Redkey
@Redkey@programming.dev
- Comment on Setting up a DOS/Win98 system for gaming 1 week ago:
I think that when RHoI wrote “3D”, they meant “hardware accelerated 3D”. Many early 3D DOS games either did their 3D entirely in software, or supported hardware acceleration support as a kind of optional bonus. Software 3D shouldn’t give DOSBox much more trouble than most 2D games. The original release of Quake didn’t even have any accelerator support; it was patched in later.
- Comment on Sell or keep 2600 heavy sixer woodgrain? 1 week ago:
A tiny number of original releases don’t run properly or at all on some 2600 Juniors or 7800s, due to a reliance on quirks that were changed in later versions of the graphics chip. Probably not a major issue for classic collecting, but if you’re interested in modern homebrew, it could be worth considering.
- Comment on Finally got a Gensis (Megadrive) after years of wanting one! 1 week ago:
Yeah, Zero Tolerance is amazing from a technical standpoint, and a solid gaming experience as it goes, but I personally felt it dragged on for too long without enough variation. Then again I felt about the same regarding the original Doom and Doom 2, so it’s probably more my tastes than the game itself.
- Comment on Finally got a Gensis (Megadrive) after years of wanting one! 1 week ago:
So many great games. Some of my favourites (mostly action RPGs, exclusives marked *):
- Landstalker*
- The Story of Thor*
- Wonderboy in Monster World (* virtually an exclusive)
- Soleil*
- Flashback
- The Immortal
- Quackshot*
- Light Crusader*
- Arcus Odyssey
- Sonic the Hedgehog 2* (the other main games are good too, but this is my favourite)
- Desert Strike and Jungle Strike (I don’t remember playing Urban Strike, but it got excellent reviews)
- The Lost Vikings
- Sword of Vermillion*
- Comment on Check out this ultra-tiny Game Boy 2 weeks ago:
Alas, that’s already the name of a game engine.
- Comment on What first emulation handheld would you recommend? 2 weeks ago:
If you’re not going to jailbreak a New 3DS (probably my choice if I was focusing on DS and 3DS games, because those real dual screens make a difference), then why not just get a controller to use with the smartphone you probably already have in your pocket? Even a mid-range smartphone will match or beat most inexpensive handhelds for retro game emulation.
- Comment on There's a brand new Dreamcast game that's out, called Mute Crimson, and it's free 2 weeks ago:
Why not? I think it’s just an interesting side project fo the dev. This is a port of the original version for modern home computers, so it’s not like they’re limiting their audience.
But I would suggest that while it should be possible to make a good adaptation for 3rd generation systems (NES etc.), you’re not going to be able to make a substantially similar product until you reach at least the 5th generation (PlayStation etc.), and perhaps not even then. The blurry parallax backgrounds, high number of particles, and level of detail make it necessary.
- Comment on The Last Tokens 4 weeks ago:
Outside the major cities, at least, video arcades in Japan are still hanging on in 2025 with a mix of games. There are a lot of pseudo-gambling token games (think prize tickets), crane-style prize games, and simple, highly physical games (big buttons and levers, controller and body tracking) aimed at the 5-to-10-year-old segment.
In terms of things we’d recognize as “real” games, almost everything is groups of locally networked terminals with some kind of physical gimmick that doesn’t translate well to a home experience. There are still some racing games, music games, and the like, with uncommon controllers and layouts, but the most common format right now is probably a flat table with an embedded screen that has some way of scanning and tracking collectible trading cards. The cards aren’t just scanned in once for use and then put aside, but actually moved around the table as tokens within the game. Obviously there are “Magic” style games, but also RPGs (both turn-based and action), MOBAs, real-time strategy, and more. Horse racing games are also popular, but to be clear, the players don’t “ride” the horses; they raise, trade, manage, and “bet” on them, and watch simulated races.
And these days almost everything uses player profiles saved to IC cards, ranked across the country and sometimes even the world.
Occasionally you’ll see four or six of the old sit-down “city” style cabinets (like the ones pictured in the article) in a corner, running 1-on-1 fighting games, but those are mainly found in the specifically “retro” arcades.
- Comment on What's your preferred way of buying games? (digital/physical/physical digital) 1 month ago:
My main concern is getting games in a form that I can store locally for 20 years and then reasonably expect to boot up and play. A secondary concern (ever since I moved permanently to another country) is going digital whenever possible because shipping stuff long distances is expensive. I had hundreds of physical books that it pained me to give away, but it simply wasn’t economical to move them to my new home. I kept my physical games, CDs, and DVDs, because they’re mostly thin discs and air-filled plastic cases (often replaceable once paper inserts have been removed) and I was able to bring them over affordably.
Over the last few years I’d say I’ve slowed down on physical retro collecting and only bought a couple dozen retro console games. More often I sail the high seas looking for them because morally there’s no sane argument decades after release that paying $50-100 to a private collector or dealer today has any impact on the developer’s or publisher’s profits in terms of secondary or tertiary sales. The physical game media and packaging have ceased to be games and have become artifacts, almost independent of their content, like other vintage or antique items. Of course that doesn’t apply if the game has been rereleased in more or less its original form, in which case I either buy it (if the price is reasonable) or don’t play it at all (if the price is unreasonable). I actually have such a game in digital storage that I’ve been meaning to play for years, and I learned that it’s quite recently been put up in GOG, so now I’m morally obligated to buy it if I still want to play it, heh. Luckily for me the price seems fair.
And speaking of GOG, the majority of my recent game purchases have been split pretty evenly between GOG and itch.io; about 95%. I basically haven’t bought anything directly from Steam for more than a decade. I understand that many games there are actually DRM-free, but I’m not interested in trying to research every game before I make a purchase. If each game’s store page indicated its true DRM status clearly (not just “third-party DRM”), I’d consider buying through Steam again. As it is, whenever I learn about an interesting game that’s on Steam, I try to find it on itch.io or GOG, and if I can’t, I generally don’t buy it; I’ll buy it on Steam only if it looks really interesting and it’s dirt cheap.
Whenever I look at
buying“leasing with no fixed term” anything with DRM, I assume that it will be taken away from me or otherwise rendered unusable unexpectedly at some point in the future through no fault of my own. It’s already happened to me a couple of times, and once bitten, twice shy. I know that everyone loves Gabe Newell, and he seems like a genuinely good guy, and he’s said that if Steam ever closed its doors that they’d unlock everything. However the simple fact is that in the majority of situations where that might happen, the call wouldn’t be up to Gaben, even for games published by Valve.So yeah, I may put up with DRM in a completely offline context, but in any situation where my access terms can be changed remotely and unilaterally with a forced update, server shutdown, or removal, that’s a hard pass from me.
- Comment on Renovation was right—and we're ahead of schedule 2 months ago:
Gain Ground and Arcus Odyssey both got many hours of play on my Mega Drive back in the day. :)
- Comment on Old School Rally scratched our ‘90s arcade racing itch... then promptly disappeared 2 months ago:
Maybe we could treat the appearances of recognizable, non-living entities in games (cars, buildings, airplanes, etc.) the same way we treat musical scores; the producer would be legally obligated to pay some reasonable, small, fixed fee per use to the original creator, and that creator wouldn’t be allowed to object. And this wouldn’t entitle the producer to use any trademarked brand or model name, just the form.
- Comment on Nintendo Wii The Size Of A Game Boy Cartridge Finally Released Open Source 2 months ago:
Because the Gameboy logo check and the actual display of the logo happen separately, there were ways to pass the check while still displaying a different logo on the screen. Given that I bought cartridges from major retailers that did this, I’m guessing that Nintendo either didn’t know about them, or didn’t like their odds in court.
Sega was doing something conceptually similar around the same time, and that did get tested at trial (Sega vs. Acclaim), where the court ruled that Sega could go suck a lemon. So there’s some doubt as to whether any of this is enforceable anyway, although Sega kept including a similar system in their hardware up to and including the Dreamcast.
Of course, a company as large as Nintendo could just bankrupt a lot of smaller companies with legal fees via delaying tactics.
- Comment on What are the games you played in your youth that you still play today? 2 months ago:
Apparently the original game and Brood War expansion are free to install through the Battle.Net launcher these days.
If you have the original discs, the later official patches added the ability to copy the “mpq” files from the CD into the game’s directory, so you no longer need the disc in the drive. Of course, you’re still going to need a drive for the initial installation. That should work for single player (it’s been a few years since I last did it) but I don’t know about online multiplayer.
- Comment on Hypothesis: Modern retro-inspired indies are much more enjoyable than the retro games themselves 2 months ago:
I haven’t kept up with anime much for many years now, but I can easily imagine that this is the case. There had been mecha anime with angsty pilots and behind-the-scenes politics before, but Evangelion pushed it all to a whole new level by adding mysticism and psychological dread into the mix. I know that almost immediately following the initial release of Evangelion we got Gasaraki and RahXephon, both of which bear obvious influences from Evangelion.
- Comment on Hypothesis: Modern retro-inspired indies are much more enjoyable than the retro games themselves 2 months ago:
I had a mini movie night with two colleagues, one is around middle age like me, and the other in their twenties. We were going through some DVDs and Blurays, and Die Hard came up. We two older folks said we liked it but the younger said that they’d never seen it. Well obviously we had to watch it right then.
Afterward, the young colleague said they found the movie boring and unoriginal. Talking it over, we came to the conclusion that while Die Hard had done so much in fresh and interesting ways at the time, it had been so thoroughly copied from by so many other films that it offered little to an uninitiated modern audience, looking back.
Although I haven’t played it myself, to read someone saying that Ultima 4 is derivative and lacking in originality feels a lot like that experience with Die Hard. Additionally, I think that the real old games usually expect a level of imagination and willingness to put up with discomfort that even I sometimes find a little offputting in 2025, despite the fact that I grew up with many of those games and had no issues with them at the time. If I don’t remind myself of it, it can be easy to forget that old hardware wasn’t limited only in audio-visual power, but also storage size and processing power.
I still search through old games, but I’m looking for ideas that maybe didn’t work well or hit the market right the first time, but still deserve further consideration, especially in light of technological advantages that have happened in the intervening years.
- Comment on Resident Evil fans, meet your Victorian cousin 3 months ago:
I played this on PS2 and I remember thinking at the time that it was extremely adequate. As you say, the reviews at the time were lukewarm but I think it’s worth a look for anyone trying scratch that itch who’s already finished the bigger names in the genre.
- Comment on Does Super Metroid get any better? 3 months ago:
I’ve never played the GBA games, and I still found Super Metroid bland.
I didn’t have an NES or SNES growing up, so I came to those games a little later on. However, Super Metroid was still the most recent game in the franchise when I played it. There were plenty of rave reviews even then, so I looked forward to playing it once I got my hands on a copy. I even bought a new controller for it.
Initially I actually found the game somewhat frustrating, but once I got used to Samus’ momentum and how the game had been designed to be played, I found it to be very well balanced. But I never felt like there was any real reason for me to go on other than to open new areas. Since it wasn’t referenced in any way (that I noticed) outside of the manual, “The Mission” didn’t seem important. And while the graphics were gorgeous for the time (and still are), that wasn’t enough for me. People often talk about the haunting and creepy feeling of the game’s world, but I didn’t get that. I felt that way about the Prime games, but Super Metroid just seemed empty and abandoned to me, not atmospheric.
A few years ago I was able to play AM2R and stuck to it all the way to the end, even 100-percenting it, and enjoying it thoroughly. But I don’t think I ever finished Super Metroid. I just put it down one day and never got back to it. And I don’t feel like it’s something I need to tick off some gaming bucket list. If you’re not really enjoying it, stop playing and don’t feel bad about it. There are already more good games in the world than anyone can complete before they die. You can’t play them all, so stick to the ones that resonate with you personally.
- Comment on Kool-Aid Man (1983) for the Atari 2600 3 months ago:
I’ve been trying to research the various glitches and variations between versions because I’m working on something that uses some undocumented features and precise timing. Unfortunately, I don’t have one good link that explains it well.
The issue stems from how player objects (the 2600 equivalent to sprites) are placed horizontally. For good and interesting reasons which are also technically involved and complicated, programmers can’t just send an X value to the graphics chip. Instead there’s a two-step process. First, the program sends a signal to the graphics chip when the TV raster is at approximately the desired horizontal position on the screen. Then, because it’s often not possible to nail the timing of that signal to the exact pixel position, the graphics chip has a facility to “jog” the various graphical objects left or right by a very small amount at a time.
According to the official programmers’ documentation, this final “jog” should only be done at one specific time during each video scanline. If we only do it this way, it works correctly on pretty much every version of the console. However, doing it “correctly” also introduces a short black line at the left side of that scanline. If we instead send the “jog” signal at certain other times, no black line appears. Additionally, the exact distances moved change depending on when we send the signal, which can be worked around or are sometimes even beneficial.
Kool-Aid Man uses these undocumented “jog” timings, as several games did. But it displays a score counter at the top of the screen by using the player objects placed very close together. It seems that the console versions in question (later 2600 Juniors and some 7800s) are more sensitive to the timing being used, as you can sometimes see the parts of the score flicking left or right by one pixel.
The Atari 2600 also has a hardware collision detection system, which reports when any two moving screen objects overlap with each other or the background. Once a collision occurs, the relevant flag will stay set until the program clears it. Kool-Aid Man uses this system to detect when the player character touches enemies. But the program only clears the collision flags once, at the bottom of each frame, and the same player objects are used to draw the score. So when the two parts of the score flicker into each other, it registers as a collision between player objects, which the game interprets as a collision between Kool-Aid Man and a Thirsty.
As you mentioned, I’ve read that setting the console switches a certain way can prevent this issue, but I’m not sure why. My guess is that setting some switches one way rather than another causes a conditional branch instruction that checks the switches to branch rather than fall through, which takes one extra instruction cycle (or vice versa), which is then enough to stabilize the score display and stop the parts from colliding.
- Comment on Kool-Aid Man (1983) for the Atari 2600 3 months ago:
There’s a… not exactly a bug, but an unannounced change, in the graphics chip in some later versions of the Atari 2600, which has been named after this game by the fan/homebrew community. On most 2600 console versions, it’s possible for a game to perform a particular graphics operation at an unintended time and get an undocumented but consistent and useful result.
On the differing consoles, the result is slightly different, and because of the way this game is written, it often causes a chain of actions that end up making Kool-Aid Man bounce around continuously as if being hit by enemies, even though nothing is touching him.
- Comment on ChatGPT 'got absolutely wrecked' by Atari 2600 in beginner's chess match — OpenAI's newest model bamboozled by 1970s logic 3 months ago:
When all you have (or you try to convince others that all they need) is a hammer, everything looks like a nail. I guess this shows that it isn’t.
- Comment on [Batocera] Is there any way to enable multiplayer gaming on Game Boy Advance using two locally connected controllers? 3 months ago:
As a handheld console, the GBA hardware was explicitly designed to support exactly one player. To play multiplayer GBA games on real hardware, either the game must have some kind of “hotseat” mode, or you need to have multiple consoles connected via link cables.
A “hotseat” game should run just fine on an emulator without any tweaking, so I’m guessing that’s not what you want.
That means you’re wanting to emulate multiple GBAs at once. But RetroArch is designed to run only one instance of one emulator at a time. I’m somewhat surprised to learn (although I suppose I shouldn’t have been) that someone has created a RetroArch core that emulates two Gameboys/Gameboy Colors at once. But it doesn’t look like anyone’s done the same for the GBA. So AFAIK your only option is to have two separate Batocera devices (one for each GBA) connected over a network (if that’s possible with your Pi and the emulator supports it).
- Comment on There was a special magic to the 3D Renders of the N64 3 months ago:
Who else remembers seeing images like this – that would’ve taken a few seconds to a few minutes to render even on high-end graphics workstations of the time – presented in gaming rags as examples of what PS1/N64/Saturn and later PS2/GameCube/DreamCast/XBox were “going to be capable of producing”?
- Comment on Game Boy Advance: Incredible tech on just 2 AA Batteries 4 months ago:
Yep, I put an Afterburner mod in mine back in the day and got the best of both worlds: a screen you can see without standing outside at midday, and a comfortable, wide layout that doesn’t make your hands cramp up.
- Comment on How is nobody talking about the fact that The Simpsons Arcade Game got home ports to DOS and Commodore 64 but not NES, SNES or Genesis -- and didn't arrive on console until Xbox 360 and PlayStation 3? 4 months ago:
Even crazier, the C64 version was only distributed in North America, ignoring the majority of potential buyers. And it apparently runs OK on PAL machines without modification.
One of the big draws of the game was all the detail in the backgrounds, and the little touches of animation. The C64 version being disk-only allows it to retain a surprising amount of this. As a tape game, the already long inter-level load times would’ve blown out and ruined the game.
I don’t think that an NES or Master System port could’ve covered the game even as well as the C64 version. But I agree that it is strange that there was no Mega Drive or SNES version. The SNES in particular could’ve replicated a lot of the arcade’s scaling effects with a minimum of trickery.
- Comment on Found a brand new, unused Pong console from 1979 in an Edinburgh charity shop for 20£ 4 months ago:
These “home pong” consoles were very common at the time. They don’t really do much, so their main value is historical interest, and this isn’t a particularly famous model. A quick eBay search seems to indicate it might go for GBP 80 at most, but probably more like GBP 20-40. So OP got a good deal, but they didn’t find a lost Vermeer. :)
- Comment on Found a brand new, unused Pong console from 1979 in an Edinburgh charity shop for 20£ 4 months ago:
They probably did. It’s not exactly honest, but the system is technically outputting a colour signal, and it was released at a time when that wasn’t a given. They didn’t say “full colour” anywhere on the box, did they?
Let’s call it a mix of lower expectations for the time, and a bit of marketing deception.
- Comment on Found a brand new, unused Pong console from 1979 in an Edinburgh charity shop for 20£ 4 months ago:
Found in an Edinburgh charity shop, so while it’s not impossible, it’s unlikely.
- Comment on Atari 2600: The Atlantis of Game Consoles 4 months ago:
Yes, they’ve changed the Pitfall image. Originally they were using the first image from CrayonRosary’s post.
- Comment on Apparently it was in the manual, but I'm just learning it now. 4 months ago:
Gamer sites on the early Internet were full of these “Easter eggs” that were really just non-obvious things with clear explanations in the manual.
One that I found particularly irrimusing (and seems to keep popping up forever) was that holding some combination of buttons on the Gameboy Advance when you turn it on “plays a secret, alternative start-up sound, then it just sits at the Gameboy logo until you press a button. That’s all it does.”
Except if you read the manual you’d know that holding that button combo overrides the normal start-up and forces the GBA into multi-play download mode, so you can play those games without having to take the cartridge out of the console. Pressing a button in that mode cancels it and resumes normal start-up, loading a game from cartridge if one is inserted.
I’ve seen some people insist that their manual didn’t say anything about this, but I have trouble believing them given that it was written in the manual for the GBA which I bought on launch day.
- Comment on Apparently it was in the manual, but I'm just learning it now. 4 months ago:
Because in the English version of MGS that’s not “hidden” in the manual (or on the back of the box). You get the Major calling on the radio every ten seconds during that fight, virtually screaming at you “Hey you dumb kid, switch to the second controller port already!”