix to complelty remove the delay relatively trivial in hindsight. A community member named gizaha posted a patch to the game in 2020, and its description can send shivers down your spine: Sounds good. Alright, fair enough, perhaps the game was rushed to market and some light optimizations skipped. Also in 2020, people set their sights on another 1990s game, Super Mario 64. MattKC on YouTube talked about a similar problem as SFA2 – the game seemingly wasn’t properly optimized: For years, if not decades, this has been accepted as fact: Bowser’s sub is just too big and too goofy for the N64 to draw consistently. But what if I told you it didn’t have to be? Nintendo just… forgot to turn on a C compiler optimization feature before shipping the game. The result wasn’t as egregious as random 3-second freezes, but still gave people much lower framerate on certain levels: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/i-want-to-release-it-even-if-the-quality-would-be-a-little-lower/yt2-play.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/i-want-to-release-it-even-if-the-quality-would-be-a-little-lower/yt2-play.1600w.avif" type="image/avif"> However, Giannakis followed up on that, and discovered the story wasn’t as simple . The optimization in question was still itself evolving at the time, and had known issues when Super Mario 64 was being developed. As easy as it is to turn it on in 2020, all polished and tested, it was a different story in 1996: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/i-want-to-release-it-even-if-the-quality-would-be-a-little-lower/yt3-play.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/i-want-to-release-it-even-if-the-quality-would-be-a-little-lower/yt3-play.1600w.avif" type="image/avif"> The video actually compares the versions visually, and even investigates other optimizations. But it all pales in comparison to this 2024 video by Kaze Emanuar , who says “hey, guys, you have been looking at the wrong place the entire time” – as a matter of fact, it wasn’t the optimizations that Nintendo didn’t turn on that made the game slower. It was the optimizations they added: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/i-want-to-release-it-even-if-the-quality-would-be-a-little-lower/yt4-play.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/i-want-to-release-it-even-if-the-quality-would-be-a-little-lower/yt4-play.1600w.avif" type="image/avif"> The video is kind of intense, but I feel you can learn a few really interesting things from it: It’s a fascinating watch, suggesting framerate increases of up to 50% on the original hardware, with just software changes . Both the Street Fighter 2 Alpha and Super Mario 64 efforts also portray a terrifying notion: imagine your code being hyperanalized by a group of people 25–30 years later, pointing at your flaws. Disable some waste sample loads Tweaked audio engine for faster start of loading Faster audio load, upload 2 bytes at the time instead of 1 how you show the debug information matters, there is such a thing as a “performance lottery,” naïve efforts to optimize can be heavier than not doing anything at all, it’s best to optimize for maximizing minimum frame rate, rather than average frame rate.

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Player fingerprinting in StarCraft in the age of AI bots

Competitive e-sport athletes are full-time professionals, and the ones at the top earn around what corporate executives make. This month a bot turned up on the ladder good enough to beat them, so the question is no longer only which human played a game, but whether one did. So: is it possible to fingerprint a human by the way they play?

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fLaMEd fury 3 weeks ago

What a time to be alive

What’s going on, Internet? Today just seems like one of those days. It’s Friday evening and I’m standing here at my desk with a beer, messing with the blog. Placeholding some later posts that I meant to write but time got away on me. Listening to new music, playing new computer games, and watching new favourite old TV shows. Kids are in bed, and asleep. New golf clubs arrived. I got to have a swing at the range. New Miley Cyrus album. I was onto something , wasn’t I? Check out Bass Persuades , and the second single Let’s Get Married . Blizzcon was last weekend. New Warcraft III expansion, Forsaken Kingdom . Which sets the story for the new World Of Warcraft game; Forever . New South Park, with a new intro song . Let’s hope it’s less whatshisface this year. And don’t mind those blank posts you’ve seen pop up in the feed, I’m staging them as a encouragement for me to finish writing them. Hey, thanks for reading this post in your feed reader! Want to chat? Reply by email or add me on XMPP , or send a webmention . Check out the posts archive on the website.

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Unsung 4 weeks ago

“Insert your favorite nursery rhyme.”

Make Some Noise is one of many fantastic improv comedy shows on Dropout . I noticed one of the ongoing themes is “tech gone bad,” so I compiled a short list below. I just find these really funny. Video call with shitty wifi : = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/insert-your-favorite-nursery-rhyme/yt1-play.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/insert-your-favorite-nursery-rhyme/yt1-play.1600w.avif" type="image/avif"> Logging in with 30-factor authentication : = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/insert-your-favorite-nursery-rhyme/yt2-play.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/insert-your-favorite-nursery-rhyme/yt2-play.1600w.avif" type="image/avif"> A cutscene in a video game that’s glitching out : = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/insert-your-favorite-nursery-rhyme/yt3-play.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/insert-your-favorite-nursery-rhyme/yt3-play.1600w.avif" type="image/avif"> In case you’re curious, the improv actors are: Zac Oyama, Josh Ruben, and (occasionally) Brendan Lee Mulligan. (If you’re a Dropout member, these are the original, slightly longer landscape videos inside the respective episodes: wifi , 30-factor , game .)

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Unsung 1 months ago

“But, as we all know, the individual light bulbs are not moving.”

I linked to palette cycling before , and I was just reminded of palette cycling art by Mark Ferrari, who back in the 1990s made 30+ landscapes that looked like this: They have been collected on this webpage some 15 years ago, and I’m linking to it in part because it’s also a great explainer of how palette cycling works – you can see the colors move around, you can point to one to see it frozen, and you can see multiple cycles running in parallel, compare palette ranges between different environmental conditions, and turn on a “blended” technique that feels clever and I didn’t realize existed. The page was made by Joe Huckaby, who wrote a little intro: Mark J. Ferrari […] invented his own unique ways of using color cycling for envrironmental effects that you really have to see to believe. These include rain, snow, ocean waves, moving fog, clouds, smoke, waterfalls, streams, lakes, and more. And all these effects are achieved without any layers or alpha channels – just one single flat image with one 256 color palette. The launch was also accompanied by an interview with Ferrari, which is an interesting read – in part because it shows the work was even more elaborate than all of the above: These versions of the scene are all the same piece of art ‘shifted’ to different palettes, and, in some cases, using additional ‘baked in’ overlays, (such as rain or the lighted windows at night). But those overlays are all ‘baked in’ to the same layer of the same piece of art that appears in any other ‘day-time’ or clear weather iterations, and are all deriving their color and motion from the same palette as the rest of the picture in that state. While [the page above] finally allows us all to watch these images color cycle online, many of the scenes posted were actually ‘built’ to do much more than merely animate. By fading the one piece of art through whole sets of palettes, sometimes also using a very sparse set of ‘baked in’ overlays, a number of these scenes can go seamlessly through the 24 hour light cycle, and even change weather conditions ‘naturally’ and seamlessly in real time as you watch. I am not just talking about changing the brightness or color scheme of these pictures either. In the images built for it, over the course of ‘sunrise and morning,’ ‘morning to afternoon’ or ‘evening and sunset,’ light and shadow will actually gradually change angle, climb down the sides of things, move across lawns, up cliffs or building walls, as changing light does in life – all just by fading through palette series designed to make those things happen without altering or adding anything at all to the single layer of 8-bit pixel art. Ferrari also suggests an interesting analog to palette cycling, which I quoted in the title. (Bonus: Ferrari’s animated landscapes were made for a new-age’y personal organizer app called Seize The Day, and on top of the above preservation effort, there is also this independent, extremely retro page from a fan of the app who loved it so much she decided to keep the app itself alive, too.)

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Brain Baking 1 months ago

What Do We Feel When We See Another Video Game Remake?

Yes, this is a blog post about the The Legend of Zelda: Ocarina of Time remake. In part inspired by Christian Donlan’s I’m trying to untangle my response to how the Ocarina of Time remake looks on EuroGamer and in part because of my huge initial distrust when I saw the first real gameplay trailers. What exactly happened in my head was something along the lines of: Since that initial shock, I’ve mostly come around. Well not really, but good enough to tolerate it’s a remake, not a remaster, and it’ll please the youngsters who don’t even know what proper Zelda gameplay is, since Breath and its direct successor don’t even feature proper dungeons. Young Link running around in the Hyrule fields. Where you can actually see stuff in the distance. Crazy. Let’s take a step back. I’ve been mulling over the purpose of a remake/remaster (let’s keep the distinction out of this discussion for now) and came to the conclusion that the reception of games like these can be categorised in the following taxonomy. On the one hand, you’ve got people who never played the game before. They are either young enough to never have witnessed the original (and have not heard enough about it to care), or people who missed the original release and are now reminded of its existence. This is exactly what a remake is for: to push the original game forward into the future, ready to win the hearts of another generation. In case of OOT , I doubt any self-proclaimed gamer will deny its presence in nearly all top of all time lists, but in the case of the average game from the nineties that since has fallen into obscurity, a remake is a sure way to try and resurrect it from the dead. On the other hand, there are folks who already played OOT . These are the critical annoying folks who’ll tell you Breath of the Wild is not a true Zelda game (look who’s talking). We can further categorise these into grumblers who want to preserve the exact experience from back then and the folks who are open to reliving its core message whilst marvelling at a completely revamped engine or even fleshed out storyline. Given my affinity with nostalgia —good or bad—I tended to side with the grumblers. That’s indeed shrewd usage of past tense. My first raw reaction when seeing Young Link in motion, built out of 3446833 polygons instead of just 10 was definitely a grumbly one. But like I said, I’ve come around. Why do I buy and play so many remakes/remasters? A non-exhaustive recent selection: Why do I buy and play so many retro-inspired new games? A non-exhaustive recent selection: Why do I buy and play so many retro collections? A non-exhaustive recent selection: Clearly, I am the ideal target audience for a game like the OOT remake. Yet my first reaction was scoffing—why? Because that’s not how Link is supposed to look like and how the field of vision is supposed to work on authentic Nintendo 64 hardware? There are a plethora of HD ports out on the PC such as Ship of Harkinian , offering modern controls, widescreen, and other quality of life stuff we’re all addicted to nowadays. Including me. Including me: the first thing I did when replaying Might & Magic VIII , a 26 year old PC game from 2000, was apply a patch that improves the field of vision, adds widescreen, and fixes some of the controls. The first thing I did after installing Ultima Underworld was patching in “modern” mouse controls. It turns out that I’m less of an authentic player than I thought I was—yet I refuse to play Serious Sam HD and stick with my Windows 98 PC for that one. Why? Because Serous Sam is supposed to be low-res that used to be enormously high-res and cutting-edge. The HD version looks too different compared to the original that in my personal context has a tight affinity with the ATI Radeons and GeForces of the early noughties. I didn’t want to alter how Ultima Underworld and Might & Magic VIII looks or sounds —merely how easily I can manipulate its world. Yet if you give me the choice to play Paper Mario 2 on the GameCube or on the Switch, I’d choose the latter in the blink of an eye. This is coming from someone who spent forty hours on both games, in 2004 and in 2024. Stuart Gipp from The Retronauts podcast recently interviewed the editor in chief of UK’s Retro Gamer magazine who was shocked to hear that some people collect PAL versions of console games as opposed to NTSC ones. We in Europe were never treated with good framerates, but why would you not want them, given you can now access everything through the internet? Because they wanted to experience a restorative nostalgic moment; to perfectly recreate their childhood memories. In practice, it’s never that black and white. I like the HD version of Age of Empires II , but I would still play the original on my old hardware if I felt like it. The “remastered” version of Warcraft III is a gigantic trainwreck. I don’t want to touch Diablo II: Resurrected . But that’s just me pretending: my hardware currently can’t handle it. I want to play it so bad: it’s recently got a new playable class—for a gameplay loop that’s twenty-six years old, that’s just crazy! Wait, the game is out on the Switch ?? Yet I’d never want to play the blurry mess that was the GameCube version of Paper Mario again if I can spin up a crispy clear version on the Switch that even comes with cleaned up and in my opinion an improved soundtrack. What about The Legend of Zelda: Link’s Awakening and the Switch remake then? I did not buy it and I have zero intentions of doing so. The aesthetics of the new version are off-putting to me: the original was a (very) pixelated 2D game. The new one technically still is, but the 3D engine full of bloom effects evoke an entirely different feeling . Yacht Club Games’ newest Mina The Hollower successfully evoked the original Link’s Awakening theme, but in doing so, it perhaps turned off a group of youngsters that are used to playing Fortnite . The fact that the engine allegedly stutters in more than a few places, dipping below 30 FPS, does not help either. Link's Awakening Rewakened: Looks like LEGO blocks to me. Where are my pixels? So where does that leave us with the upcoming Ocarina of Time remake? Just set aside that . You know you’re screwed—might as well admit it now. Related topics: / nostalgia / games / By Wouter Groeneveld on 12 September 2026.  Reply via email . This is not right, it’s not supposed to look this way! Why is this hyper realistic? Is this a From Software game ported to a finally capable Nintendo machine? Is this Ocarina of Time (OOT) or is this Breath of the Wild , where you can scope out a point in the distance from a tower, glide down and actually visit that place? Go back to point 1: it’s not supposed to look/work this way! Seventy bucks for a game that I already own on multiple platforms including the perfectly reasonable polished 3DS edition? I don’t think so. The chickens are not supposed to have more than three polygons. Now they look like plastic. Where’s the fog? Why can we see that much? Paper Mario 2: Thousand Year Door Mario RPG (remake? Debatable) Soul Reaver Anything from Nightdive Studios such as Rise of the Triad: Ludicrous Edition , DOOM (again) or the Turok trilogy Wonder Boy: The Dragon’s Trap (remake) Bio Menace Remastered Shooters like Project Warlock , DUSK , Nightmare Reaper , Wizordum Shovel Knight et al. Ruffy and the Riverside Adventure games like The Telwynium , Crimson Diamond , The Aching , Gobliins 6 , and even The Drifter Forbidden Solitaire The Castlevania collections ( Dominus , Advance , Anniversary ) The Turtles Cowabunga Collection The Turok trilogy The Duke Nukem collection 1 for Evercade

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Unsung 1 months ago

“A great look at the destructive power of an uncaught Infinity value”

There are two distinct flavors of speedrunning: Watching the first one feels like watching the Olympics. The second one is absolutely incomprehensible without someone narrating over and explaining things. This video by Marblr is such narration and explanation of a particular glitch in Portal that significantly shortened a few speedrunning moments: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/a-great-look-at-the-destructive-power-of-an-uncaught-infinity-value/yt1-play.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/a-great-look-at-the-destructive-power-of-an-uncaught-infinity-value/yt1-play.1600w.avif" type="image/avif"> It’s an hour-long video, and I think it’s a really well-made one, and one you can learn a lot from. The video has some nice history of strafing – similar in some way to Scroll Lock – and motor memory accommodations. It also shows the source code of Portal to explain things. This is fun on its own, but on top of that, Marblr layers some really cool visualizations – watching how one value “infected” by infinity proceeds to infects the others is riveting. Even the levels and their geometry are presented in a really beautiful and informative way, too: I’m still not fully onboard with this branch of speedrunning – if the entry point to your effort is changing mouse sensitivity to an abnormally high value, or if you have to pick a very specific version of the game that just happens not to have patched the glitch you care about, then perhaps things have gotten too esoteric and maybe even academic? But at the very least we get videos like this one – or one I linked to in May – going under the hood of software in some particularly enthralling ways. completing a game as fast as possible through feats of extraordinary mastery, timing, and precision, completing a game as fast as possible by finding all sorts of bugs and exploits in the game (commonly known as “glitches”) that allow the player to find eerie shortcuts between areas without having to play them.

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Unsung 1 months ago

Unsung Heroes: Super Sprint

I know, I know. I’m supposed to say iPod’s click wheel, or the Western Electric 500 rotary dial, or maybe the first Nest. = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/unsung-heroes-super-sprint/1.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/unsung-heroes-super-sprint/1.1600w.avif" type="image/avif"> = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/unsung-heroes-super-sprint/2.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/unsung-heroes-super-sprint/2.1600w.avif" type="image/avif"> = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/unsung-heroes-super-sprint/3.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/unsung-heroes-super-sprint/3.1600w.avif" type="image/avif"> But, have you ever played Super Sprint? It was Super Sprint that had the first amazing rotary controller I’ve ever used, and the whole cabinet design told you the game was very well aware of that. = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/unsung-heroes-super-sprint/5.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/unsung-heroes-super-sprint/5.1600w.avif" type="image/avif"> Super Sprint was a 1986 arcade game from Atari that was, in a nutshell: four cars (at least one computer-controlled), eight tracks, fast races. You might think that those wheels functioned similarly to a regular car steering wheel, but not really – they were much easier to spin, and needed to travel further to rotate the car. You wouldn’t steer delicately, but rather the opposite: you needed to throw the wheel violently in one direction, and then, at the perfect moment, stop it on a dime : So the huge wheels were not realistic. Neither were the cars. They accelerated rapidly – the gas pedal was your only other control – and had a ridiculous amount of understeer. Don’t let the size and intensity of the interface fool you, though: this was a very precise operation. The game was tight – Rollercoaster Tycoon tight or Excel 97 tight, a whole decade before them. In the world awash with slow computers, Super Sprint lived up to its name, laughing latency and delays in their faces. It’s hard for me, even today, to imagine something faster or tighter – and for even my contemporary work, it’s good to remember things can feel this way. And, on top of all that? Better-than-usual sound design , higher-than-usual resolution, shortcuts to reward really good players, and a bunch of great details and easter eggs. Super Sprint wasn’t Atari’s first attempt here – it was preceded by Sprint 2 , Sprint 4, Sprint 8, and Sprint One – and you could tell. It was designed and coded by Kelly Turner and Robert Weatherby, polished as hell, and might have been the first interface between the person, the hardware, and the software that really inspired me. It was almost as much fun to watch three good players compete, as it was to play yourself. But when I played it, it’s possible these were my first – please excuse me here – motor memories. Atari used the same wheel for other games, famous and obscure , but this was where it met its match in software. I can show that to you, but experiencing it is impossible from afar. Even perfect emulation can’t do it justice – there has simply never been a home controller that approached it. (I mean, the whole cabinet weighed 400 pounds!) But if you are ever in an old-school-themed arcade, look out for Super Sprint ( locations ), or its two-player cousin Championship Sprint ( locations ) – and give it a turn or two. = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/unsung-heroes-super-sprint/8.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/unsung-heroes-super-sprint/8.1600w.avif" type="image/avif"> #direct manipulation #flow #games #history #performance #unsung heroes

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Justin Duke 1 months ago

Soulstone Survivors

M&Ms tend to trigger in me a kind of existential crisis if I have more than a few. A small handful is no problem, but any more than that and I abruptly come face to face with the mechanics of what I'm doing — the sheer artifice of the thing I'm putting into my body. I find myself overcome with a violent repulsion, so strong that I'll end up literally spitting out whatever is in my mouth and, in doing so, briefly swearing off the mere concept of processed food. Playing — and ultimately washing my hands of — Soulstone Survivors felt very much like this. Not because of anything so simple as in-game quality: the game is a competent, polished entry in the survivors-like genre that Vampire Survivors spawned into existence, one of many that focus on polish and technicolor spectacle. But one of the things I think is underrated about Vampire Survivors' success is that it's a weird and charming game, filled with secrets and surprises meant to confuse and delight the player — not merely to accelerate the rate at which dopamine enters the body. Soulstone Survivors is very good at the dopamine. It is also, in a certain sense, very boring. The game offers breadth — skill sets, customization, playable characters galore — and these choices do have meaningful differences. But they all serve exactly one purpose: to explode things and clear fairly simple arenas in a manner that does not vary from run to run. It would feel disingenuous to give Soulstone Survivors a particularly negative review, because it is a fun game for a time, and it accomplishes exactly what it sets out to do. And yet I can't recommend it — because I don't think it is good for you. I am, at heart, a romantic who believes that video games are, at their best, a transformative piece of art. Even the ones focused purely on pleasure can do so nobly, in a way that puts them on the same tier as something like Ocean's Eleven or Jaws : works of entertainment that carry merits outside that simple rubric. Soulstone Survivors is not one of those. It is an M&M.

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Justin Duke 1 months ago

Conjury

A difficulty I have when reviewing Slay the Spire -likes is a certain anchoring bias. It can feel unfair to judge an otherwise good game, even partially, by dint of it being so aggressively inspired by a game that I consider, on a mechanical level, literally the best ever made. Conjury exists almost as a perfect distillation of this trickiness, because it is fundamentally a very good iOS game with much to love that — after a while of playing it — I cannot help but find wanting in comparison to its forebear. Structurally, and aesthetically, it is almost like a demake of Slay the Spire. Each run consists of a handful of acts, shorter and with fewer branches than Slay the Spire. Combat is a simplification of the same engine: using energy to play and draw cards, balancing attack and defense, leaning on emergent interactions between cards. And it is particularly well optimized for its format. It looks gorgeous on an iPhone; the pixel art is done just right, as are the audio and the scaffolding around it. Where the game struggles, on the gameplay side, is in the monotony — both at a micro and a macro level. In a micro sense, encounters do very little to differentiate themselves from each other; even bosses feel fairly samey, and whatever variety a given fight offers comes much more from the order in which your cards are dealt than from any need to tailor your tactics or decision-making to the enemy you happen to be facing. At a macro level, the various characters you can play in Conjury do feel fresh and distinct from one another, but repeated runs of a given character do not. This would be much less of a problem if it weren't for the fact that, in order to unlock new characters, you have to grind through a lot of runs. Where Slay the Spire is very generous with handing you new mechanics and play styles and characters as soon as you're ready to appreciate them, Conjury makes the exercise feel daunting and chore-like. In a way — and to its credit — that is not entirely dissimilar from games of the era whose aesthetic it so successfully emulates. So it's not as good as Slay the Spire. Is that so brutal a condemnation? No. And, to end on an earnest and positive note: the more honest comparison would be with other iOS games, where all of my quibbles are rendered moot. I don't think it's unreasonable to say that the average iOS game ranges somewhere from offensive to actively malicious. Obviously, there are many counterexamples. But if you're evaluating this game from the perspective of is this a better choice than anything else on the App Store, given that I've already played Slay the Spire to exhaustion? , the answer is an emphatic yes. Hmm.

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neilzone 1 months ago

Airsoft and the UK's consultation on changing the rules around fireworks and pyrotechnics

The UK government is consulting on changing the rules around fireworks and pyrotechnics in the UK . Like many people, I enjoy using P1 pyrotechnics safely and responsibly as part of playing Airsoft. I had fun this weekend with both flashes and smoke grenades at my local Airsoft site, Red Alert . Although the kind of pyro used in Airsoft is not the main focus of the consultation, some of the questions that the government is asking - particularly around P1 pyro, and noise levels - mean that changes to the rules could still have an (unintentional or otherwise) impact on Airsoft. If you enjoy using pyro for Airsoft or paintball, please do consider responding to the consultation, with simple, clear answers. You can respond to this consultation online , or by email to [email protected], using this response form . It takes just a couple of minutes to complete the online form, and you do not have to answer all the questions. Get your response in before 7 October 2026. For inspiration, here is what I said. (For all the other questions, I said “No answer”.) P1 pyrotechnics used in Airsoft and paintball games (e.g. smoke grenades, thunderflashes, and frag grenades) Numerous adult players of Airsoft and paintball enjoy using P1 pyrotechnics safely and responsibly as part of their games. This includes: These are often sold to players 18 or over at Airsoft and paintball sites and shops, providing a valuable source of revenue to UK businesses. They are used safely and responsibly, at dedicated sites. Airsoft and paintball sites include rules around use of these pyrotechnics as part of their pre-game safety briefings, and games are played with the supervision of trained marshals. There should be no change in the regulatory requirements relating to P1 pyrotechnics used for Airsoft and paintball purposes. I selected “No, the maximum noise limit for fireworks should remain at 120 dB (A,imp)”. In the context of Airsoft and paintball, the existing decibel level provides a degree of realism. This is a key part of the reason why players use noise-generating pyrotechnics while playing. Companies making pyrotechnics for the UK market will need time for research and development, initial manufacturing, safety and compliance testing, and then manufacturing and distribution of new pyrotechnics. Airsoft and paintball sites and shops which sell pyrotechnics will need time to sell off old stock, and to source and obtain new stock (dependent on manufacturers and wholesalers having stock of newly-compliant devices available), to avoid a gap in sales and associated drop in revenue. I would expect this to take several months. Are there any other specific F1 and P1 pyrotechnics that should have their regulatory requirements increased or decreased? Please state which products, what regulatory requirements you think they should have and give your reasons. smoke grenades (to provide cover, or to imitate different gases) pyrotechnic devices which cause either or both flashes and bangs (to distract, and to imitate grenades) frag grenades which explode while ejecting dried peas and the like (to imitate grenades) more specialist pyrotechnics such as mortars and launchable devices (to simulate rockets). Do you agree the decibel level of fireworks consumers use should be lowered? Choose one of the following options: What might be the negative impacts of reducing the maximum decibel level of fireworks available to the general public? Please explain your answer, providing evidence where possible. How much lead in time would businesses need to prepare for the changes proposed in this consultation and why? Please state a lead in time in months or years, and explain your answer, providing evidence where possible.

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Unsung 1 months ago

The Swiss Cheese model, pt. 3

After two more serious posts in this series, I wanted to stop somewhere a bit more lighthearted and inconsequential. “Here’a a fun thing you can try,” begins this 13-minute video from Retro Game Mechanics Explained: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/the-swiss-cheese-model-pt-3/yt1-play.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/the-swiss-cheese-model-pt-3/yt1-play.1600w.avif" type="image/avif"> The premise of the parlor trick the video describes is a bit convoluted: I’ll let you watch the video for a nice explanation, but this I think is a good example of the Swiss Cheese model: Just like before, the absence of just one of these Swiss Cheese holes would prevent the bug from happening. But the holes line up perfectly. I found this whole thing kind of fun and delightful, and I actually understood why the creators of Mario decided to reset the game (with a small exception) on every game over – it’s brutal but elegant, and something I found myself wishing was easier to do during various projects I worked on in the last few decades. Of course, there might be an argument that this is such a highly manufactured scenario (how did anyone even find that out to begin with!?), and of limited value, particularly if you end up at a random level anyway. We will pull on that thread in a future post, because the story doesn’t end here. People who spend time hacking old games go way further than this. #bugs #super mario bros #youtube Get your Nintendo Entertainment system, put in the Mario cartridge, and power it on, without powering it off, grab the cartridge and replace it with the Tennis cartridge, start the game, wait until the music stops, then move around for a bit, take that cartridge out and put Mario back in, press A+Start and you will see that you will start at a random “invalid” level that doesn’t exist, which should not be possible. A+Start is real feature that allows you to continue the new game at the last level you finished (as opposed to Start, which always goes to Level 1). The NES allows you to take the cartridges out and put them back in while the machine is under power. The creators of Mario decided to make the game reset itself on every game over, and differentiate between cold boot and warm boot in a specific way. Tennis doesn’t wipe the memory on start. Tennis happens to change the memory in a very particular way that ends up being accidentally “compatible” with Mario. The Mario game doesn’t sanitize the level number on entry, so you can start on an invalid/​broken level.

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