Games Archive

Microsoft announces super resolution DirectX API

We’re thrilled to announce DirectSR, our new API designed in partnership with GPU hardware vendors to enable seamless integration of Super Resolution (SR) into the next generation of games. Super Resolution is a cutting-edge technique that increases the resolution and visual quality in games. DirectSR is the missing link developers have been waiting for when approaching SR integration, providing a smoother, more efficient experience that scales across hardware. This API enables multi-vendor SR through a common set of inputs and outputs, allowing a single code path to activate a variety of solutions including NVIDIA DLSS Super Resolution, AMD FidelityFX™ Super Resolution, and Intel XeSS. DirectSR will be available soon in the Agility SDK as a public preview, which will enable developers to test it out and provide feedback. Don’t miss our DirectX State of the Union at GDC to catch a sneak peek at how DirectSR can be used with your games! ↫ Joshua Tucker at the DirectX Developer Blog If this aides in making sense out of the confusing mess of terminology and marketing terms surrounding this technology, I’m all for it.

Fully documented source code for Lander on the Acorn Archimedes

This site contains reconstructed source code for Lander, David Braben’s epic game for the Acorn Archimedes, with every single line documented and (for the most part) explained. Lander was the very first game to be released for the ARM processor, and it is both a milestone and a masterpiece. My hope is that this site will be useful for those who want to learn more about Lander and what makes it tick. It is provided on an educational and non-profit basis, with the aim of helping people appreciate the second classic game from this legend of 3D coding (the first classic being Elite, of course). ↫ Mark Moxon An incredibly valuable resource.

The Sega AI Computer (セガAIコンピューター)

Around late 1986, Sega released the “Sega AI Computer”. This is one of Sega’s least well known and rarest systems. Not much is known about this system apart from a small amount of information in Japanese and American flyers and press articles. The information we have is still piecemeal and may be partly inaccurate. Today we are making public, for the first time: all system roms extracted from the Sega AI Computer, data dumps from 26 my-cards and 14 tapes, many scans and photographs, and in collaboration with MAME developers, an early working MAME driver allowing this computer to be emulated. ↫ SMS Power! Incredible. Usually stuff like this is relegated to a YouTube video, with potential archival efforts pushed to the background since it’s boring and won’t get any views. This is an amazing effort.

Ayaneo Next Lite handheld announced with SteamOS Linux

inally we’re seeing another handheld vendor jump in with Linux. The AYANEO NEXT LITE was announced today and much like the Steam Deck, they plan to ship it with SteamOS! AYANEO are one of the top brands when it comes to PC handhelds, so it’s really interesting to see them be one of the first to jump in like this. If Linux is a success for them, no doubt they will do more and other vendors will follow along. ↫ Liam Dawe It was inevitable for SteamOS to spread beyond just the Steam Deck, but an important note to make here is that Ayaneo is not working together with Valve. Instead, they’re using HoloIso, one of the community-maintained variants of SteamOS anyone can use and install. I’m a bit surprised by this, since moving SteamOS beyond just Valve products in an official capacity seems like a no-brainer for Valve; they’re not really in it for the hardware money, after all, and instead earn their money from Steam game sales. I’m fairly convinced this isn’t the last time we’re seeing a non-Valve product with SteamOS, but I’d rather have Valve involved in the process before spending any money on one of these.

Nvidia’s G-Sync Pulsar is anti-blur monitor tech aimed squarely at your eyeball

Motion blur, when it’s not caused by slow LCD pixel transitions, is caused by “the persistence of an image on the retina, as our eyes track movement on-screen,” as Nvidia explains it. Prior improvements in display tech, like variable rate refresh, Ultra Low Motion Blur, and Variable Overdrive have helped with the hardware causes of this deficiency. The eyes and their object permanence, however, can only be addressed by strobing a monitor’s backlight. You can’t just set that light blinking, however. Variable strobing frequencies causes flicker, and timing the strobe to the monitor refresh rate—itself also tied to the graphics card output—was tricky. Nvidia says it has solved that issue with its G-Sync Pulsar tech, employing “a novel algorithm” in “synergizing” its variable refresh smoothing and monitor pulsing. The result is that pixels are transitioned from one color to another at a rate that reduces motion blur and pixel ghosting. ↫ Kevin Purdy for Ars Technica Cool technology, of course, but also another attempt by Nvidia to put Nvidia-specific chips inside monitors to cash in on royalties and tie people to Nvidia GPUs. Their previous attempt – G-Sync – was eventually thwarted, but they’re clearly trying again.

Sony officially launches its PS5 Access Controller for disabled gamers

The controller, which was created in collaboration with disabled gaming groups such as AbleGamers, Stack-Up, and SpecialEffect, has a unique circular design. The controller comes with a number of different button caps, along with three stick caps that can be changed out to suit the specific needs of the gamer. The controller itself is also designed to rest on a flat surface for players that would require that kind of feature. ↫ John Callaham at Neowin Microsoft has a similar product as well, and it’s great that disabled people who want to play games are being taken so much more seriously these days. Excellent work from both console giants.

My long quest to revive a ’90s Windows gaming cult classic

As 2023 draws to a close—and as we start to finalize our Game of the Year contenders—I really should be catching up on the embarrassingly long list of great recent releases that I haven’t put enough time into this year. Instead, over the last few days, I’ve found myself once again hooked on a simple, addictive, and utterly unique Japanese Windows freeware game from the late ’90s that, until recently, I thought I had lost forever. Pendulumania is a cult classic in the truest sense of the word: Few people have heard of it, even in hardcore gaming circles, but those who have experienced it tend to have very fond memories of it. And while I shared those memories, it wasn’t until this week that I’ve been able to share my effusive praise for a game whose name and playable executable had eluded me for well over a decade. What a great story.

Zork for the PDP-11/RT-11 recreated

We talked about Zork yesterday, and how the code for interpreters for the game was found and published on Github. Today we have a blog post detailing how to actually use one of these interpreters, the one for the PDP-11. Ok so what or where to do this?! First you need SIMH or any other good PDP-11 emulator, a copy of RT-11, and of course the source to the interpreter oddly enough named PDP11.ZIP. Just keep in mind that this is NOT a pk-zip file, it’s a text file. It’s Macro-11 assembler source. And it goes on from there. This is using an emulator, but if you’re lucky enough to have a real PDP-11 you can probably get all of this running, too.

All that Infocom interpreter code

Jason Scott posted the source code for all the Infocom games in 2019. This was pretty awesome. Everybody who is interested in that stuff cheered, and now it’s part of the common knowledge of Infocom. If you’re researching the history of those games, or want to study their design, you can dig in. So the game source was big news. Infocom’s interpreter source, however, remained obscure. This was the game-playing software for each platform: the Apple 2 interpreter, the Commodore 64 interpreter, and so on. A particular Infocom game release (“Zork 3 for the C64”, say) was a floppy containing the C64 interpreter and the Zork-3 game file. Boot the floppy, the interpreter starts up; it loads the game data and the game begins. The code for the interpreter, however, was never released as open source – until now. Andrew Plotkin posted all of the code on Github, followed later by an additional code dump by David Fillmore.

SteamOS will be coming to other handhelds before you can install it on your PC

Will SteamOS ever become generally available straight from Valve, instead of the community builds you can try out right now? “We’re hoping soon, though, it is very high on our list, and we want to make SteamOS more widely available. We’ll probably start with making it more available to other handhelds with a similar gamepad style controller. And then further beyond that, to more arbitrary devices. I think that the biggest thing is just, you know, driver support and making sure that it can work on whatever PC it happens to land on. Because right now, it’s very, very tuned for Steam Deck.” Valve also just unveiled a new and updated Steam Deck, with an OLED display, more efficient processor, and a few other nips and tucks, including making the devices easier to repair, not harder – made available for the same price as the previous model it replaces.

Why Cities: Skylines 2 performs poorly

Cities: Skylines 2 like its predecessor is made in Unity, which means the game can be decompiled and inspected quite easily using any .NET decompiler. I used JetBrains dotPeek which has a decent Visual Studio -like UI with a large variety of search and analysis options. However static analysis doesn’t really tell us anything concrete about the rendering performance of the game. To analyze what’s going with rendering I used Renderdoc, an open source graphics debugger which has saved my bacon with some of my previous GPU-y personal projects. An incredibly detailed look at just what’s going on under the hood to make the new Cities: Skylines 2 behave so poorly.

Frasier Fantasy

Frasier Fantasy is a loving tribute to the show, “Frasier,” in turn-based RPG form. Filled with Easter Eggs and callbacks, this is the game for anyone wondering if Eddie ever blinked first. Yes, a fan-made Game Boy Color game where you play as Frasier Crane. I can’t believe someone went through the arduous process of making this, but I’m glad they did. This is absolutely brilliant.

Publishing my first game using pico-8

I picked pico-8 as the engine simply because I know I work better with constraints and the limited size and capabilities of it would ensure I would not attempt perfection since I know I do not have the skills to reach it anyway. I have been a professional developer for 10+ years so code syntax is not my biggest issue, but knowing how to architect things, deal with the art and sound. By sticking within what pico-8 provides I thought I could achieve this, where I had previously failed with tools like Game Maker. Pico-8 really seems like a great first experience with game development.

Stadia’s death was due to a ‘self-sustaining cycle’ of lacking games and players, lead says

In court documents from the FTC vs Microsoft case, Google Stadia’s former product lead Dov Zimring was called to discuss the cloud gaming platform and competition in the gaming space. This led to several comments on why Stadia couldn’t compete in the industry from Google’s own point-of-view. Exactly what you expected: lack of players led to a lack of games, which led to an even bigger lack of players, and so on. What surprises me most is not that this happened – but the fact they were surprised by this? I mean, getting a foothold in the gaming industry is incredibly hard, and requires you to be 110% in, and for the long haul at that. You have to be in all the way for the long term – anything less and you might as well not even try. I am baffled that nobody at Google was like – if we do this, we have to commit to at least ten years of perseverance, through lean times with few subscribers and massive investments and losses, only to recoup them later once the ball starts rolling. Consoles are sold at a loss for a reason.

The death of Unity

But now I can say, unequivocally, if you’re starting a new game project, do not use Unity. If you started a project 4 months ago, it’s worth switching to something else. Unity is quite simply not a company to be trusted. What has happened? Across the last few years, as John Riccitiello has taken over the company, the engine has made a steady decline into bizarre business models surrounding an engine with unmaintained features and erratic stability. Unity is imploding in on itself, and it’s very sad to see.

Meet the guy preserving the new history of PC games, one Linux port at a time

The person doing that maintenance, as well as making sure that about 70 of the best known indie games from the same era keep running, is Ethan Lee. He’s not as well known as Fez’s developer Phil Fish, who was also the subject of the documentary Indie Game: The Movie, but this week Lee started publicly marketing the service he’s been quietly providing for over 11 years: maintenance of older games. Usually, when video game publishers talk about revisiting older games they talk about “remasters,” lavish reproductions that not only make them playable, but update their graphics or make them more modern in some way. Lee chose the word “maintenance” intentionally to describe what he does. Doing the lord’s work.

5 years ago Valve released Proton forever changing Linux gaming

Liam Dawe at GamingOnLinux looks back at the release of Valve’s Proton, five years ago today. Proton just makes a lot of sense. It didn’t take long for Valve to expand Proton to go initially from a few select Valve-approved titles, to being able to run anything we choose to try with it. From there, Linux gaming just seemingly exploded. And then eventually we saw why Valve made Proton with the Steam Deck announcement coming less than three years later in July 2021. Proton is one of the biggest things to happen to desktop Linux and PC gaming in general. It cannot be overstated just what it has done to the gaming market – people expect new games to just work on Linux now, and developers have to answer questions about it and promise support sooner rather than later. From big, defining titles like Elden Ring and Baldur’s Gate 3, down to the countless small indie titles – Proton and thus Linux support for games has been normalised. PC gaming is no longer a Windows-only thing, and that benefits all of us.

The Xbox 360 Store will close July 2024

Microsoft has announced that on 29 July, 2024, the Xbox 360 Store on the Xbox 360 and the Xbox 360 Marketplace on the web will close their doors. For once, one of these service or online store shutdowns is actually being handled well, as Microsoft states: This change will not affect your ability to play Xbox 360 games or DLC you have already purchased. Xbox 360 game content previously purchased will still be available to play , not only the Xbox 360 console but also Xbox One and Xbox Series X|S devices via backward compatibility. While it doesn’t mention downloading existing content you own, several other reports state this is possible. If so, this would make it the fairest way to shut down a service like this. On a related personal note, I should really order a replacement disc drive for my venerable Xbox 360 – an original one, still working other than the broken drive! – and fix it back up. I’ve got a huge collection of 360 games I want to keep being able to play.

Commander Keen’s adaptive tile refresh

I have been reading Doom Guy by John Romero. It is an excellent book which I highly recommend. In the ninth chapter, John describes being hit by lightning upon seeing Adaptive Tile Refresh (ATS). That made me realize I never took the time to understand how this crucial piece of tech powers the Commander Keen (CK) series. During my research I was surprised to learn that ATS only powered the first CK trilogy. The second trilogy turned out to use something far better. I’ve played all the Commander Keen games as a child over and over again, but being quite young at the time (I’m from 1984, so do the math), it never dawned on me just how much of a technological marvel these games really were.