Miniaturizing The Atari 2600 Console

For as popular as Atari was in their heyday, it wasn’t until well after they were on their famous decline that they released their first handheld, the Atari Lynx. In retrospect, competing with the Game Boy was not going to be a recipe for success even without considering their other problems as a company, and as a result was their penultimate console before exiting the market completely. But [Nick]’s most recent project asks what the world would have been like with an Atari handheld from their golden era, and has been working on this miniaturized version of the 2600.

Unlike any modern emulators which can easily handle Atari 2600 games in almost any form factor today, this console is doing it all with as much original hardware as possible. It uses much smaller switches and buttons compared to the original, and omits some other unnecessary hardware for today’s world like the RF modulator. [Nick] has also designed a custom PCB that reduces the overall footprint considerably as well, and has relocated the cartridge port in preparation for its eventual handheld shape. The result is a console using original hardware that’s less than half the footprint of the original.

Although there were around 30 million Atari 2600 consoles sold and the system is unlikely to be a real collector’s item anytime soon, [Nick] makes sure to note that no real 2600 hardware was harmed in this build. And, as far as its handheld nature, this is a stepping stone on the path to that eventual goal. We’ll look forward to an eventual system that integrates a screen and controller as well as a port for the original cartridges. In the meantime, here’s another handheld 2600 that fits completely inside one of those cartridges.

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Large-Scale Pokémon Eviction Looms With Pokémon Bank Server Shutdown

After the Nintendo 3DS handheld console saw most its online services including the online store (eShop) taken offline not too long ago, it was only a matter of time before the demise of even the remaining paid services, such as the Pokémon Bank which Nintendo has now announced will be shutting down on February 25 of 2027.

The ability to transfer the digital pocket monsters, or Pokémon, between physical systems has been a staple of the series since the early Gameboy days when a link cable would be all you needed to trade and catch’em’all, as they say in the trade. Naturally over time this Cloud-based aspect wormed its way into this series as well, starting with the 3DS and this continuing on the Nintendo Switch in the form of the Pokémon HOME app.

With this paid service an avid Pokémon fan could collect up to 3,000 of these digital critters, move them between various Pokémon games and generally allow players to keep the same Pokémon with them across games. As noted by [Kevdog Plays] in an informative video on what to do before the shutdown, the service is free during these final months.

What’s interesting is that certain Pokémon can only be obtained from 3DS Pokémon games, which means that without either an alternative to this transfer mechanism or these games becoming available on newer Nintendo consoles, there will forever be that gaping hole in one’s Pokedex. Naturally this raises the usual questions about software archiving and preservation when an online service is required for the full game experience.

Uninvasive EEG Interface Could Be Used To Play Games

These days, most of us interface with our computing devices in the same old-fashioned ways—via keyboards, mice, and touchscreens. The idea of a more direct brain-to-machine interface remains appealing to many. [Ildar Rakhmatulin] and [Youssef El Abbass] have been working on just such a device, with an eye to using it for gaming.

The device is referred to as Octopus 16, so named because it combines sixteen EEG electrodes into a single compact package, along with the required common reference and ground. The contacts themselves are pogo pins, assembled into a coin-sized cluster. The device is strapped to the head, pushing the contacts against the scalp, and data from the electrodes is then siphoned off to a host machine via Bluetooth Low Energy. The EEG signals are picked up with a pair of Texas Instruments ADS131M08 ADCs, each with 8 channels, with a resolution of 24-bits to capture fine detail in whatever the brain is doing. An ESP32 microcontroller is responsible for grabbing the ADC output and trucking it out over Bluetooth.

The rig is designed for use with the PiEEG software platform. The team have experimented with the device, showing it off by using the EEG signals to detect an individual’s focus state and using that to feed into simple game environments.

Ultimately, what has been shown so far is not so different from the old Force Trainer toy, but the design might prove useful if you’re looking into doing EEG experiments on a budget. Just do your due diligence to make sure you’re getting more signal than noise out of those lovely 24-bit ADCs. Video after the break.

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Running DOOM On A Cheap 104-in-One Handheld

Taking a break from putting DOOM on devices that absolutely were never conceived for use as gaming devices, [Aaron Christophel] recently got enticed by some cheapo handheld gaming systems at his local Action budget store. One is a controller-shaped ‘mini game console’ with 104 games from the 1980s and 1990s, while the other is simply a Pac-Man handheld in a more typical rectangular form factor. Although this brings to mind basic blob chips and limited hacking potential, as it turns out they’re actually quite nice inside.

As also covered in the demonstration video, rather than said nasty blob chip, both handhelds turned out to use the same unmarked MCU in QFN48 packaging. Some prodding and poking confirmed that it’s a typical ARM core, specifically a Cortex-M33 compatible STAR-MC1 ARMv8-M from an unknown manufacturer. Without a datasheet to go by, its limitations had to be discovered experimentally.

Of those, the biggest were a clock speed of 62 MHz – instead of the typical 194 MHz – as well as a lack of sound. This latter issue might be fixable with a better understanding of what appears to be a quirky DMA-fed DAC. Beyond this you’re also dealing with limited memory and of course just 4 MB of flash, though the chip for this might be upgradable if the MCU can map more. You do get a 320×240 display and a lot of buttons, which is admittedly nice.

As for the price difference of around $8/€7 for the Pac-Man version, this appears to be due to it running an officially licensed Bandai Namco arcade emulator as firmware, while the 104-in-one unit runs FlyThings/ZKSWE with a NES emulator.

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Tim Hunkin’s History Of Arcade Machines

There was a particular treat at the recent Electromagnetic Field event in the UK, as [Tim Hunkin] delivered a talk on the history of arcade machines. Given that he’s something of an engineering hero for his many years of delighting us with machines, it’s definitely worth a watch.

He has a special interest in arcade machines given that he runs a pair of arcades featuring his own creations. Part of the history tour explains the influence some machines have had on his creations, from the early automata he starts with, through to the Pachinko machine that graces Novelty Automation in London. We’re introduced to Victorian saucy film viewers, one-armed bandits, and pinball machines, and along the way the secret of that most British of machines, the penny falls, is revealed. We particularly like the rare electromechanical Pepper’s Ghost style video game cabinets he describes.

A few years ago now we took a trip to Novelty Automation, and wrote a profile for its creator. If you’re ever in London or Southwold, we suggest you do too. The video from EMF is below the break.

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The BBC Tetris Companion

[Leaded Solder] took on an interesting challenge. The BBC, apparently, produced a game console known as the BBC Bridge Companion that connected to your TV and helped you learn to play Bridge back in 1985. At £200, we doubt many were sold new, but there were nine ROM cartridges available, presumably at an additional cost. [Leaded Solder] doesn’t care about playing bridge, but decided to teach the computer itself to play Tetris.

Inside is what you might expect for 1985. A Z80 and TI video chip, although naturally enough, it is the PAL variant. With 16K of VRAM the machine would have been very capable for its day. Unlike some game systems, the Bridge Companion runs its own code before launching what’s on the ROM cartridge. That required a few evenings of reverse engineering to figure out the correct header. Meanwhile, the surplus real hardware needed a quick repair on its cartridge slot before he could test it with real metal.

There were more hurdles, including adapting the PAL output for a composite monitor. Don’t miss the second part of the series for more technical details, and we’ll be interested in following the posts to their conclusion later this month.

Oddly enough, we think this is the first time the BBC Bridge Companion has made an appearance on Hackaday. However, we’ve had no shortage of card shufflers.

Train Simulator Controller: July 2026 Progress Roundup

For the past three years [Christopher Mitchell] has been working on his replica of a British Rail Class 800 control cab for a physical train simulator, with the July blog update providing many details on the progress.

The Class 800 series of trains is relatively new, having first entered service in the UK in 2017 on the Great Western Railway (GWR). Designed and built by Hitachi as part of their modular AT300 product series, they come in both purely electrical and diesel-electric hybrid configurations to deal with non-electrified rail sections.

British Rail Class 800 in service with LNER in 2023. (Credit: Foulger Rail Photos, Wikimedia)
British Rail Class 800 in service with LNER in 2023. (Credit: Foulger Rail Photos, Wikimedia)

Replicating the experience of driving a train is always a trade-off between what one would like and what is practical or affordable. With only a corner of his apartment to work with, [Christopher] has opted to focus on the instruments and controls in the cab, using real components where possible or building replicas for the remainder.

This entire control panel is to be used with simulators like Train Simulator and Train Sim World, using their controller APIs to both control the in-game train as well as to get feedback to be displayed on the real instruments and the various LEDs, such as those that indicate the state of the external lights. These are all controlled internally via a CAN bus, as is typical.

These instruments include genuine AWS sunflowers, part of the safety system that ensures that a driver has acknowledged a non-clear signal along the track. It’s another nice touch to a control cab simulation that’s shaping up to be rather close to the real deal.

Even if for the average person something like a Densha de Go! copy and associated controllers will likely suffice, there’s a lot to be said for having something closely resembling the real deal for a realistic game, whether it’s a train, car or airplane controller and associated instrumentation.