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!
By the time you read this the Iowa-class battleship USS New Jersey (BB-62) should be making its way along the Delaware River, heading back to its permanent mooring on the Camden waterfront after undergoing a twelve week maintenance and repair period at the nearby Philadelphia Navy Yard.
The 888 foot (270 meter) long ship won’t be running under its own power, but even under tow, it’s not often that you get to see one of the world’s last remaining battleships on the move. The New Jersey’s return home will be a day of celebration, with onlookers lining the banks of the Delaware, news helicopters in the air, and dignitaries and veterans waiting eagerly to greet her as she slides up to the pier.
But when I got the opportunity to tour the New Jersey a couple weeks ago and get a first-hand look at the incredible preservation work being done on this historic ship, it was a very different scene. There was plenty of activity within the cavernous Dry Dock #3 at the Navy Yard, the very same slip where the ship’s construction was completed back in 1942, but little fanfare. Staff from North Atlantic Ship Repair, the company that now operates the facility, were laboring feverishly over the weekend to get the ship ready.
While by no means an exhaustive account of the work that was done on the ship during its time in Dry Dock #3, this article will highlight some of the more interesting projects that were undertaken while it was out of the water. After seeing the thought and effort put into every aspect of the ship’s preservation by curator Ryan Szimanski and his team, there’s no doubt that not only is the USS New Jersey in exceptionally capable hands, but that it will continue to proudly serve as a museum and memorial for decades to come.
Among the many facets of modern technology, few have evolved faster or more radically than the computer. In less than a century its very nature has changed significantly: today’s smartphones easily outperform desktop computers of the past, machines which themselves were thousands of times more powerful than the room-sized behemoths that ushered in the age of digital computing. The technology has developed so rapidly that an individual who’s now making their living developing iPhone applications could very well have started their career working with stacks of punch cards.
With things moving so quickly, it can be difficult to determine what’s worth holding onto from a historical perspective. Will last year’s Chromebook one day be a museum piece? What about those old Lotus 1-2-3 floppies you’ve got in the garage? Deciding what artifacts are worth preserving in such a fast moving field is just one of the challenges faced by Dag Spicer, the Senior Curator at the Computer History Museum (CHM) in Mountain View, California. Dag stopped by the Hack Chat back in June of 2019 to talk about the role of the CHM and other institutions like it in storing and protecting computing history for future generations.
To answer that most pressing question, what’s worth saving from the landfill, Dag says the CHM often follows what they call the “Ten Year Rule” before making a decision. That is to say, at least a decade should have gone by before a decision can be made about a particular artifact. They reason that’s long enough for hindsight to determine if the piece in question made a lasting impression on the computing world or not. Note that such impression doesn’t always have to be positive; pieces that the CHM deem “Interesting Failures” also find their way into the collection, as well as hardware which became important due to patent litigation.
Of course, there are times when this rule is sidestepped. Dag points to the release of the iPod and iPhone as a prime example. It was clear that one way or another Apple’s bold gambit was going to get recorded in the annals of computing history, so these gadgets were fast-tracked into the collection. Looking back on this decision in 2022, it’s clear they made the right call. When asked in the Chat if Dag had any thoughts on contemporary hardware that could have similar impact on the computing world, he pointed to Artificial Intelligence accelerators like Google’s Tensor Processing Unit.
In addition to the hardware itself, the CHM also maintains a collection of ephemera that serves to capture some of the institutional memory of the era. Notebooks from the R&D labs of Fairchild Semiconductor, or handwritten documents from Intel luminary Andrew Grove bring a human touch to a collection of big iron and beige boxes. These primary sources are especially valuable for those looking to research early semiconductor or computer development, a task that several in the Chat said staff from the Computer History Museum had personally assisted them with.
Towards the end of the Chat, a user asks why organizations like the CHM go through the considerable expense of keeping all these relics in climate controlled storage when we have the ability to photograph them in high definition, produce schematics of their internals, and emulate their functionality on far more capable systems. While Dag admits that emulation is probably the way to go if you’re only worried about the software side of things, he believes that images and diagrams simply aren’t enough to capture the true essence of these machines.
Quoting the the words of early Digital Equipment Corporation engineer Gordon Bell, Dag says these computers are “beautiful sculptures” that “reflect the times of their creation” in a way that can’t easily be replicated. They represent not just the technological state-of-the-art but also the cultural milieu in which they were developed, with each and every design decision taking into account a wide array of variables ranging from contemporary aesthetics to material availability.
While 3D scans of a computer’s case and digital facsimiles of its internal components can serve to preserve some element of the engineering that went into these computers, they will never be able to capture the experience of seeing the real thing sitting in front of you. Any school child can tell you what the Mona Lisa looks like, but that doesn’t stop millions of people from waiting in line each year to see it at the Louvre.
The Hack Chat is a weekly online chat session hosted by leading experts from all corners of the hardware hacking universe. It’s a great way for hackers connect in a fun and informal way, but if you can’t make it live, these overview posts as well as the transcripts posted to Hackaday.io make sure you don’t miss out.
The times they are a-changin’. It used to be that no household was complete without a drawer filled with an assortment of different sizes and types of batteries, but today more and more of our gadgets are using integrated rechargeable cells. Whether or not that’s necessarily an improvement is probably up for debate, but the fact of the matter is that some of these old batteries are becoming harder to find as time goes on.
Which is why [Stephen Arsenault] wants to preserve as many of them as possible. Not in some kind of physical battery museum (though that does sound like the sort of place we’d like to visit), but digitally in the form of 3D models and spec sheets. The idea being that if you find yourself in need of an oddball, say the PRAM battery for a Macintosh SE/30, you could devise your own stand-in with a printed shell.
The rather brilliantly named Battery Backups project currently takes the form of a Thingiverse Group, which allows other alkaline aficionados to submit their own digitized cells. The cells that [Stephen] has modeled so far include not only the STL files for 3D printing, but the CAD source files in several different flavors so you can import them into your tool of choice.
When [Patrick Hickey] spent a tidy sum on eBay to purchase a pair of seven-segment displays used in the Launch Control Center at Kennedy Space Center during the Apollo program, he could have just put them up on a shelf. It’s certainly what most people would have done. Instead, he’s decided to study and document their design with the hope of eventually creating 3D replicas of these unique pieces of NASA history.
With a half century now separating us from the Moon landing, it’s more important than ever to preserve the incredible technology that NASA used during mankind’s greatest adventure. Legitimate Apollo-era hardware is fairly scarce on the open market, and certainly not cheap. As [Patrick] explains on the Hackaday.io page for this project, being able to 3D print accurate replicas of these displays is perhaps the best way we can be sure they won’t be lost to history.
But more than that, he also wants others to be able to see them in operation and perhaps even use them in their own projects. So that means coming up with modern electronics that stand-in for the 60s era hardware which originally powered them.
Since [Patrick] doesn’t have access to whatever (likely incandescent) lighting source these displays used originally, his electronics are strictly functional rather than being an attempt at a historic recreation. But we have to say, the effect looks fantastic regardless.
Currently, [Patrick] is putting most of his efforts on the smaller of the two displays that he calls “Type A”. The chunk of milled aluminum with integrated cooling fins has a relatively simple shape that should lend itself to replication through 3D scanning or even just a pair of calipers. He’s also put together a proof of concept for how he intends to light the display with 5mm LEDs on a carefully trimmed bit of protoboard, which he plans on eventually refining to reduce the number of wires used.
One aspect he’s still a little unsure of is how best to replicate the front mask. It appears to be made of etched metal with an integrated fiberglass diffuser, and while he’s already come up with a few possible ways to create a similar front panel for his 3D printed version, he’s certainly open to suggestions from the community.
We all have fond memories of a toy from our younger days. Most of which are still easy enough to get your hands on thanks to eBay or modern reproductions, but what if your childhood fancies weren’t quite as mainstream? What if some of your fondest memories involved playing with 1960’s educational games which are now so rare that they command hundreds of dollars on the second-hand market?
That’s the situation [Mike Gardi] found himself in recently. Seeing that the educational games which helped put him on a long and rewarding career in software development are now nearly unobtainable, he decided to try his hand at recreating them on his 3D printer. With his keen eye for detail and personal love of these incredible toys, he’s preserved them in digital form for future generations to enjoy.
His replica of “The Amazing Dr. Nim” needed to get scaled-down a bit in order to fit on your average desktop 3D printer bed, but otherwise is a faithful reproduction of the original injection molded plastic computer. The biggest difference is that his smaller version uses 10 mm (3/8 inch) steel ball bearings instead of marbles to actuate the three flip-flops and play the ancient game of Nim.
[Mike] has also created a replica of “Think-a-Dot”, another game which makes use of mechanical flip-flops to change the color of eight dots on the front panel. By dropping marbles in the three holes along the top of the game, the player is able to change the color of the dots to create various patterns. The aim of the game is to find the fewest number of marbles required to recreate specific patterns as detailed in the manual.
Speaking of which, [Mike] has included scans of the manuals for both games, and says he personally took them to a local shop to have them professionally printed and bound as they would have been when the games were originally sold. As such, the experience of owning one of these classic “computer” games has now been fully digitized and is ready to be called into corporeal form on demand.
We like to think our readers are on the cutting edge. With the advent of CRISPR kits at home and DIY bio blooming in workshops across the world, we wanted to share a video which may be ahead of its time. [The Thought Emporium] has just shown us a way to store eukaryotic cells at room temperature. His technique is based on a paper published in Nature which he links to from the YouTube page, but you can see his video after the break.
Eukaryotic cells, the kind we are made of, have been transported at low temperatures with techniques like active refrigeration, liquid nitrogen, and dry ice but those come with a host of problems like cost, convenience, and portability. Storing the cells with cryogel has been shown to reliably keep the cells stable for up to a week at a time and [The Thought Emporium] made some in his homemade freeze-dryer which he’s shown us before. The result looks like a potato chip, but is probably less nutrious than astronaut ice cream.