Mini DDR Cabinet Gets Maximum Upgrade

Those shrunken-down arcade cabinets are a nifty idea, but they sure do suck in practice. At least, the Dance Dance Revolution game is full of empty promises. With the $25 cabinet, all you get are three songs that come out of a crappy little speaker, and a not-great display to match.

[BigRig Creates] endeavored to make it better, however, and managed to cram a Raspberry Pi 4 in the cabinet without disturbing the stock components too much. They did have to trim every extraneous piece of plastic from the inside of the cabinet and trim the I/O pins down, but it fit.

What didn’t fit are the fans that [BigRig Creates] needed once it was clear that it was necessary to overclock the Pi. As [BigRig Creates] points out, a custom PCB would have saved some room. And perhaps time. And definitely some wires.

Unfortunately, it wasn’t that simple on the software side. (It never is, is it?) Even getting the screen to work was no picnic. But in the end, it worked, and even survived a bunch of gamers testing it out at LTX. Check it out after the break.

Got an old PS2 DDR controller? You could make it play Simon instead.

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Real NES Plays Frame-Perfect For You On Twitch

Have you ever wanted to be the best Super Mario Brothers speedrunner, but you just couldn’t do the frame-perfect inputs? Fear not, because [Gregory Strike] is here to save the day with his automatic NES controller!

In his previous video, [Greg] already made an automatic controller that plays a sequence of inputs at the perfect time, but it still failed some of the frame-perfect tricks. So what gives? Deviation in the timing of the NES itself gives, as he shows how the NES doesn’t sample inputs at exactly the same time every frame. To account for this, he used the latch signal, which starts the controller reading process as a time reference, and replaced his digital “mixtape” with a more time-flexible Arduino. After the modification, he shows it pulling off frame-perfect inputs every time he plays Super Mario Brothers.

But if you have a controller that can do frame-perfect inputs and it can be connected to a computer, you can connect the controller to the internet! That’s right, [Greg] created a Twitch bot that tells the Arduino exactly what inputs to send, which then relays it to the NES. It accepts simple sequences of inputs via chat, and you can try it out right now on [Greg]’s Twitch stream.

This project shows promising results, and we think it’s possible to do much more with its internet connection. We’re certainly looking forward to what [Greg] decides to make next.

Video after the break.
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The Many Ways To Play Colossal Cave Adventure After Nearly Half A Century

Born from a passion for caving and the wish to turn this into a digital adventure for all ages, Colossal Cave Adventure has grown from its quiet introduction in 1976 by William Crowther into the expanded game that inspired countless others to develop their own take on the genre, eventually leading to the realistically rendered graphical adventures we can play today. Yet even Colossal Cave Adventure has recently got a refresh in the form of a 3D graphical version, which has led [Bryan Lunduke] to take a look at how to best revisit the original text adventure.

Your Colossal Cave Adventure awaits... (Credit: Bryan Lunduke)
Your Colossal Cave Adventure awaits… (Credit: Bryan Lunduke)

For those who are on Linux or a BSD system, the easiest way is to hop over to the package manager and install Colossal Cave Adventure straight away with the package bsdgames on Debian-based systems, or colossal-cave-adventure on others. A port by Eric S. Raymond of the 1995 version of the game can also be found as Open Adventure, and there’s a 1990-era DOS version you can experience on real hardware or even in a browser window, if that’s your thing. Or get it for your Amiga, Macintosh or OS/2. These days you can even get ready-to-use maps of the entire cave and surroundings, which along with walkthroughs can make things far too easy. Continue reading “The Many Ways To Play Colossal Cave Adventure After Nearly Half A Century”

Remembering The MUDdiest Of Times With The MUD1 And MUD2 Online RPGs

Before there were massively multiplayer online role-playing games (MMORPGs) like EverQuest, the genre was called a Multi-User Dungeon (MUD), following in the trend of calling text adventures at that time ‘dungeon crawlers’. These multi-player games required you to bring along your own imagination, for these were purely text-based affairs. Despite the first of these (MUD1) having been released all the way back in 1978 for the DEC PDP-10, these games are still being played today, long after they stopped being in the (game) news cycle.

The brief history and today’s status of MUD1 is covered in a recent article by [Bryan Lunduke], following its creation in 1979 in the UK by [Richard Bartle] and [Roy Trubshaw], its struggles and eventual renaming to ‘British Legends

Technically all you need to play is a telnet client, though you can always use a graphical web browser to log into a text adventure. Much like playing a game like Zork — which heavily inspired MUDs — you got to use your wits and map drawing skills to figure out how to navigate around the world. You can also play the new and improved MUD: MUD2. Make sure to take a peek on [Richard]’s aesthetically yellow MUD-related website and the latest gossip in the Muddled Times before joining either the UK MUD2 server or the Canadian one.

Although definitely leaning on one’s imagination more than the advanced graphics of a graphical MUD like EverQuest require, there’s a lot of fun to be had in these MUDs, as well as the plethora of others.

Thanks to [Stephen Walters] for the tip.

Game Graphics: Racing The Beam

Have you ever wondered how the graphics in your favorite video games worked? This is the start of a series on game graphics, and what better place to start than how exactly the original Mario Bros. got those glorious pixely pixels onto the screen. Buckle in, because we’re “racing the beam” with systems like the NES, Commodore 64, and many other classics from the 1980s.

And to understand the 1980’s, it’s important to understand how the televisions of the time worked. Cathode Ray Tube (CRT) televisions work by precisely bombarding a phosphor layer with electrons, which excites the phosphor, which then releases visible light. The beam scans from left to right then top to bottom, giving each pixel a small fraction of a second of time. All of this effectively means that pixel data needs be sent at the same time as when the pixels are being lit up, which is why this type of graphics is often dubbed “racing the beam”.

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Light Guns Aren’t Just For CRTs Anymore

For how much of a cultural phenomenon light gun games like Duck Hunt were, they didn’t survive the transition from CRT televisions to LCDs particularly well because of all of the technological quirks the light guns exploited in older technology that simply disappeared with modern TVs. But it’s not impossible to get a similar gameplay from modern technology as evidenced by the success of the Wii and its revolutionary Wiimote, and there are plenty of modern games that use similar devices. There are a few paths to getting older light guns working again, though.

The first system to note, called SAMCO, uses a system of LEDs and a camera to synchronize the game’s flashes to the new technology and translate the input back into the game. Gun4ir uses a similar technique, and boasts extremely high accuracy and low latency largely due to being programmed in assembly. Both systems can use either an infrared tracking sensor or a Wiimote sensor as the LEDs and while the SAMCO system can run on a Raspberry Pi Pico, Gun4ir exclusively uses ATmega32U4 boards with the optimized assembly programming.

Both SAMCO and Gun4ir offer PCBs for anyone looking to try them out without designing their own circuit boards, and once the electronics are assembled they can either be put in an original NES-era light gun, put in a custom printed enclosure, or even stuffed into a Nerf gun. For others looking for a more turnkey solution, there are also offerings from companies like Sinden which make complete system. You can always build your own system to restore the functionality of original light guns from scratch if that’s more your style.

Thanks to [LookAtDaShinyShiny] for tipping us off to the latest happenings in the light gun community!

Photo courtesy of Wikimedia Commons

A Casio Game Console With A Sticker Printer? Why Didn’t We Get It!

To work in the computer games business in the mid-1990s was to have a grandstand seat at a pivotal moment. 32-bit gaming was the order of the day and 3D acceleration was making its first appearance in high-end PC graphics cards, so perhaps the fastest changes ever seen in gaming happened across a few short years. It’s a shock then after spending that decade on the cutting edge, to find a ’90s console we’d never heard of from a major manufacturer. The Casio Loopy was a Japan-only machine which targeted a female gaming demographic, and featured a built-in sticker printer as its unique selling point.

On the face of it the Loopy was up there with the competition, featuring a similar 32-bit SuperH processor to the Sega Saturn paired with a megabyte of RAM, but staying with cartridges as the rest of the industry moved towards CDs led to its games being space-limited and expensive. At the same time the original PlayStation was winning developers from the cartridge model with a lower-cost barrier to entry, so the Loopy failed to capture a market and was off sale by 1996. We can see that its graphics may have been a little dated for the 32-bit era and that sticker printer would have driven parents crazy with requests for expensive cartridges, but we can’t help wishing it had made it out of Japan like their portable computers did.

Thanks [Stephen Walters] for the tip.

Header: Incog88, CC BY-SA 3.0.