retro games

ufo-50-is-the-best-retro-gaming-homage-i’ve-ever-played

UFO 50 is the best retro-gaming homage I’ve ever played

A blast from the future? —

Collection of 50 new ’80s-era game concepts brims with originality, care, and joy.

Just some of the inventive character designs included in <em>UFO 50</em>.” src=”https://cdn.arstechnica.net/wp-content/uploads/2024/09/ufo50_keyart-800×450.png”></img><figcaption>
<p><a data-height=Enlarge / Just some of the inventive character designs included in UFO 50.

Mossmouth

If you’ve spent any time with retro gaming emulators, you’re likely familiar with the joy of browsing through a long list of (legally obtained) ROMs and feeling overwhelmed at a wide range of titles you’ve never even heard of. Picking randomly through such a game list is like wandering through a foreign country, searching for hidden jewels among all the shovelware in the bewildering and wildly imaginative early video game history.

UFO 50 captures that feeling perfectly, combining the freewheeling inventiveness of old-school game design with modern refinements and more consistent baseline quality bred over the ensuing decades. The result is an extremely playable love letter to the gaming history that will charm even the most jaded retro game fan.

A loving homage

UFO 50 presents itself as a collection of 50 dusty game cartridges made by UFO Soft, a fictional developer that operated from 1982 to 1989. Working through the company’s catalog, you’ll see evolution in graphics, music, and gameplay design that mirror the ever-changing gaming market of the real-world ’80s. You’ll also see the same characters, motifs, and credited “developers” appearing over and over again, building a convincing world behind the games themselves.

The individual games in UFO 50 definitely wear their influences on their sleeves, with countless, almost overt homages to specific ’80s arcade and console games. But there isn’t a single title here that I’d consider a simple clone or knock-off of an old gaming concept; each sub-game brings its own twist or novel idea that makes it feel new.

  • Ah, the joys of marching through a cavern of hallways with perfect 90-degree angles.

    Mossmouth

  • Aw, you always get to be the shirtless muscle guy. Can I be Player 1 this time?

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  • A giant animal wearing only high-top boots? Sure, why not?

    Mossmouth

  • The real-time positional strategy of Attactics feels like chess mixed with Advance Wars

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  • The titular “UFO” appears in a lot of different UFO 50 games, naturally

    Mossmouth

Bubble Bobble homage Kick Club, for instance, replaces its inspiration’s bubble-blowing dinosaurs with a soccer player that has to constantly chase down his only weapon: a soccer ball. Vainger combines Metroid-style shooting and gated, maze-like exploration with the gravity-flipping of Metal Storm. Magic Garden combines the avoid-your-own-tail gameplay of Snake with items that let you eat up obstacles, Pac-Man-style.

Anyone who remembers playing games in the ’80s will instantly clock plenty of other clear references. A small sampling of ones I noticed includes: Bad Dudes, Blaster Master, Gradius, River City Ransom, Shadowgate, Super Dodge Ball, Smash TV, Space Harrier, and Super Sprint. And, just like any list of ’80s ROMs, you’ll also encounter plenty of grid-based puzzle games and shoot-em-ups, each with their own take on the popular genres.

But other UFO 50 offerings are retro-stylized versions of genres and games that didn’t really exist in the ’80s. If you ever wondered what a caveman-themed tower defense game would look like on the NES, Rock On! Island has the answer. Or if you want to see a positional arena fighter in the style of Super Smash Bros. (complete with original characters that sport their own moves and weapons) then Hyper Contender has you covered. Then there’s Velgress, which combines the retro run-and-gun platforming of the NES with the roguelike procedural generation of a modern classic like Downwell.

Still, other UFO 50 games squeeze completely original concepts (as far as I can tell) into the limited technology of the time period. Lords of Diskonia is a tactical battler that has you flinging units represented by Crokinole-style disks at the other side. Party House asks you to manage a Rolodex of party guests to maximize your money and popularity without attracting unwelcome attention from the cops. Waldorf’s Journey involves flinging the titular walrus on lengthy blind jumps while carefully adjusting his landing with hilarious, energy-consuming flaps of his flippers.

  • Hot Foot is an incredibly endearing and fun take on the Super Dodge Ball formula.

    Mossmouth

  • Magic Garden combines the addictive qualities of Snake and Pac-Man.

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  • Each game comes complete with its own title screen, cut scenes, etc.

    Mossmouth

  • There are a lot of shoot-em-ups in UFO 50, as befits the time period.

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  • It’s not all action. Night Manor is a full-fledged point-and-click adventure title.

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The sheer variety of different gameplay ideas on offer here is incredible. There are real-time strategy games and cooperative two-player brawlers. There’s a full-fledged golf RPG and also a 2D golf game with pinball-style hazards. There’s a Dave the Diver-esque undersea exploration adventure and a couple of Final Fantasystyle RPGs. There’s a game that combines Crazy Taxi and the original, overhead Grand Theft Auto. There’s a Teenage Mutant Ninja Turtles homage that combines five different genres with five unique, fully realized anthropomorphic human-animal hybrids.

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legendary-rom-hacking-site-shutting-down-after-almost-20-years

Legendary ROM hacking site shutting down after almost 20 years

RomHacking.net —

Disputes about how to keep the site going led founder to archive and close it.

Super Mario Land 2 in full color, with Mario jumping over spiky balls.

Enlarge / A thing that exists through ROM hacking, and ROMHacking.net: Super Mario Land 2, in color.

Nintendo/Toruzz

If there was something wrong with an old game, or you wanted to make a different version of it, and you wanted people to help you fix that, you typically did that on RomHacking.net. After this week, you’ll have to go elsewhere.

For nearly 20 years, the site has been home to some remarkable remakes, translations, fix-ups, and experiments. Star Fox running at 60 fpsSuper Mario Land 2 in color, a fix for Super Mario 64‘s bad smoke, even Pac-Man “demake” that Namco spiffed up and resold—and that’s not even counting the stuff that was pulled down by corporate cease-and-desist actions. It’s a remarkable collection, one that encompasses both very obscure and mainstream games and well worth preserving.

Preserved it will be, but it seems that the RomHacking site will not go on further. The site’s founder posted a sign-off statement to the site Thursday night, one that in turn praised the community, decried certain members of it, and looked forward to what will happen with “the next generation.”

To condense the statement by founder Nightcrawler: the site had come a long way, he missed the early small-group days, there are more options now, and then, last year, he attempted to hand control over to a small internal group. That is when, Nightcrawler writes, he “discovered a most dishonest and hate filled group,” one that targeted him for cutting out of the site and harassment.

The site’s database, minus accounts and profiles, has been handed off to the Internet Archive. RomHacking will have news posts and forums, but everything else is read-only, and the official Twitter and Discord “affiliations” are ended.

“I thank all of the many staff and community members whom kept the wheels turning and the lights on over the years. I am proud of our many accomplishments here together. I will carry forward remembering the good times, laughing about the bad times, and knowing she was right for the time, but time has a way of moving on,” Nightcrawler wrote.

Not the whole story

Gideon Zhi, proprietor of Time Capsule Games and member of RomHacking for more than 20 years, took issue with Nightcrawler’s monologued coda. In a thread on X (formerly Twitter), Zhi acknowledged the site’s technical debt, monetary cost, and the burnout in being its administrator. “But he existed as a single point of failure for the site and exerted iron-fisted control over community-created content, and categorically refused basically all offers of help over the last decade,” Zhi wrote.

Zhi details a near abandonment of the site last year, followed by attempts by interested members, gathered on the site’s Discord chat server, to transition the site’s back-end to modern storage and file serving, such as Amazon Web Services S3, and last-minute refusal by Nightcrawler to enact the changes. He also denied that the volunteers on the attempted transition threatened or doxxed Nightcrawler.

An administrator on the now “unofficial” Discord for the site confirmed a “rocky” relationship between the founder and the would-be administrators, as reported by PC Gamer. The Discord admin also denied threats or harassment toward Nightcrawler.

While ROM hacking, translation, demakes, and other game-altering work will certainly continue elsewhere, the gaming world has lost a kind of central depot for the most notable fixes, one with a community full of very experienced hackers.

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apple-now-allows-retro-game-emulators-on-its-app-store—but-with-big-caveats

Apple now allows retro game emulators on its App Store—but with big caveats

RETRO GAMES —

It’s probably not the Wild West of game emulation you’re hoping for. Here’s why.

A screenshot of Sonic the Hedgehog on an iPhone

Enlarge / The classic Sega Genesis game Sonic the Hedgehog running on an iPhone—in this case, as a standalone app.

Samuel Axon

When Apple posted its latest update to the App Store’s app review and submission policies for developers, it included language that appears to explicitly allow a new kind of app for emulating retro console games.

Apple has long forbidden apps that run code from an external source, but today’s announced changes now allow “software that is not embedded in the binary” in certain cases, with “retro game console emulator apps can offer to download games” specifically listed as one of those cases.

Here’s the exact wording:

4.7 Mini apps, mini games, streaming games, chatbots, plug-ins, and game emulators

Apps may offer certain software that is not embedded in the binary, specifically HTML5 mini apps and mini games, streaming games, chatbots, and plug-ins. Additionally, retro game console emulator apps can offer to download games. You are responsible for all such software offered in your app, including ensuring that such software complies with these Guidelines and all applicable laws. Software that does not comply with one or more guidelines will lead to the rejection of your app. You must also ensure that the software adheres to the additional rules that follow in 4.7.1 and 4.7.5. These additional rules are important to preserve the experience that App Store customers expect, and to help ensure user safety.

It’s a little fuzzy how this will play out, but it may not allow the kind of emulators you see on Android and desktop, which let you play retro games from any outside source.

Retro game emulators run what are colloquially called ROM files, which are more or less images of the game cartridges or discs that played on console hardware. By now, it’s well-established that the emulators themselves are completely legal, but the legality of the ROM files downloaded from ROM sites on the Internet depends on the specific files and circumstances.

There are ROMs that are entirely public domain or in some license where the creator allows distribution; there are ROMs that are technically copyrighted intellectual property but where the original owner no longer exists, and the current ownership is unknown or unenforced; and there are some ROMs (like many games made by Nintendo) where the owner still has an interest in controlling distribution and often takes action to try to curb illegal sharing and use of the files.

Additionally, many game publishers use emulators to run ROMs of their own retro games, which they sell to consumers either as standalone games or in collections for modern platforms.

It’s not completely clear from Apple’s wording, but our interpretation of Apple’s new rules is that it’s likely only the last of those examples will be possible; companies that own the intellectual property could launch emulator apps for downloading ROMs of their (and only their) games. So, for example, Sega could offer a Sega app that would allow users to download an ever-expanding library of Sega games, either as part of a subscription, for free, or as in-app purchases. Sega has offered its retro games on the iPhone before in emulation but with a standalone app for each game.

“You are responsible for all such software offered in your app, including ensuring that such software complies with these Guidelines and all applicable laws,” Apple writes. And it specifically says “retro game console emulator apps can offer to download games” in the list of exceptions to the rules against “software that is not embedded inside the binary”—but it doesn’t list any other method for retro game console emulator apps.

Whatever the case, this update is not limited to the European Union. Apple has been subjected to regulatory scrutiny in both the EU and the United States regarding its App Store rules. It’s likely the company is making this change to preempt criticism in this area, though it did not name its reasons when announcing the change other than to say it has been made to “support updated policies, upcoming features, and to provide clarification.”

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Vectrex reborn: How a chance encounter gave new life to a dead console

Vector Graphics —

40 years later, it’s time for the Vectrex to shine.

A black, tall CRT screen sits on a table with a black cart in front of it. The cart reads

Enlarge / A Vectrex console and CRT display with a cart for a long-lost game.

Tim Stevens

The Vectrex may be the most innovative video game console you’ve never heard of. It had everything it needed to prompt a revolution, including controllers far more sophisticated than the competition and the ability to render polygons a decade before gaming’s 3D revolution.

It was years ahead of anything else on the market, yet it could not have launched at a worse time. The Vectrex hit stores at the tail end of 1982. Over the next six months, the then-booming video game market went bust. The Vectrex, a potential revolution in home gaming, was swept into bargain bins, forgotten by all but the most ardent of collectors.

Forty years later, it’s having something of a comeback. New developers are breathing fresh code into this aged machine, hardware hackers and tinkerers are ensuring that tired capacitors and CRTs stay functional, and a new game has seen retail release after sitting unplayed for four decades.

This, finally, could be the Vectrex’s time to shine.

Vectrex history

1982 was a banner year for video games. Titles like Zaxxon, Pole Position, Q*bert, and Dig Dug were fresh in the arcades. In the home gaming scene, seemingly unquenchable consumer desire fueled a period of innovation unlike anything the now $200 billion industry has seen since.

To give some context, Sony sold 11.8 million PlayStation 5s in 2021, the console’s first full year of availability. Back in 1982, 12 million Atari 2600 home consoles flew off store shelves, despite the nascent home gaming industry amounting to a paltry $4 billion.

This boom drove the creation of the Vectrex. The system was born at LA-based hardware design firm Smith Engineering. Envisioned as a portable system with a tiny, 1-inch cathode ray tube screen, the Vectrex concept ultimately grew into the 9-inch screen production version you see here.

Kenner Toys was initially slated to release the system, but when that deal fell through, General Consumer Electronics (GCE) stepped in and brought it to market in late 1982 after a successful debut at that summer’s Consumer Electronics Show. The Vectrex’s initial buzz was so successful that Milton Bradley acquired GCE in 1983.

The Vectrex design was unique, a video game console wholly integrated into a portrait-oriented CRT. This was at a time when most households had just a single television set. Playing Atari back then meant fighting with your siblings and parents about who had control of the TV because missing an episode of The A-Team had real consequences. Not only was DVR technology still decades away, Sony was still trying to say that recording television programs on VCR cassettes was illegal.

But the real reason for the Vectrex’s integrated display was its reliance on a display technique not seen on a home system before (nor since). Vector graphics are a true rarity on the gaming scene. 1979’s Asteroids is probably the most famous example, while 1983’s Star Wars is far and away the most impressive.

Outside of a few exceptions, every video game you’ve ever played has been made up of a series of pixels. Whether it’s CRT, LCD, LED, or even OLED, you’re still talking about images made up of tiny dots of light. As the years have progressed, those pixels have gotten smaller and smaller. Likewise, the graphical power provided by advanced GPU systems like the GeForce RTX 4090 allows those pixels to assemble into ever-more realistic 3D worlds.

Ultimately, though, it’s all a bunch of pixels. On the Vectrex, there are no pixels. As its name implies, graphics here are all made up of vectors. That means straight beams of light drawn from A to B, electrons shot straight and narrow onto a cathode ray tube that glows in response. Connect three such lines, and you have a triangle, a simple polygon, the building block of all mainstream 3D gaming even today.

That lack of pixels means that, even 40 years on, watching a Vectrex game in action is an oddly captivating thing. There’s a fluidity in the rudimentary graphics, an innate sharpness that was not only lacking in other games of the period but that still looks novel today.

Overall fidelity, however, is admittedly low. Though color TVs were well and truly mainstream by 1983, the Vectrex is decidedly black and white, a problem “solved” by some crafty, budget-minded engineering. Most Vectrex titles came with a transparent overlay, a full-color sheet of plastic that clips in place over the display, injecting some hue into the unfortunately desaturated CRT.

Powering this was a relatively simple set of silicon with an 8-bit Motorola 6809 microprocessor at its heart, the same processor behind arcade classics like Robotron: 2084 and many later Williams pinball machines. It ran at a mighty 1 MHz with a whole 1KB of RAM at its disposal.

The chip was paired with an integrated control pad with an analog joystick, far more advanced than the four-way joysticks found on every other home console controller at the time.

All that specialized hardware led to a specialized price. The Vectrex launched in 1982 at $199—about $650 in 2023 dollars. Less than 18 months later, it was dead.

The collector

Sean Kelly is among the world’s preeminent video game collectors. “I’ve been collecting video games for a long time,” he told me. “I’ve had probably over 100,000 video games pass through my hands over the years.” At one point, he said, he had more than 50,000 in his garage.

If that sounds like an industrial operation rather than a mere obsession, you’re not wrong. Kelly is co-founder of the National Videogame Museum in Frisco, Texas, established in 2016 and home to many unicorns of video game collecting, like an original Nintendo World Championship cartridge.

Perhaps it was an affinity for another failed early ’80s console—the Intellivision—that initially fostered Kelly’s love of video games, but he’s had a huge hand in keeping the Vectrex alive. He began by releasing so-called multi-carts, Vectrex cartridges that contained multiple discrete games accessed first by toggling DIP switches and later via a software menu.

Considering many Vectrex titles saw limited releases or no release at all, multi-carts like this were the only way for those few die-hard fans of the system to ever have a chance of playing them.

One of those games was Mail Plane, where you plot optimal delivery routes, then load up the packages and navigate across the country.

Thanks to the Vectrex’s abrupt cancellation, Mail Plane never saw release. You’d be forgiven for thinking it had, though. At Sean’s website, VectrexMulti, you’ll find boxed copies of Mail Plane ready to order.

The game comes in the silvery packaging that was standard for Vectrex releases in its day and even comes with a light pen, a peripheral used for keying in those delivery routes.

Kelly sourced manufacturers for every aspect of the retail packaging. Different prototype versions of the game code were floating around, but Kelly says most were incomplete. “In addition to collecting the video games, I’ve also had a passion for hunting down the people that used to produce the games,” he said. This began a quest to find the most complete version of Mail Plane.

“We would find this former employee or that former employee had a couple of cartridges, and we would go through the cartridges and look at them,” Kelly said, and he ultimately sourced the one closest to final. “Nobody knows for sure if it’s 100 percent complete, but generally, we believe that that’s the most complete version.”

He gave other games the same treatment, including Tour de France, in which you frantically pedal across a polygonal route to Paris, grabbing water bottles along the way and carefully managing the stamina of your rider. It’s an odd title, one that Kelly laments hasn’t exactly been a sales success. “Tour de France is one of the ones that I will be buried with,” he said. “I lost money on Tour de France.”

Kelly declined to say which games have made money, but it’s clear in speaking to him that this is all about passion, not profits.

Along the way, releasing those games provided Kelly and his associates with some valuable experience ahead of a surprise: the discovery of a game that seemingly nobody, not even those who worked for GCE or Milton Bradley, had ever heard of.

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