DRM Workarounds Save Arcade Cabinet

DRM has become a four-letter word of late, with even media companies themselves abandoning the practice because of how ineffective it was. DRM wasn’t invented in the early 2000s for music, though. It’s been a practice on virtually everything where software is involved, including arcade cabinets. This is a problem for people who restore arcade machines, and [mon] has taken a swing at unraveling the DRM for a specific type of Konami cabinet.

The game in question, Reflec Beat, is a rhythm-based game released in 2010, and the security is pretty modern. Since the game comes with a HDD, a replacement drive can be ordered with a security dongle which acts to decrypt some of the contents on the HDD, including the game file and some other information. It’s not over yet, though. [mon] still needs to fuss with Windows DLL files and a few levels of decryption and filename obfuscation before getting the cabinet functional again.

The writeup on this cabinet is very detailed, and if you’re used to restoring older games, it’s a bit of a different animal to deal with than the embedded hardware security that older cabinets typically have. If you’ve ever wanted to own one of these more modern games, or you’re interested in security, be sure to check out the documentation on the project page. If your tastes are more Capcom and less Konami, check out an article on their security system in general, or in de-suiciding boards with failing backup batteries.

Mega Game & Watch Octopus

Mega Game & Watch: True Multiplayer Game

Today we’re used to handheld game consoles like the Nintendo Switch, that let you roam around in 3D worlds which include not only 3D players but more terrain than many people walk around in real life in a week. But back in the early 1980s Nintendo’s handheld offering was the Game & Watch, which used a segmented LCD display. An entire segment could be used to represent the player, with player segments spread throughout the display. To move the player, the previous player segment would be turned off while another adjacent one would be on. That also meant that a console could play only one game. Despite these limitations they were very popular for their time.

[Thomas Tilley] decided to improve on the old Game & Watch in a different way, by making it bigger, much bigger. So big in fact that even many teenage players can’t reach both the button to move left and the button to move right in time, turning it into a highly co-operative two-player game. Judging by the video below, that made playing it double the fun. The game he chose to tackle is the Game & Watch Octopus, or Mysteries of the Sea and Mysteries of the Deep in the UK.

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Super Low Tech Mario

Browsing around the depths of the Internet we came across a super low tech version of Super Mario from [Sata Productions]. The video presents a complete tutorial on how to make a playable, cardboard version of the famous Super Mario game. If you are a fan, you probably going to like this.

You basically need cardboard, a hot glue gun, a ball bearing, a couple of DC motors, some iron BBs, some magnets, batteries, some wires… it sounds just like shopping list for a MacGuyver episode. But it works and it’s playable. It has a wired remote control, you control Mario to move and make him jump up and down in a kind of turning dashboard game. It even has a game over screen when Mario dies. Yes, Mario can die in this cardboard version. If you want to make a custom version you can always print a bigger level and resize the cardboard box.

Super Mario has had its shares of hacks, like this interface hack using a Kinect to control Mario or this super tricky jailbreak hack that allows players to run their own game mods, but this one is just on another level: a low tech approach. It seems like it could be a fun weekend project, especially if you have kids. If you’re not into Super Mario, it’s possible to just print a different game, the supporting platform is pretty generic and could support several simplified platform games.

Check out the video:

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Mercy Me, Thanks For The Heals

Sometimes, you have to call in the experts. [CorSec Props], builders of fine props, costumes and more, were commissioned to replicate Mercy’s healing staff from the game Overwatch. Sounds simple, but the customer — right as they always are — requested that it spin and light up just like the original.

To get a look at the electronics, the rotating head slides off after removing a screw. Inside, the rechargeable 18650 lithium-ion 3.7V battery — via a DC to DC converter — is bumped up to 5.5V in order to run a 12V, 120rpm motor. At full voltage the staff’s head rotates too fast, and so it’s deliberately under-powered for a more replica-appropriate speed.

A ring of RGB LEDs as well as a pair pointed at the tip of the staff toggle between yellow and blue hues. To switch between these different lighting modes, a double-pole, triple throw switch was modified to function like a more-suited-to-the-task-than-what-we-had-in-the-shop three position, double-pole, double-throw switch.

On the motor shaft, pair of studs slot into a piece of acrylic at the tip of the staff. This stops it from slipping, but also allows the LED glow to diffuse out the top as well as the portholes on the side of the staff. Check out the build after the break!

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This Mask Will Make You A Psycho

Videos games are a cornucopia of project ideas well-suited to the talents of makers and hackers, and Halloween is as good a time as any to show them off! Reddit user [Tavarin], a huge fan of the Boderlands video games, whipped up a plaster mask — replete with glowing eyes — of one of the game’s signature enemies: the Psycho.

[Tavarin]’s secret to forming comfortable plaster masks is to open his jaw while the wrap is setting  — that way he’ll be able to talk without breaking the mask off his face. Hot gluing in and modifying a 60mm PC fan and a pair of lenses meant that the only thing standing between him and a lot of sanding to shape the mask’s details was a few layers of thick plaster mix.

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Why Only Use One Controller When You Can Use ALL Of Them?

After booting up his RetroPie system, [jfrmilner] had the distinct feeling that something was off. Realizing that the modern Xbox 360 controller didn’t fit right when reliving the games of his youth, he rounded up all his old controllers to make sure he always had the right gamepad for the game.

Wanting to keep the controllers unmodified — so they could still be used on the original systems — he had to do a bit of reverse-engineering and source some controller sockets before building his controller hub. Using shift-in registers, shift-out registers, and some multiplexers, he designed a large circuit selector — which acts as a shield for an Arduino Micro — so all the controllers remain connected. A potentiometer allows him to select the desired controller and a few arcade buttons which access RetroPie shortcuts really round out the hub. Check out the demo after the break!

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Pac Man On The Colour Computer 3

The 1980s were the heyday of the venerable Z80, a processor that found its way into innumerable home computers, industrial systems, and yes — arcade machines. However, not everyone had a Z80 based machine at home, and so sometimes porting is required. [Glen] is tackling this with a port of Pac Man to the Radio Shack Colour Computer 3.

The key to any good arcade port is authenticity – the game should feel as identical to the real thing as possible. The Atari 2600 port got this famously wrong. Porting to the Colour Computer 3 is easier in theory – with more RAM, a Motorola 6809 CPU running at a higher clock rate, and a more powerful graphics subsystem, fewer compromises need to be made to get the game to run at a playable speed.

The way [Glen] tackled the port is quite handy. [Glen] built a utility that would scrape a disassembled version of the original Pac Man Z80 code, look up the equivalent 6809 CPU instruction, and replace it, while placing the original Z80 code to the side as a comment. Having the original code sitting next to the ported instructions makes debugging much easier.

Level 256 as seen in [Glen]’s port.
There was plenty of hand tweaking to be done, and special effort was made to make sure all the data the original code was looking for was accessible at the same addresses as before. There was also a lot of work involved in creating a sprite engine that would reliably display the game video at a playable frame rate.

Overall, the port is highly faithful to the original, with the game code being identical at the CPU level. [Glen] reports that the same patterns used on the arcade machine can be used to complete the mazes on the Colour Computer 3 version, and it faithfully recreates the Level 256 bug as well. It’s an impressive piece of work to create such an authentic port on a home computer from 1986.

For another classic port, but with the temporal vectors flipped, check out Portal 2 on the Apple II.