A single-key macro pad with a screen built into the button.

2024 Tiny Games Contest: Are You A Good Judge Of Time?

What can you do with a one-button keyboard? Quite a bit, actually, especially if that key has a little screen on it. That’s the idea behind [Maker M0]’s MagicClick macro pad, which is an updated version of a highly useful project we have featured in the past. Well, now there’s a tiny game to go with it.

Animation showing the TimePerception game in action.Think you’re pretty good at measuring the passage of time? This game will likely prove you wrong. Press and hold the button and the timer begins with some pre-determined interval, such as four seconds. Once you think those four seconds have passed, release the button and find out how far off you were.

While the first version of this keyboard used the CH582F RISC-V microcontroller, the second and this third version use an ESP32-S3 on a custom, tightly packed PCB. That TFT display measures 0.85″, and the battery is an 3.7 V 802025 Li-Po. [Maker M0] has also redesigned this to make it easier to print, and plans to support circular screens in the near future.

Video Game Preservation – Stop Killing Games!

It’s been an ongoing issue for years now. People who buy video games, especially physical copies, expect to be able to play that game at their leisure, no matter how old their console gets. This used to be a no-brainer: think about the SNES or Genesis/Mega Drive from the late 80s and early 90s. You can still buy one today and play the games without any issues. Not so with many modern, internet-connected games that rely on communication with servers the publishers own, whether or not the online features are necessary for gameplay. Stop Killing Games is a new initiative in the EU and worldwide to get enough valid petition signatures to force the issue to be brought up in parliaments all over the world, including the EU Parliament.

An increasing number of videogames are sold as goods, but designed to be completely unplayable for everyone as soon as support ends. The legality of this practice is untested worldwide, and many governments do not have clear laws regarding these actions. It is our goal to have authorities examine this behavior and hopefully end it, as it is an assault on both consumer rights and preservation of media.

StopKillingGames.com

Why now? Well, Ubisoft recently killed a popular videogame called The Crew by taking down the servers that support the game. Without these servers, the game is completely useless. France and many other European countries have strong consumer protection laws which, in theory, should prevent companies from pulling stunts like this, but this particular situation has never been tested in court. Besides this, the group are also petitioning governments around the world, including France (where Ubisoft is based), Germany, Canada, the UK, the US, Australia, and Brazil, and also options for anywhere else in the EU/world.

If you’re a gamer, and especially if you play video games which use online components, it’s definitely worth reading through their website. The FAQ section in particular answers a lot of questions. In any case, we wish them luck as the preservation of media is a very important topic!

[Thanks to Jori for the tip!]

Mouse Doesn’t Play Pong… It IS Pong!

From the “why didn’t we think of that” department comes [dupontgu’s] pong mouse project. The mouse appears and acts like a normal computer mouse until you click the scroll wheel. When you do, the mouse rapidly moves the cursor on the connected computer to play pong. Obviously, though, the paddles and the ball all look like your cursor, whatever that happens to be. So, how do you tell the score? Well, when a score happens, the cursor shows between the two paddles. In the middle means the game is tied. Otherwise, the player closest to the score indicator is winning. Continue reading “Mouse Doesn’t Play Pong… It IS Pong!”

A Smart LED Dice Box Thanks To The Internet Of Things

If there’s one thing humans love, it’s dancing with chance. To that end, [Jonathan] whipped up a fun dice box, connecting it to the Internet of Things for additional functionality.

Expect dice roll stat tracking to become a big thing in the D&D community.

The build is based around Pixels Dice. They’re a smart type of IoT dice that contains Bluetooth connectivity and internal LEDs. The dice are literally capable of detecting their own rolls and reporting them wirelessly. Thus, the dice connects to the dice box, and the dice box can literally log the rolls and even graph them over time.

The project was built in a nice octagonal box [Jonathan] picked up from a thrift store. It was fitted with a hidden battery and ESP32 to communicate with the dice and run the show. The box also contains integrated wireless chargers to recharge the dice as needed, and a screen for displaying status information.

The dice and dice box can do all kinds of neat things, like responding with mood lighting and animations to your rolls—for better or worse. There are some fun modes you can play with—you can even set the lights to sparkle if you pass a given skill check in your tabletop RPG of choice!

If you play a lot of tabletop games, and you love dice and statistics, this is a project well worth looking into. Imagine logging every roll so you can see how hot you are on a given night. Or, heck—whether it was the dice’s fault you lost your favorite player character in that foreboding dungeon.

We see a few dice hacks now and then, but not nearly enough. This project has us questioning where smart dice have been all our life! Video after the break.
Continue reading “A Smart LED Dice Box Thanks To The Internet Of Things”

Asteroids: Kessler Syndrome Edition

Asteroids, the late-70s arcade hit, was an immensely popular game. Often those with the simplest premise, while maintaining a fun, lighthearted gameplay have the most cultural impact and longest legacy. But, although it was popular, it doesn’t really meet the high bar of scientific fidelity that some gamers are looking for. That’s why [Attoparsec] built the Kessler Syndrome Edition of this classic arcade game.

The Kessler Syndrome is a condition where so much man-made debris piles up in low-Earth orbit that nothing can occupy this orbit without getting damaged or destroyed by the debris, and thus turning into more debris itself in a terrible positive feedback loop. [Attoparsec] brings this idea to Asteroids by reprogramming the game so that asteroids can be shot into smaller and smaller pieces but which never disappear, quickly turning the game into a runaway Kessler Syndrome where the chance of survival is extremely limited, and even a destroyed player’s ship turns into space junk as well.

To further the scientific accuracy and improve playability, though, he’s added a repulsor beam mechanism which can push the debris a bit and prolong the player’s life, and also added mass effect reactions so that even shooting bullets repels the player’s ship a bit. The build doesn’t stop with software, either. He also built a custom 70s-style arcade cabinet from the ground to host the game.

Asteroids is still a popular platform for unique builds like this. Take a look at a light-vector game using lasers to create the graphics, or this tiny version of the game that uses a real CRT.

Thanks to [smellsofbikes] for the tip!

Continue reading “Asteroids: Kessler Syndrome Edition”

Pixel Art And The Myth Of The CRT Effect

The ‘CRT Effect’ myth says that the reason why pixel art of old games looked so much better is due to the smoothing and blending effects of cathode-ray tube (CRT) displays, which were everywhere until the early 2000s. In fits of mistaken nostalgia this has led both to modern-day extreme cubism pixel art and video game ‘CRT’ filters that respectively fail to approach what pixel art was about, or why old games looked the way they did back with our NES and SNES game consoles. This is a point which [Carl Svensson] vehemently argues from a position of experience, and one which is likely shared by quite a few of our readers.

Although there is some possible color bleed and other artefacts with CRTs due to the shadow mask (or Sony’s Trinitron aperture grille), there was no extreme separation between pixels or massive bleed-over into nearby pixels to create some built-in anti-aliasing as is often claimed unless you were using a very old/cheap or dying CRT TV. Where such effects did happen was mostly in the signal being fed into the CRT, which ranged from the horrid (RF, composite) to the not-so-terrible (S-Video, component) to the sublime (SCART RGB), with RGB video (SCART or VGA) especially busting the CRT effect myth.

Where the pixel art of yester-year shines is in its careful use of dithering and anti-aliasing to work around limited color palettes and other hardware limitations. Although back in the Atari 2600 days this led to the extreme cubism which we’re seeing again in modern ‘retro pixel art’ games, yesterday’s artists worked with the hardware limitations to create stunning works of arts, which looked great on high-end CRTs connected via RGB and decent via composite on the kids’ second-hand 14″ color set with misaligned electron guns.

A Look Inside The Super Nintendo Cartridges And Video System

Despite being effectively sold as a toy in the 1990s, the Super Nintendo Entertainment System (SNES) was pretty bleeding-edge as far its computing chops were concerned. This was especially apparent with its cartridges, such as in this excellent summary article by [Fabien Sanglard].

In addition to the mask ROM that stored the game data and (optionally) battery-backed SRAM to store save data, a wide range of enhancement processors existed that upgraded the base SNES system with additional processors for more CPU performance, enhanced graphics and so on. Imagine sticking a game cartridge in a PlayStation 4 today that boosted CPU speed by 5x and gave it a much better GPU, this was the world of SNES games.

On the other side of the video game cartridges was the video output system, which seems easy enough in today’s world of digital HDMI and DisplayPort output. In the 90s video output did however mean NTSC and SECAM/PAL, which means playing nice with frequencies, different resolutions (lines) and squeezing as much as possible into a single frame in a way that works with the game console’s rendering pipeline. As a result of this the PAL version of Super Mario World has a larger vertical resolution than the NTSC version (240 vs 224 lines), even if it’s still squashed into the same 4:3 format. For the physical video output side, European gamers were spoiled with an AV connector to (RGB) SCART output, while the rest of the world dealt with some variety of RF composite or S-video.

Although the SNES’s successor in the form of the N64 would not take cartridges to the same extremes, it was this flexible architecture that gave the SNES such an amazing game library.