Retro Gaming

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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.

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  • 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?

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  • 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.

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  • 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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Flurry of firmware updates makes Analogue Pocket an even better retro handheld

super game boy —

Display filters for FPGA cores, custom Game Boy color palettes, and more.

An Analogue Pocket running <em>Super Mario World</em> on an openFPGA core with the scanline filter enabled.” src=”https://cdn.arstechnica.net/wp-content/uploads/2024/01/IMG_1480-2-800×533.jpeg”></img><figcaption>
<p><a data-height=Enlarge / An Analogue Pocket running Super Mario World on an openFPGA core with the scanline filter enabled.

Andrew Cunningham

We’ve got a soft spot for the Analogue Pocket, the premium portable game console that melds 2020s technology with the design of the original Game Boy. Since its release, Analogue has added some new capabilities via firmware updates, most notably when it added support for emulating more consoles via its OpenFPGA platform in the summer of 2022. This allows the FPGA chip inside of the pocket to emulate the hardware of other systems, in addition to the portable systems the Pocket supports natively.

But aside from finalizing and releasing that 1.1 firmware, 2023 was mostly quiet for Pocket firmware updates. That changed in December when the company released not one but two major firmware upgrades for the Pocket that slipped under our radar during the holidays. These updates delivered a combination of fixes and long-promised features to the handheld, which Analogue has been re-releasing in different color palettes now that the original versions are more consistently in stock.

The most significant update for OpenFPGA fans is the ability to use display filters with third-party FPGA cores. Part of the appeal of the Pocket is its 1,600×1,440 screen, which is sharp enough to perfectly re-create the huge chunky pixels of the original Game Boy screens. By default, most FPGA cores now get access to a similarly high-quality CRT screen filter named after the Sony Trinitron TV, adding a touch of retro-blurriness to the sharp edges of 8- and 16-bit games. I’ve seen lots of bad, unconvincing scanline filters in retro game re-releases, and this isn’t one of them.

The basic Trinitron filter is available by default for “suitable” cores, which in our testing tends to mean “home consoles that were meant to be connected to a CRT TV.” FPGA cores for portable systems like the Game Boy or Game Boy Advance, which shipped with old but scanline-less LCD screens, don’t have the filter available. Third-party FPGA core developers will need to add support for additional screen filters themselves, something that most developers still haven’t done as of this writing.

  • A zoomed-in photo of the screen with no filters enabled. It’s sharp and crisp, and even zoomed in with a good mirrorless camera it’s difficult to make out individual pixels on the Pocket’s screen.

    Andrew Cunningham

  • The same scene with the Trinitron CRT filter enabled. Subtle scanlines, visible CRT “pixels,” and just the right amount of blurring makes the picture look more period-accurate.

    Andrew Cunningham

  • Zoomed out, scanlines off.

    Andrew Cunningham

  • Scanlines on, default “integer” scaling used. This is the most accurate aspect ratio, but it leaves a black border of unused pixels around the screen.

    Andrew Cunningham

  • Scanlines on, Integer+ mode used. This eliminates the black border and, to my eyes, looks just fine on the Pocket’s screen and makes the effect of the scanline filter easier to see.

    Andrew Cunningham

The Trinitron filter looks good on the Pocket’s screen, but it’s subtle; you may appreciate the scanline effect more and notice its downside less if you’re playing while connected to a TV with the Analogue Dock. And at least on the NES and SNES cores I tested it with, it has the undesirable side effect of shrinking the game picture down on what is already a fairly small screen. This default setting can be tweaked without visibly degrading the image quality, at least not to my eyes; just switch from the default Integer scaling mode in the display settings to Integer+.

The screen filters are probably the most interesting and requested new feature for the Pocket, but both firmware updates have many other smaller fixes and additions. Firmware version 1.2 fixes numerous issues with sleep/wake and save states for various games, allows FPGA cores to use cartridge adapters, and lets FPGA cores know when the Pocket is in a dock; when docked, it also adds support for additional controllers and fixes issues with others. Version 2.0 adds support for custom color palettes for Game Boy games, allows FPGA cores to switch aspect ratios when docked, and fixes a “video issue with some openFPGA cores and resolutions” when docked.

To update the Pocket’s firmware, connect the device’s microSD card to your computer and drop one of the firmware update .bin files into the root directory (make sure you delete any older firmware files first since the Pocket won’t delete old update files once it’s done with them). Next time you boot the console, it should install the firmware update and reboot. As usual, when performing any software or firmware update, it’s best to ensure the console is fully charged or plugged in before you start the process.

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How to Emulate Old Pokemon Games on Your Android Phone

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