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”.

Continue reading “Game Graphics: Racing The Beam”

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.

Can An 8-Bit Light Gun Work On A Modern TV?

It’s an accepted part of retro gaming lore, that 8-bit consoles perform best when used with an original CRT TV. One of the reason for this is usually cited as being because the frame buffer and scaler circuit necessary for driving an LCD panel induces a delay not present on the original, and in particular this makes playing games which relied on a light gun impossible to play. It’s a subject [Nicole Branagan] takes a look at, and asks whether there are any ways to use a classic light gun with a modern TV.

Along the way we’re treated to an in-depth look at the tech behind light gun games, how the gun contained a photodiode which on the NES was triggered by the brief showing of a frame with a white square where the target would sit, and on the Sega consoles by a white screen with an on-board timer counting the screen position at which the gun was aimed.

The conclusion is that the delay means you won’t be playing Duck Hunt or Hogan’s Alley on your 4K TV, but interestingly, all is not lost. There are modified versions of the games that take account of the delay, or an interesting lightgun emulator using a WiiMote. We’d be happy at playing either way, just as long as we can take pot-shots at the annoying Duck Hunt dog.

Light gun image: Evan-Amos, Public domain.

Virtual Mini Pinball Cabinet Scores Big

Do you love pinball, but can’t justify owning a full-size cabinet? Yeah, us either, and that’s why we’re so interested in [mircemk]’s great-looking DIY mini virtual pinball cabinet. Since [mircemk] is a IT service specialist, they are lucky enough to have access to lots used and broken equipment, and that’s what this build is made of.

Essentially two computers working together, the playfield is a old 17-inch monitor that needed its LED lighting replaced before gracing the MDF cabinet The backglass is an ancient 10-inch tablet that was perfect for this application.

Even the motherboard, RAM, and SSD came from one of [mircemk]’s previous PCs. The SSD needed some attention first as well — it didn’t work sometimes, and didn’t show up in the BIOS at all, so [mircemk] threw it in the oven for 10 minutes at 250°, and now all is well.

One thing we really like about this build is that instead of designing a control board for the buttons, [mircemk] used a cheap USB joystick and wired them up to the pads.

So how does the tablet figure into all of this? It’s connected to a PC via USB and does its job thanks to a piece of software called Wired XDisplay. There is even a tilt switch in this bad boy. Because what’s a pinball cabinet without a tilt switch? A cheater’s cabinet, that’s what. Check out the build/demo video after the break.

Don’t even have the space for a mini cabinet? We hear you. Here’s one that fits in the palm of your hand.

Continue reading “Virtual Mini Pinball Cabinet Scores Big”

Playing The Guitar Of DOOM

Over the years, we’ve seen DOOM run on pretty much everything from an 8088 to a single keycap. We’ve also written up one or two controllers, but we don’t think we’ve ever seen anything like this — playing DOOM with an electric guitar.

The guitar in question is a Schecter Hellraiser Deluxe, which seems like a great choice to us. In order to get the notes to control the game, [DOS Storm] converted a handful of notes to MIDI using a VST plugin called Dodo MIDI 2 and the Reaper DAW. Then it was a matter of converting MIDI to keystrokes. This took two programs — loopMIDI to do take the MIDI data and route it elsewhere, and MIDIKey2Key to actually convert the MIDI to the keystrokes that control DOOM.

The result is that the notes that move Doomguy around are mostly in an A-major bar chord formation, with some controls up in the solo range of the fret board. Be sure to check out the demo video below and watch [DOS Storm] clear level one in a fairly impressive amount of time, considering their controller is a guitar.

That key cap isn’t even the most ridiculous thing we’ve seen DOOM running on. It’s probably a toss-up between that and the LEGO brick.

Continue reading “Playing The Guitar Of DOOM”