Showing posts with label Editorial. Show all posts
Showing posts with label Editorial. Show all posts

Sunday, August 9, 2015

The Ethics of the Reproduction Cartridge

Reproduction cartridges are, in many cases, illegal.  They constitute a copyright violation because they contain an unauthorized copy or derivative work and often can constitute trademark infringement.  For many people, that would be the end of the discussion regarding the ethics of making unauthorized reproduction cartridges.

When ROMs are available for download at no cost and hacks and translations are simply available in freely-available software patches, usually it is not for profit and therefore less of a morally challenging issue.  But when you put this software into a cartridge and sell it, things start to weigh into the immoral area of the morality scale.  Even in this illegal world, there degrees of ethics and moral compromises when selling reproduction cartridges.

Not every reproduction is illegal.  For example, Beggar Prince was originally released in Taiwan in the 1990s, but Super Fighter Team secured the rights to it from C&E, translated it, fixed many (but not all) of the bugs and released it on a Genesis cartridge in 2006 and off and on ever since.  You can buy Beggar Prince and other cartridges from Super Fighter Team secure in the knowledge that you are buying an authorized product.  Similarly, Piko Interactive secures permission to release unreleased SNES games with the permission of the rights owners.  However, the guy who runs Piko Interactive used to have a separate label called RetroQuest which sold reproductions without authorization.

Here are some categories of games where the moral issues of reproduction cartridges become increasingly difficult :

1.  Pirates

Games like Somari and Final Fantasy VII for the Famicom go in this category.  In this case, the reproducer is a thief stealing from a thief.  The Taiwanese and Chinese pirate outfits who programmed these games use graphics and sound and often code taken directly from the games whose success they are trying to cash in on.  Final Fantasy VII for the Famicom also liberally helps itself to graphics from the Famicom Final Fantasies.  However, there is usually some original content here.  Does whatever original content lose all moral rights to protection because it is coupled with stolen content and sold with the intention of profiting off the creativity of others?  If someone made a reproduction of Leisure Suit Larry and the Long Look for a Luscious Lover, it would also fall into this category.

2.  Prototypes

Time Diver: Eon Man, the prototype versions of Maniac Mansion and the English translation of Final Fantasy II, and Star Fox 2 fall into this category.

In this case, the original cartridges were usually supposed to be destroyed or returned to the publisher or developer.  Other times, they were simply abandoned as trash when a company went out of business.  In the first sense, the person who buys a prototype may really be buying stolen property.  There is assumption that a 35mm print of a feature film in a private collection has a questionable chain of title. In the second, there are complicated questions of whether something was truly abandoned or whether the copyrights remain for the artistic elements or because of a finished game.  However, video game companies usually had atrocious storage abilities, so the first scenario may very well become the second scenario if someone did not rescue it.

Especially in the case of prototypes which never saw an actual release, there is an important concern in preserving these games and distributing them far and wide.  Star Fox 2 and Earthbound Beginnings are important examples of prototypes that should have been released then and provide a lot of enjoyment since.  Unfortunately, copyright law will protect this software for as long as it would officially published software, so if it is not distributed, it could be lost.

In Earthbound Beginnings' case, Nintendo has recently made it available on the Wii U Virtual Console.  This is unfortunately only one example of a prototype receiving official exploitation.  [Update : in 2017 Nintendo made the final, never-leaked version of Star Fox 2 available for the SNES Classic Mini, finally giving fans of the beta version and a franchise a legitimate way to play the game.]

3.  Contest & Limited Time-Availability Games

I include Nintendo World Championships 1990 and its successors in this list.  These games typically used unique hardware on their PCBs, making them unplayable as intended with ordinary hardware.  Also, one should consider the Sega Genesis Sega Channel Games and the SNES BS Satellaview games as also falling into this category.  The Nintendo Campus Challenges, 1991 (NES) and 1992 (SNES), and Nintendo PowerFest '94 cartridges also fall into this category.  They were never released to the public but were playable by the public for a period of time, often short

Nintendo World Championships 1990 gray cartridges were given to competition finalists and could be won as gold cartridges in a Nintendo Power competition, but Super Star Fox Weekend (Official Competition) and Donkey Kong Country Competition Cartridge were offered for sale in Nintendo Power.  Their print runs were low so they command high prices.  I actually did purchase a  Super Star Fox Weekend cartridge from Nintendo Power and regret the day I let it go.

4.  Hacks & Translations

Hacked games like Zelda Outlands and Super Mario Bros. 3 Mix fall into this category.  In this case, the reproducer is rarely reproducing his own work.  In this case, the reproducer is profiting off the hard work of not only the original developer but the hacker, who released his hack to the public gratis.

Porting a Famicom game to the NES often involves applying a translation patch.  Popular titles include Lagrange Point, Splatterhouse: Wanpaku Graffiti, Final Fantasy II & III and Sweet Home.  SNES games include large RPGs like Tales of Phantasia and Star Ocean.  Not only do these games need to fit hardware, most have to be translated as well.

Japanese Famicom games are playable with a pin converter and a minor modification for those games with expansion audio.  Japanese Super Famicom and N64 games are playable either by putting them in a SNES shell or breaking off a pair of tabs inside the SNES or N64.  Sega systems require a pin converter (Master System) or a trivial mod (Genesis).

Virtually no reproduction outfit produces their own translations, they use the typical translations available at romhacking.net.  (Super Fighter Team is a notable exception) Here is another ethical issue, not only is the reproducer profiting off the original game but the translator's efforts.

5.  Extremely Rare Release

This is when you make a reproduction of rare games like Little Sampson or The Flinstones: Rescue of Dino and Hoppy.  Collectors often react with scorn for these reproductions, even when the seller clearly states that it is a reproduction cartridge.  Many rare games use common boards and can be converted with little more than an EPROM programmer and a soldering iron.  Considering the high prices that sellers tend to charge for these, it is much cheaper to buy a NES PowerPak or Everdrive N8 and play these games with a multi-cart.  Collector-oriented sites like NintendoAge and AtariAge have no compunction about allowing forum members to sell cartridges falling into ##1-4 but get into a real hypocritical frenzy when it comes to #5.

I am aware of video game completionists who have to have every game on their shelf.  They may buy a reproduction to fill a hole, but while may satisfy their OCD-need to fill a hole, the reproduction will never legitimately acquire value anywhere near the real cartridge.

Consider Stadium Events, by far the most pricey of any licensed NES cartridge.  It is estimated that only 1,000 survived the recall when Nintendo took over the distribution of the Power Pad from Bandai.  Nintendo subsequently re-released it as World Class Track Meet, both individually and as a multi-cart with Super Mario Bros. and Duck Hunt.  WCTM in both releases is very common and has only cosmetic differences with Stadium Events.  There is no legitimate reason to make a reproduction of this game when the gameplay is so readily accessible.

Piko Interactive made a reproduction of Super Noah's Ark 3D for the SNES, but it obtained the permission of Wisdom Tree to release it.  Its reproduction uses a standard SNES shell instead of the unique one the original release used.  It also does not require an official cartridge to be plugged-in to a passthrough connector to bypass the lockout chip, unlike the original from the 1990s.  Clones of the SNES lockout chip exist which will allow the game to work with regular consoles.

Thursday, July 2, 2015

Europe and the Japanese Role Playing Game

In the United States, role playing games were very popular on computers and fairly popular on consoles. There were several games for the systems of most of the third and fourth generation of home video game consoles.  However, if you lived in a PAL country, your choices could be substantially more limited.

Nintendo Entertainment System

In the NES era, the US had several ports of popular computer role playing games like Ultima III and Wizardry.  Almost half the games released were direct ports, and a few like Swords and Serpents and Dungeon Magic could have been computer role playing games.  Other games had a unique JRPG feel, like Dragon Warrior and Final Fantasy, two of the first examples of JRPGs.  There were many other great JRPGs that were never ported stateside like Final Fantasy III, Just Breed and Lagrange Point, and a couple of unusual ones which were.  Destiny of an Emperor has something of a tactical RPG element where hit points equal army strength.  The Magic of Scheherazade is a hybrid of Zelda-like top down fighting and traditional RPG battles.  Ghost Lion is a fairly obscure NES game from the red label years that has your character summon spirits to help her fight, not too dissimilar to Wizardry IV.

Of course, if you were playing a NES in a PAL country, your options were almost non-existent.  The major RPG companies like Enix, Square and FCI/Pony Canon had no substantial European presence at this time, so most of these games had no possibility of a European publisher.  Nintendo's own fragmented approach to the market made the NES something close to a niche console.  Of traditional RPGs, only Swords and Serpents by Interplay was sold in Europe.

US NES RPGs
Advanced Dungeons & Dragons: Pool of Radiance
Bard's Tale, The
Destiny of an Emperor
Dragon Warrior
Dragon Warrior II
Dragon Warrior III
Dragon Warrior IV
Dungeon Magic - Sword of the Elements
Final Fantasy
Ghost Lion
Magic of Scheherazade, The
Might & Magic: Secret of the Inner Sanctum
Swords and Serpents
Ultima: Exodus
Ultima: Quest of the Avatar
Ultima: Warriors of Destiny
Wizardry Master Series: Proving Grounds of the Mad Overlord
Wizardry Master Series II: Knight of Diamonds

Europe NES RPGs
Swords & Serpents

Sega Master System

The NES's competitor, the Sega Master System, had a paltry three traditional RPGs : Miracle Warriors: Seal of the Dark Lord, Phantasy Star and Ultima IV: Quest of the Avatar.  Because the SMS was not a great success, Ultima IV did not get a release in the United States, which was a shame because it was quite a good port of the computer version.  All three were released in Europe and Brazil where the Master System was more popular than the NES.

Sega Master System/Mega Drive

In the 16-bit era, things started to change somewhat.  Sega gave the US and European markets almost equal support and had great success in both.  Thus both geographic areas received most games.  By contrast, in Japan they never had the sales to challenge Nintendo and later Sony for the crown.  Of all the traditional RPGs released for the system, all but two were released in Europe.  With series like Phantasy Star and Shining Force, European gamers began to be introduced to the character and story driven Japanese-style RPG.  However, because Warsong and Traysia were not released in PAL countries, the introduction to JRPGs is limited to the six Phantasy Star and Shining Force games and Sorcerer's Kingdom.

US/Europe Genesis RPGs
Buck Rogers: Countdown to Doomsday
Dungeons & Dragons: Warriors of the Eternal Sun
Faery Tale Adventure: Book I, The
Fatal Labyrinth
Might and Magic II: Gates to Another World
Phantasy Star II
Phantasy Star III: Generations of Doom
Phantasy Star IV: The End of the Millennium
Rings of Power
Shining Force
Shining Force II
Shining in the Darkness
Sorcerer's Kingdom
Traysia*
Warsong*

Super Nintendo Entertainment System

The SNES is widely regarded as the console where JRPGs truly matured into a distinct play-style of RPG. This console is where Square built its reputation as the premier RPG company outside of Japan.  There are many classics on this list, Final Fantasy II & III, Chrono Trigger, Earthbound and Super Mario RPG among them. In fact, the only games on this list I could not recommend are certain poor ports of otherwise classic CRPGs.

Unfortunately, Europe did not share in the wealth of RPG goodness the US enjoyed.  Companies like Square had begun to establish a presence, but they were wary of releasing their largest and most expensive games.  Cartridges were expensive to make and RPGs required large ROMs and battery backed RAM. A failed game could mean financial disaster.  Europe does have one exclusive tradtional RPG, Might and Magic II, but the rest really do not give a comprehensive overview of what the system was capable.

US SNES RPGs
7th Saga, The
Advanced Dungeons & Dragons: Eye of the Beholder
Arcana
Breath of Fire
Breath of Fire II
Chrono Trigger
Drakkhen
Dungeon Master
Earthbound
Final Fantasy II
Final Fantasy III
Final Fantasy: Mystic Quest
Inindo: Way of the Ninja
Lagoon
Lufia & The Fortress of Doom
Lufia 2: Rise of the Sinistrals
Might & Magic III: Isles of Terra
Ogre Battle: The March of the Black Queen
Paladin's Quest
Robotrek
Secret of the Stars
Super Mario RPG: Legend of the Seven Stars
Ultima VI: The False Prophet
Ultima VII: The Black Gate
Wizardry V: Heart of the Maelstrom

Europe SNES RPGs
Breath of Fire II
Drakkhen
Lufia
Might and Magic II*
Mystic Quest Legend (Final Fantasy: Mystic Quest)

Sega CD

The Sega CD add-on had quite a few RPGs, more than you might expect.  Unfortunately, the situation was almost completely reversed from the Genesis/Mega Drive for the PAL countries.  Only three RPGs were released in Europe on CD, and two of them are CRPG ports.  The Sega CD was no huge success, and the emphasis on FMV style gaming and PC game ports really doomed the library to a lack of standout titles.

US/Europe Sega CD RPGs
Dark Wizard*
Dungeon Master II: Skullkeep
Eye of the Beholder
Heimdall*
Lunar: Eternal Blue*
Lunar: The Silver Star*
Shining Force CD
Vay*

Nintendo Game Boy

The situation with the Game Boy is similar to the NES and SNES, slim pickins' for the Euopean folk.  However Pokemon came along and was a worldwide success, so Europeans could finally play a great RPG on the go.  They did get one exclusive RPG in Castle Quest.  Importers had no difficulty because the Game Boy had no region lock.

US/Europe Game Boy RPGs
Castle Quest#
Final Fantasy Legend, The*
Final Fantasy Legend II*
Final Fantasy Legend III*
Great Greed*
Pokémon Blue Version
Pokémon Red Version
Pokémon Yellow Version: Special Pikachu Edition
Sword of Hope
Sword of Hope II*

Sega Game Gear

RPGs were pretty rare on the Game Gear, and the US got four and Europe two.

Ax Battler: A Legend of Golden Axe
Crystal Warriors*
Defenders of Oasis
Shining Force: The Sword of Hajya*

Key :
* - US Only
# - Europe Only

Conclusion

Role playing games would seem to be a natural fit for Europe.  From Europe came legends of dragons, fairies, dwarves and goblins.  Wagner's Ring Cycle, Tolkien's Lord of the Rings and Dumas' swashbuckling sagas all had a huge influence the development of RPGs, which originated in the United States.  D&D was imported into Europe and had a strong following in the U.K.

Still, European gamers acquired an identity of their own and different tastes.  European gamers were more inclined to buy a home computer and buy cheaper games on cassette and floppy disks.  Their most popular genres included side scrollers, football (soccer) games and shumps.  RPGs did not fit on cassettes and C64, Atari ST Amiga users would usually buy the pricey US RPG imports.  That may have been a factor in Japanese companies decisions not to release their titles in Europe.  European gamers only had exposure to the more open-ended , non-linear and mechanics-driven US developed CRPGs, so it was something of a chicken and egg situation.

When the Playstation proved to be the first console to dominate in all three major markets, things loosened up considerably for European RPG fans.  CD manufacturing was far cheaper than comparative cartridge manufacting, so there was a lot less for companies to loose.  Square released its lauded RPGs like Final Fantasy VII-IX and Vagrant Story, Capcom released Breath of Fire III-IV, Azure Dreams from Konami and The Legend of Dragoon from Sony, but European fans of the Dragon Warrior/Dragon Quest series had to wait until VIII on the Playstation 2 for an official release.


Saturday, June 13, 2015

The Blog at 200 Posts

Blog Stats

According to Blogger, this blog has had almost 220,000 page views.  So far I have published 205 posts, not including posts that I have removed because they were not up to snuff.

Many of my most popular posts tend to be about flash carts.  Those are some expensive posts!  People have been generous enough to lend me hardware.  The Framemeister and Turbo CD posts would not have happened otherwise.  This is expensive hardware, and requires me to treat it respectfully and return it when I am done.  I would like to thank anyone who has ever donated anything to me for review.

The trouble with flash carts is that once you buy one, in a year they release a more advanced one.  The Mega Everdrive has a v.2 which adds support for battery backed saving.  With the v.2 you will not longer need to reset in order to retain your save in Phantasy Star II or Sonic the Hedgehog 3.  Of course, when you have a v.1, an upgrade feels like a necessity but is more of a luxury.

As some of the more dedicated readers of this blog may have noticed, the number of blog entries has increased dramatically over the past two years.  When I started this blog in 2010, it took over four years to publish 100 posts.  In just over a year, I have passed the 200 mark.  With this increase in content has come an increase in pageviews.  I now get 10,000 page views a month.  While most of my readers are based in the United States, I have a sizable number of pageviews from Germany, the United Kingdom, France and Russia.

Video is not for me

I tried putting up a Youtube channel and did make some videos showing off some of my vintage hardware but took all the videos down.  I'm no good with video, I simply do not have the equipment for it.  My smartphone camera just is not up to the task of taking professional video and none is.  I do not have any devices to capture video directly from my consoles or computers.  I do not even have a good quality condenser microphone.  I tried using written captions but that took forever.  Nor do I have proper lighting, so my videos always look grainy.  Moreover, I do not have access to good free video editing software or the training I need to make effective video edits.  My particular talent, to the extent I have one, is with the written word. This does not mean that I would never post a video, but I generally would keep them short and blog oriented.  I have made audio recordings, something that can be done easily with Audacity.  Even though hosting the clips on Soundcloud is cumbersome, it works well enough.

Favorite Youtube Channels

Although I watch many Youtube channels fairly consistently as they pertain to retrogaming and retro PC and console hardware, there are a few channels dedicated to the PC side of things which deserve a special mention.  The number of people seriously interested in vintage PC gaming and hardware is rather small compared to the Atari 2600 or the NES or the Genesis or the SNES.  There are a few well-produced channels focusing on vintage PC gaming which I believe are worth noting.  While I like AVGN's stuff, he has 1.8 million subscribers and does not need my endorsement.  These guys and girl do :

1.  Ancient DOS Games : https://www.youtube.com/user/Pixelmusement

Ancient DOS Games (ADG) is run by Kris Asick, who has been running the ADG series since 2010.  Kris' background is in game design.  He has had games published and he knows how to program.  He approaches his reviews focusing on the game design, highlighting what works and what doesn't.  He also gives advice on how to set up games in DOSBox and tells you where you can find these games.  I really hope GoG supports him on Patreon.  In his canonical series, he has reviewed some 164 DOS games.  His reviews include well-known classics like King's Quest and System Shock, crap console to PC ports like Mega Man and Mega Man III, edutainment titles like 3-D Body Adventure and Math Rescue, and obscure games like Thor's Hammer and Moraff's World.

Prior to 2013, Kris hosted his videos on blip.tv  A bit later than most he saw that the handwriting was on the wall as far as blip's long-term viability (Flash has no place in the tablet-centric world of this decade) and began uploading his old videos to Youtube.  Now he has fully transferred his whole series where I hope a much wider audience can find and enjoy them.

2.  Lazy Game Reviews : https://www.youtube.com/user/phreakindee

Clint Basinger, (no relation to Kim), has been making game and hardware reviews and videos and posting them to his Youtube channel, Lazy Game Reviews, since 2008.  Clint is as engaging as he is knowledgeable, and unlike many other people who focus on all things DOS, he actually has a very respectable collection of hardware and is not afraid to show it.  His PC software collection would inspire almost anyone with envy.  He also captures footage from real hardware, which is very special in this day and age.  There are also reviews of non-IBM PC hardware and even console hardware.  Clint can be trusted to give a concise talk about the subject of his video.

Clint has recently been doing Let's Plays with Kris and PushingUpRoses, and is a huge Sims and SimCity fan.  He has many, many videos of both these series, but I have no interest in the Sims and little interest in SimCity past SimCity 2000. He has taken his knowledge of the history of the PCs and has made videos on various interesting stories from its history.

3.  Pushing Up Roses : https://www.youtube.com/user/pushinguproses

Did you know that women used to play DOS games?  Like every other type of video gaming, PC gaming was typically a male-focused interest.  However, many women did play DOS games back in the day, I know one very well.  Certain categories of DOS games, like point and click adventure games and puzzle games had a much stronger appeal toward women than the sidescrollers and the shoot-em-ups of NES, Genesis and SNES or Wolfenstein 3-D and DOOM on the PC.  Pioneering women like Roberta Williams, Lori Ann Cole, Jane Jensen and Lorelei Shannon made their mark in the adventure game genre and have indisputable classic series to their names.  (Is it a coincidence that all three of these game designers made their mark at Sierra?)

Only a very few female fans only a very few have been known to venture into vintage DOS gaming (its so annoying to feel like you are constantly being hit on.)  One of those who have is PushingUpRoses.  She has reviewed many DOS games and always brings a fresh and often times rather feisty perspective to the table.  She also does Let's Play videos of DOS games, sometimes with LGR.  I tend to avoid these because I don't like spoilers, even if I probably won't get a chance to really play the game for the next five years.

Quest Studios RIP?

On a sadder note, the once mighty Quest Studios site has gone down.  It hosted an extensive Sierra sound track library, both recordings and MIDI files take directly from the games.  It also had many arrangements of Sierra tunes and a lot of information about the MT-32 and MIDI utilities for it and other old sound cards. This was the site where I first really understood what an MT-32 was and why it was so special.

The site had been merely maintained for years, but it was on its the forums that ignited an interest in retro PC hardware.  In its day it was the place where new discoveries were made.  On that forum, the differences between the generations of MT-32 hardware became generally known.   I made many a trade using that forum as well as my best online friend.

However, by 2012 the forums were not seeing much action, most of the interest in vintage hardware having gone to VOGONS and the trading gone to Amibay.  The forum's software was not updated, leading to a mostly-broken search function.  Links on the main site to files started to break and repairs were not quick to come.  In late April of 2015, the site was hacked, causing people who followed a Google link to be redirected.  The hack looked simple and at first seemed to be repaired, but searching the site or forum using Google saw the user encounter the hack again.  The ISP recommended that they upgrade their hosting software, but that may not have worked with the site files compromised.  The other alternative was to reload the existing clean SMF software, then upgrade.  While this may or may not be done, the site has been taken down in the meantime.  The site owners are older and may not feel it is worth the trouble to put it back up. All that remains currently is a simple placeholder page directing the user to the owner's Youtube channel, with no Sierra or vintage hardware content to be seen.

MobyGames : New Management but No Interest

I knew that Trixter had founded MobyGames way back in 1999, but it never really sunk in that he had not been actively administering the site for years.  I contributed a few screenshots and reviews here and there, but I was not going to win any contribution awards.  Then in September of 2013 the site received a massive resdesign that essentially destroyed most of its usefulness.

Fortunately, this state of affairs lasted for less than three months.  In December of 2013, a redesign was launched which has persisted with some minor changes to the present day.  However, I have never felt the desire to contribute to the site since the bad redesign.  The pre-September 2013 design was not particularly friendly to portable computing, but the bad redesign satisfied neither the traditional desktop or the tablet/smartphone crowd.   The December 2013 redesign can be lived with and I often go to MobyGames for research or because I need screenshots and am too lazy to take them myself.

Before the redesigns, I found the contribution approval system to be slow and fickle.  I had trivia or even whole games waiting for over a year for some action.  There were screenshots that needed review by someone higher up the chain.  Of course, when you are an expert, it is very annoying to have to wait for a second opinion from someone who is unlikely to be as well-informed.

Wednesday, March 25, 2015

The Case for Composite

The SNES and Genesis lead the pack of the 4th generation of video game consoles.  The common versions of these consoles can support RGB without any more effort than acquiring a cable and a monitor.  The Turbo Grafx 16 can be modded to support RGB.  But in this article I will demonstrate that RGB is not always the best choice for 4th generation graphics, at least when dealing NTSC composite video

1.  Sega Genesis

The Sega Genesis usually uses a 320x224 graphics mode.  Some games use a 256x224 mode.  The 320x224 mode's horizontal resolution is so great that not all the pixels can be fully resolved in a composite video signal on a standard TV.  There is frequent color fringing in thin-font text through the composite signal.  Additionally, with alternating colors,  you can obtain color artifacts to give graphics a transparent or blending effect.  This effect was used fairly often and works best with long alternating vertical lines.

Unfortunately, this effect is lost with an RGB monitor.  Compare the Genesis screenshots on this page for examples : http://www.chrismcovell.com/gotRGB/screenshots.html

Here are some examples from several Sega Genesis games.  For these screenshots I am using Kega Fusion v3.64, with the normal RGB output and a video capture of a real Sega Genesis Model 1 for composite video.  In each pair of Genesis screenshots, you will see the RGB first, then the composite.

Earthworm Jim is particularly ugly looking with RGB :





Note the edges of the mountains in the background :




The waterfalls of the Sonic series just don't look as convincing in RGB, composite video gives them a transparency effect :



Also, compare the fronds of the palm trees in Sonic 2 :



Some games use a checkerboard pattern that allows for dithering to give a transparency effect.  It is not quite as seamless on a composite monitor as the vertical stripes method, but gives a more acceptable picture on an RGB monitor.  Streets of Rage 2 uses the effect to simulate the characteristics of a studio spotlight during the nightclub stage :



The effect looks obvious with RGB, as do the color limitations in this title screen for Echo the Dolphin :



You can even see dithering being used in Street Fighter II, which uses a 256x224 mode, to smooth out the color gradient's in the carpet in this stage :



However, sometimes composite video can produce some very unsightly artifacts, as shown in the empty life bars of Castlevania Bloodlines :



2.  Super Nintendo

The Super Nintendo almost always uses a 256x224 graphics mode.  The Turbo Grafx 16 and CD typically used a similar mode but unlike the SNES could do a 320x224 mode.  Thus for games using these resolutions, artifact graphics are not typically available.  Even in these systems, shadows and smoke/fog do make some us of the less-than fine resolution of composite video :

However, late in the SNES's lifespan, Nintendo sought to improve the graphics quality of some of its games by creating 3D models of sprites and background tiles on advanced Silicon Graphics computers and then storing what was needed in a pre-rendered form on the cartridge.  Pictures of these graphics looked awesome on boxes and manuals and magazines.

Games with this look, like the Donkey Kong Country series, Killer Instinct, Super Mario RPG were very popular and helped extend the life of the SNES without a silly and expensive CD add-on.  When playing the game, they looked amazing back in the day.  However, when played through and emulator or to a lesser extent through RGB, the flaws cannot be denied.  The graphics have been so reduced in resolution from their SGI originals that they tend to look fuzzy, even with the perfection an emulator like higan 0.94 can provide :



Composite video can help hide the sharp edges from the down-conversion.  It is kind of like free anti-aliasing.

The SNES could do true transparency, but even so, dithering was sometimes used to provide something akin to free transparency.  The first screenshot, from Chrono Trigger, shows natural transparency by the light streaming in from the window :


The second screenshot, from Secret of Mana, shows true transparency with the water covering the rocks, and dithered transparency in the text box :



The final screenshot, from Mortal Kombat 3, shows a transparent effect with the life bars :



To give a flavor of more accurate dithering I used a composite capture device and real hardware (an early 2-chip PPU model revision).

Occasionally, Genesis-like artifacting does appear on the SNES.  Consider Kirby's Dream Land 3, which uses a 512x224 resolution.  The increased bandwidth of an RGB monitor can essentially resolve 512 pixels, but a composite monitor cannot, and the result is free transparency on the lower quality device.  Compare the following :



The first screenshot shows artifact graphics in the object partially covering Kirby, but you can see the gaps in between the lines.  The second screenshot shows the transparency effect you would see on a composite monitor.

The original model of the SNES is capable of S-Video output without modification, but you really begin to lose the transparent effects and forgiving qualities of composite video output.  In light of the successful development of HD Retrovision's component video cables for the SNES and Genesis, giving North American gamers the equivalent of RGB video out, this is a timely topic.

3.  Atari 5200 and 7800

Unlike the Atari 2600, the 5200 and 7800 support 320-pixel wide graphics modes.  The Atari 5200 uses the same hardware chips as the Atari 8-bit home computers.  Choplifter for the Atari 5200 was ported from the Atari 8-bit home computers, which was in turn ported from the Apple II.  All three versions use composite artifact color.  The Atari 5200 only has an RF connection, so unless you mod your system for S-Video (the Atari 800 has Separate Luma/Chroma on its video connector port), you will always see artifact color.  When Atari later released Choplifter for the XEGS, another Atari 8-bit home computer games console, it redid the graphics for a 160-pixel wide mode, eliminating artifact composite color.  Look here for more information : http://nerdlypleasures.blogspot.com/2013/09/the-overlooked-artifact-color.html

The Atari 7800 also had a 320-pixel wide mode that supported artifact color, but relatively few games supported it.  Its 160-pixel mode was much easier to use and supported more colors on the screen.  One of the few games that do support artifact colors on the 7800 is Tower Toppler, a.k.a. Nebulus a.k.a. Castelian.  This might have been because the game was being ported to the Atari 8-bit and XEGS and the Atari 7800 at the same time by the same programmer.  As explained here, the Atari 8-bit version was canceled : http://www.atariprotos.com/8bit/software/towertoppler/towertoppler.htm  The Atari 7800 only has RF output, so you will always see composite artifact colors when playing the game on a real, unmodded NTSC system.  Playing it on a PAL system will result in very stripey, sometimes monochrome graphics.  This video will show you what the graphics should look like :

https://www.youtube.com/watch?v=FA3SPS-RKDM

4.  Sega Master System

The Sega Master System does support composite artifact color after a fashion.  It uses a 256-pixel wide mode but unlike the NES, it does not use a fractional color pixels that give a 3-line staircase effect.  It also does not vary each frame by one pixel.  This has the effect of making artifact colors rather stable and vertical on the SMS but diagonal and shimmery on the NES.  Sometimes you can see this in games.  See here for more information : http://nerdlypleasures.blogspot.com/2016/07/video-potpourri.html

Sunday, March 22, 2015

The Forgotten Switch : The Atari 2600's B&W/Color Switch

The original Atari 2600 VCS had six switches to control the various game functions, Power On/Off, B&W/Color, Left Difficulty, Right Difficulty, Game Select and Game Reset.   In the early models of the console, there were six aluminum switches, symmetrically spaced on either side of the cartridge slot, three on the left, three on the right.  Later, Atari redesigned the console to reduce costs and put the left and right difficulty switches on the back of the console and used standard plastic switches instead of aluminum.  Even with this change, there were still two switches to the left of the cartridge slot and two to the right.  This continued into the Atari 2600jr, except that all the chrome switches had been replaced with plastic.  Nonetheless, the symmetry of the Atari 2600 is an aesthetic that has been seldom been so rigorously pursued in a console's design throughout its lifespan.

Atari 2600 Light Six Switch
The standard Atari joystick only had one button and the cartridges were too small at first for title screens, menus and logos.  Changing settings were done by these switches and the program reading the appropriate port.  Only the Power On/Off switch had a fixed function, it was connected directly to the electrical path that powered the console.  The other five switches were each connected to a bit on an I/O port.  The game could do whatever it wanted with them, but by convention the Game Select and Game Reset switches usually did just as they indicated.  While Left and Right difficulty were originally intended to set a handicap for one or both players, human or computer, they could just as easily be used to adjust game characteristics.

Atari 2600 Woodgrain Four Switch
The Black and White switch is the focus on this blog entry.  It is just as important as the other switches, yet too frequently overlooked and left off modern products.  The original intent of this switch was to alter the game to switch its colors when the switch was set to the B&W position.  The player should set it if playing on a B&W TV to improve contrast between the player/missile/ball graphics and the playfield/background.  The Atari 2600 had sixteen choices of colors or hues and eight levels of brightness or luminances.  Typically, when the B&W side of the switch was activated, the program would switch to using the eight monochrome shades offered by the 2600.  Sometimes, it would use more muted colors.  On a Color TV, the B&W choices would come very close to simulating what the image would like on a true B&W TV.  Here are two examples to show when this would be useful :

Combat - Color Switch
Combat - Color Switch on Simulated B&W TV
Combat - B&W Switch
Air-Sea Battle - Color Switch
Air-Sea Battle - Color Switch on Simulated B&W TV
Air-Sea Battle - B&W Switch
However, it is very important to remember that a B&W TV was often the second TV in American households in the late 1970s and early 1980s.  If the parents did not want the kids to hog the main TV with video games, they would hook the system up to a second TV.  Few U.S. TVs had two color TVs during this time frame.  Many kids grew up playing video games on B&W TVs, it is a very important part of retro gaming that too often overlooked.

From 1977 until 1982, most Atari and then Activision (made up of ex-Atari programmers) games used the B&W/Color Switch as originally intended.  In fact, until Atari's silver label cartridges and Activision's special label cartridges, it is easier to compile a list of games that did not use the B&W/Color switch as originally intended.  They are as follows :

Atari/Activision Games that Do Not Support B&W

Atari
3-D Tic-Tac-Toe
Asteroids
Superman
Backgammon
Demons to Diamonds
Super Breakout
Yar's Revenge

Activision
Activision Decathlon
Crackpots
Dolphin
Enduro
Frostbite
Keystone Capers
Oink
Plaque Attack
Pressure Cooker
Robot Tank
Spider Fighter

When it comes to Atari Silver, Children's or Red labels or Activision's Special labels, unless the game was previously released as a text or picture label, it will almost certainly not use the B&W/Color switch as intended.  In addition, relatively few third party games released during the 2600's official lifespan use it.  There are some exceptions, and this is not intended to be a complete list but for illustrative purposes :

Other Companies that Support B&W as Originally Intended

Alien
Star Wars ESB
Bank Heist
Dragonstomper
Frogger
Music Machine
Star Voyager
Seamonster
Space Tunnel
Realsports Volleyball
M.A.S.H.
Malagai
Mega Force
Worm War I
Crash Dive
Revenge of the Beeksteak Tomatoes
Joust

Finally, there are several games that use the B&W switch for a special function unrelated to its original intent. Often it could be used to pause the game, but other games assigned a unique function to it.  Here is a list of games that I have verified :

B&W Switch used for Something Else

Space Shuttle (engine controls)
Cosmic Ark (turn on/off star field on some cartridges)
Fantastic Voyage (pause)
Solaris (inverts planet horizons)
Mouse Trap (removes playfield)
Starmaster (brings up Galactic Chart)
Beany Bopper (pause)
Flash Gordon (pause)
Spacemaster X-7 (pause)
Secret Quest (brings up Status Screen and password)

There are undoubtedly more games than on this list, but it serves as an illustrative example of why the B&W/Color switch should not be utterly ignored.  Devices like the Atari Flashbacks which do not include the B&W/Color switch will not function as originally intended with these games.  

Activision Logo

On a totally unrelated Atari 2600 subject, it is interesting to note how consistent Activision was with its in-game logo.  Activision always displayed its logo "Activision" on the game screen for every game.  In its early games like Fishing Derby, the logo would simply be present somewhere on the bottom of the screen.  For the later games, like Pitfall, the text Copyright 198x would appear, then the Copyright text would scroll up and Activision would appear. On games released near the crash, there would be a rainbow leading into the A in Activision.  The A itself was redesigned, otherwise the logo pixel pattern seems identical :

Scrolling Logo 1982-1983
Scrolling Rainbow Logo 1983-1984
Beamrider is the only game where the Activision logo is not always seen during gameplay from the pre-crash era.   Beamrider was the first game to use the (c) character instead of the word Copyright.  It is also the last time the rainbow version of the Activision logo would be used.  Ghostbusters is unique in that it does not have the word Activision is not using the standard appearance.   After Ghostbusters, the (c) and year would be instantly replaced with the non-rainbow Activision logo, no scrolling.  Also, if the game was licensed from another company, that company's name would appear after Activision's.  

Saturday, November 15, 2014

Youtube No Longer Sucks for Retrogaming Videos

Last year, I made this blog post, http://nerdlypleasures.blogspot.com/2013/10/youtube-sucks-for-retrogaming-videos.html, when I complained that Youtube will cut the frame rate of your video in half.  Anything recorded in 60 frames per second will be converted and shown at 30 frames per second.  This can have an awful effect on the resulting video.  Flicker, a frequent issue in retro consoles, will make sprites disappear when, with the full frame rate and proper persistence of vision, they would not completely disappear.

As of October 29, 2014 (a year and a day from my original post, now coincidence there), Youtube now supports 60fps with 720p and 1080p resolution video.  Strangely, it does not support it in lower resolutions, 144p, 240p, 360p and 480p.  However, by upconverting lower resolution videos into higher resolution, we can preserve the resolution of the video and the frame rate.  Take, for example, this sample video I created :

https://www.youtube.com/watch?v=I16xSHMKaLc&feature=youtu.be

The maximum resolution is 720p60(fps).  For once Youtube is not hiding the frame rate anymore.  So how did I get this?

First, I recorded gameplay footage using an emulator that can record to AVI and that supports DOSBox's ZMBV Codec.  This Codec is very friendly to 8-bit graphics, and can provide lossless video compression.  For NES emulators, Nestopia Undead Edition, when the Movie Capture function works, it works perfectly.  Record the movie, export it to AVI and select the DOSBox ZMBV Codec.

Now you should have an AVI video, but the resolution is 250x240@60fps.  We need to convert it to something that Youtube will allow to be viewed at 60fps.  Fortunately, 240 x 3 = 720, which is the vertical resolution of 720p.  256 x 3 = 768, so we will need to add borders to our video to get to the full 1280x720 resolution Youtube demands of the video.  VirtuaDub is a good program to accomplish all this.  The last version of VirtuaDub is 1.10.4, and it only works with AVI files.  Load your AVI file, go to the Video drop down menu, then Filters, and select resize.  On the options dialogue for filters, use New size Relative 300%, Aspect ratio Same as source and under Framing options, Letterbox/crop to size 1280x720.  (If you want 1080p, use Relative 400% and Letterbox to 1920x1080.  I am not sure whether 1200p is supported in Youtube at 60fps)  I would suggest using nearest neighbor as the Filter mode, you should keep your video sharp, Youtube will compress it losslessly.

Next, under the Video drop down menu, there is an option for Color Depth.  You should select 16 bit RGB (5,5,5) or 32 bit RGB (8,8,8 dummy alpha channel), depending on the amount of color your video has.  For NES and SNES games and systems of similar vintage, 16-bit RGB is fine.  Then,  under the Video drop down menu, click on the Compression option.  Select Zipped Motion Block Video 0.1 (that is what ZMBV stands for).  This is the DOSBox compression codec, and it will produce great results.

Finally, go to the File drop down menu, click on Save to AVI.  Type in the name of the resulting AVI file and watch VirtuaDub do its thing.  When the Progress bar is totally green, you will have your HD file.  All you need to do is to upload it to Youtube and tell people to watch it in HD.  Of course, if you want to edit it, add audio commentary or whatever, feel free to do so, but this method will allow you to display 60fps video of retro consoles without difficulty.  It also works with most computer emulators such as DOSBox.  The CGA, EGA, Tandy and PCjr. machine types output 60fps using DOSBox's movie capture function.  The vgaonly and SVGA, on the other hand, outputs to 70fps in most modes, which Youtube does not support.  You should use one of the earlier machine types for any non-VGA mode so you only really need to worry about games using the 320x200x256, 640x480x2 and Mode X modes.  VGA 640x480 runs at 60fps as may SVGA modes unless they allow you to set the refresh rate.

Those videos with output by DOSBox in 70fps will have to be converted to 60fps, which will not affect most games because they only put out as many frames of animation as they need.  For games using any 320x200 modes, you should resize it to 1600x1200 to obtain the correct 4:3 aspect ratio.  Even though a VGA upload will not be perfect, the results are still very good, as you can see here :

https://www.youtube.com/watch?v=jE_IZNHUu08&feature=youtu.be

Additionally, the Hercules machine type and all PAL console emulators output 50fps.  Fortunately, Youtube supports 50fps as well as 60fps, as you can see here :

https://www.youtube.com/watch?v=uH8RPoEo_Mc&feature=youtu.be

While Youtube may not be the perfect video uploading service for retrogaming videos, with support for 50fps and 60fps, although requiring HD, it has come a long way to remedy one of the worst video quality problems for retrogame footage.  While I believe Dailymotion may also support high frame rate videos, few other video sharing sites do, and Youtube is the one that earns the most traffic.  I would hope that the site would eventually add support for low resolution videos (which would allow for smaller files and save bandwidth), but today with simple conversion tools, viewers need no longer suffer from jerky motion, unnatural movement and disappearing sprites.

Friday, October 31, 2014

Console Upgrading Overkill

Sometimes, upgrades to a console are a good thing.  For example, I have no quarrel with flash carts.  Even though they were not period correct for the most part, the convenience of using one beats buying dozens and dozens of rare and expensive cartridges to play your favorite games.

I have no issue with repairs to a console, where feasible.  Some repairs, like recapping a Turbo Duo or replacing the CD lens of a Playstation SPCH-1001, are necessary to restore the console to working order.  Recapping a board may require a certain advanced level of skill, but it may be necessary to return the console to something as close to the out-of-the-box experience as possible.  For systems with ABS plastic yellowed by UV light, retr0bright and repainting may be the way to go.  I modded my precious Famicom AV, which I bought new in the box around 2003, to support a NES Zapper Light Gun in Controller Port 2.  The mod was simple, I only needed to solder two wires to connect the necessary bits from the 15-pin expansion port to the 2nd controller port.  You would not be able to tell the board had been modified unless you completely removed the PCB from the shell.

However, certain mods I am very uncomfortable with.  Modding a NES to display graphics above composite video quality is one of them.  The true Famicom and NES used the 2C02 PPU that generated NTSC composite color signals, mixing the brightness, hue and saturation signals inside the chip.  The video output is on one pin, making composite video the best video available from the chip.  (S-video would require two pins). For the original Famicom and NES Top Loader, RF was officially the only output available.  Composite video was available from the NES Front Loader and Famicom AV.

The 2C02 PPU has an official RGB variant called the 2C03 PPU which was used in the Playchoice-10 arcade machine and an identically functioning 2C05 PPU used in the Sharp Famicom Titler.  You can replace a 2C02 with a 2C03 in a Famicom or NES, but desoldering the chip is not for beginners.  The 2C03s are hard to come by and extremely expensive.  However, the 2C03 PPU is not 100% compatible with its composite brother.  Two of the grays in the composite PPU are missing from the RGB PPU, which will render them as black, resulting in a loss of detail in games that use them.  Colors will look a bit off and rather garish compared to the composite PPU.  Second, The Immortal, James Bond Jr., Just Breed, Magician, The Jungle Book, the Lion King, Noah's Ark and Felix the Cat use the color emphasis bits to darken the entire screen with a composite PPU, but with an RGB PPU, these games will show a totally white screen, making them completely unplayable.  (Just Breed is one of the very few Japanese games to use color emphasis throughout the game, so the issue is not as pronounced for Japanese games.)  A few other games, Final Fantasy 1 and 2, Super Spy Hunter and The Fantastic Adventures of Dizzy, use color emphasis for minor effects that do not affect gameplay.  The Titler converts RGB into S-Video, it doesn't output RGB natively but can do so without too much trouble.  Now there is one caveat to the rule that NES games should always use composite video.  It would seem likely that Nintendo's in-house development hardware may have used 2C03 PPU.

Today there is a modification board called the NESRGB.  This is a daughterboard which you mount the PPU into (after desoldering it from the NES mainboard).  The FPGA on the NESRGB monitors PPU accesses, take information from the palette registers and combines them with the video output signal to digitally convert the color into RGB.  This mod has the huge advantages of not requiring a rare 2C03 and does not perform an imprecise analog composite to RGB conversion like the French NES.  Unfortunately, the mod is more difficult than the 2C03 mod because you must save the 2C02 PPU.

Kevin Horton (kevtris) and Jason over at Game-Tech.us are deep in development of a Hi-Def NES mod that installs similarly to the NESRGB.  However, it outputs to an HDMI cable at 720p or 1080p.  It also emulates the NES and expansion audio channels, because they cannot be captured digitally like the video can.  It can also apply smoothing scalers and scanline filters.

If you don't want to mod your NES, then you could consider the Super 8-bit Video Game System :  https://www.tindie.com/products/low_budget/super-8-bit-console-with-new-v30-pcb/
At $499.00, it will hit the wallet really hard.  Its case is made out of aluminum and it supports RGB, S-Video, composite video and stereo sound.  It uses 2A03s and 2C02s reclaimed from Nintendo machines but the PCB is a custom design and the rest of the components are new.  It has a NESRGB board built in. It has two NES controller ports properly spaced for the four player adapters and a Famicom expansion port.  The latest revision of the PCB also supports the Famicom microphone, something not implemented elsewhere outside an original Famicom.

Bunnyboy of NES PowerPak fame has been devolping an HDMI NES.  This is a complete clone, and should be far more accurate than the typical Taiwanese System-on-a-Chip designs.  However, the hardware that will emulate the NES is far, far more powerful than the NES, so I ask how different is it than running a NES emulator and outputting it to a TV?  One advantage will be that there will be less, if any input lag to deal with from reading the controllers or having the LCD interpolate the standard definition frame, since the system will output in 720p/60fps.  The picture will be sharp as it can be on modern LCD TVs, hopefully the device will be able to get all the PPU and APU quirks right.

Another unnecessary NES mod is the so-called stereo sound mod.  The 2A03 CPU contains an Audio Processing Unit that outputs audio on two pins.  One pin contains the two pulse wave channels and triangle wave channel, the second pin contains the noise and PCM channel.  These can be split into separate outputs easy enough, but the NES was not designed for stereo sound.  Most games use the pulse and triangle waves for music and the noise and PCM for percussion and sound effects.  I think the resulting sound is very unbalanced toward the waveform output.  Earlier games tended not to use the PCM channel, so the output for it and noise would sound very quiet.

On the other hand, modding the original Famicom or Top Loader NES to output composite video is a worthy endeavor.  The Famicom was RF only, and the Japanese RF channels are well-nigh impossible to turn perfectly to US TVs.  Composite video is universal in NTSC countries, RF is not.  When the Famicom was released, the Sharp My Computer C1 TV was also released and it used an internal composite video connection.  Gaming magazines would take their screenshots from this TV because of the improved picture quality.  The video output quality of a standard Top Loader NES is comparative garbage, but it can be brought into line with the Front Loader NES and Famicom AV with a mod.  The Sega Master System Model 1 has composite and RGB output at its DIN, but the Model 2 has RF only and requires a mod to support either.

When you upgrade to the 4th and 5th generation systems, then RGB becomes available for all of them, many via a modification, but the original SNES, Playstation, NeoGeo, Atari Jaguar, Phillips CD-i, the Sega Master System, Sega Genesis Models 1 and 2, Sega Saturn and Dreamcast offer it on their AV connector.  The N64, Turbo Grafx, CD-i and 3D0 can be modified to support it, one way or another.  For those of us in the United States, true analog 15kHz RGB monitors were rare.  Component video is the closest substitute, but RGB to Component video conversion requires a converter box.  RGB is pushing it, especially with the Genesis.  The Genesis was known to use dithering that NTSC resolution and decoding would not completely resolve, but would look extremely pixelated on an RGB system.  The SNES games can also take advantage of the fuzziness of composite video when dithering.  The early 3D consoles like the N64 and Playstation tend to take advantage of the natural anti-aliasing effect that composite video can produce.  Viewing these consoles in RGB, where most of their 3D is in a low resolution form, shows sharp jaggies.

One last issue I want to address is how many people enjoyed RGB when these consoles were the current generation?  RGB, even in Japanese (JP-21 connector) and European TVs (SCART connector) was strictly high end in the 1990s.  The main TV may have had a connection in the more affulent homes, but many video game consoles tended to be relegated to the second TV.  Hours of video game playing tended to tie up the main TV, so parents tended to insist that a video game system be connected to another TV.  The second TV would be lucky to have composite video, and many people didn't know better and simply used their RF switch.

Thursday, October 16, 2014

Retro Releases - Working within Limitations

When a home video game console is developed, often the designers could not predict how long the system would last.  The Atari 2600 was designed in 1976 and the last games were released for the system in 1990.  During the lifespan of a successful console, programmers would often push the hardware to limits well beyond what was thought possible when the system was designed.  

Console systems that relied on cartridges had one severe limitation, space.  The larger the ROM cartridge, the more costly it was for the publisher to make.  Adding special features like battery-backed save RAM or advanced functionality (like a MMC chip for a NES game, an MBC chip for a Gameboy/Color game, or a SARA chip for an Atari 2600 game) was even more expensive.  However, as manufacturing costs for cartridges decreased, larger games would become more economical.  Eventually, there came a point where space and functionality could, late in a console's life, only go so far to hide the age of the underlying hardware.

For an Atari 2600 game, 16KB was considered a large cartridge at the end of the console's life.  512KB would be about as large as most NES, SMS and non-color Gameboy games would get, 3MB for a Sega Genesis game and 4MB for a Super Nintendo game.  Even though most of those systems had larger games available, at those sizes the games were approaching the upper limits of what was feasible during the console's lifespan.  

Today, many, many programmers and developers make retro-themed games.  Often these games would have graphics that would hearken back to the 8-bit or 16-bit eras and have music to match.  Almost always, these games would be released for the Windows PC platform, the Intel-based Macs, or for Android or iOS mobile OSes.  Many would be available to download through a digital download source like Steam or an App store.  

These games lack at least two crucial features of real console games.  First, they have no permanent form, they exist entirely within the digital domain.  If your hard drive is wiped and your Steam account is deleted, there goes your game.  Sometimes they have DRM, so if Steam goes down then your access may be gone forever, despite having the program on your hard drive and backup.  By contrast, a cartridge (or a CD) has its own existence and the game's survival depends only on how well you treat the cartridge.  You can sell or trade or lend the cartridge as you please.  Licensing restrictions really never worked to keep people from doing any of these things.  

The second issue is that most of these games will never be remembered with the same fondness as Super Mario Bros. or Sonic the Hedgehog.  Those games were played by tens of millions of people, were ground breaking and state-of-the-art in their day, had significant cultural impact and historical significance.  A retro-style game may be very well received today, but its impact will probably pale in comparison to the giants that came before it.  

Retro-style games have a substantial advantage over the classic console games : they are run on vastly more powerful hardware.  Retro programmers tend not to have to worry about CPU cycle counting, assembler optimization, IRQ timing, sprite limitations and lack of sound channels.  By modern standards, it is a miracle that the NES and similar systems were able to run such games as they did.  No retro-style game need put up with these limitations, and even some that claim to do so (Mega Man 9 & 10) cheat when necessary.

Of course, with a game developed for a particular system, it must be contained on a cartridge if you want people to play it.  It simply was not feasible for most programmers to self-publish a cartridge in the 1980s or 1990s or even into the 21st Century.  Any such publishing was typically limited to Atari 2600 games, which are among the simplest cartridges to make.  

For more advanced systems, there are many difficulties in releasing a new game.  Burning EPROMS and soldering them onto donor carts to test games was not attractive to most people. Moreover, using donor carts is just not feasible for publishing a new game, new cartridge boards had to be produced. Unlike a pre-crash game, which could be programmed by one person, a complex game for the NES, SNES or Sega Genesis typically requires a team of several people.  Whatever price the game is sold for will not pay for the thousands of man-hours it took to create a game.  Game development must be balanced with real-life realities.  Also, there is a real probability that once your game is released, the ROM will be dumped and spread across the Internet.  

However, even though a game may be developed or ported to work on a real hardware system, there are examples when the hardware is simply way too advanced for the console.  At this point, the console becomes little more than a generic device that supplies power and inputs to the game.  The SNES MSU-1 is an example of too much hardware.  It can store and allow the SNES to access 4GB of data!  Not even if the canceled CD-ROM attachment came out could the SNES access so much storage space.  CD-ROM attachments were not seamless, players had to suffer load times, CD audio track reloading and the ever present drive noise.

I respect any game developer who is willing to work within reasonable constraints and able to produce memorable games.  Pier Solar is an example of a game that, while it pushes the limits of a Sega Genesis a bit (8MB cart), is still an original game that fits within the Genesis RPG library.  Battle Kid 1 & 2 for the NES are excellent games that would not have seemed out of place during the NES's heyday.  However, the number of new, substantial (not puzzle games) cartridge games for home consoles is still very few in number.

One last comment on homebrew games is that I cannot feel that a game is fully legitimate unless it is released on a cartridge.  ROMs are nice, and if they run on a flash cart that is great, but to have a unique cartridge, preferably with a box and manual, truly confirms a game as legitimate and tends to avoid issues with them being lost to time.

A related issue is the release of "VGA upgrades" to old adventure games like King's Quest I, II & III, Space Quest II, Quest for Glory II.  The trouble I have with them, besides the inconsistent quality of the updated graphics, is that while they purport to look like an SCI1-1.1. game, underneath they are anything but.  They do not use Sierra's SCI engine but Adventure Game Studio.  While they do nothing that would push a 486, they are meant to run on nothing less than a Pentium II and create 100MB save games.  Totally inefficient and wasteful.

As of June 13, 2015, here are the NES Homebrew carts that you can buy.  Items in yellow are currently out of stock.

Title Company/Developer Includes Optional Ordering Site
2 in 1 Geminim/Siamond Sivak Dust Sleeve
http://www.retrousb.com/product_info.php?cPath=30&products_id=59
Armed for Battle Rizz Dust Sleeve Box & Manual http://www.infiniteneslives.com/armedforbattle.php
Battle Kid 2: Mountain of Torment Sivak Manual, Dust Sleeve Box & Art Book http://www.retrousb.com/product_info.php?cPath=30&products_id=121
Battle Kid: Fortress of Peril Sivak Manual, Dust Sleeve
http://www.retrousb.com/product_info.php?cPath=30&products_id=86
Beerslinger Greetings Carts

https://www.etsy.com/listing/234297536/beerslinger-nintendo-nes-brand-new?ref=shop_home_active_2
Blow 'em out Greetings Carts
Box & Manual, Personalized Cart https://www.etsy.com/listing/215571036/blow-em-out-a-personalized-original
Chunkout 2 James Todd Dust Sleeve
http://www.retrousb.com/product_info.php?cPath=30&products_id=65
GemVenture Tom Livak

http://www.retrousb.com/product_info.php?cPath=&products_id=92
Glider RetroZone Manual, Dust Sleeve, Box, Insert
http://www.retrousb.com/product_info.php?cPath=30&products_id=58
Homebrew World Championships (HBWC) 2012 Multiple Dust Sleeve
http://www.retrousb.com/product_info.php?cPath=30&products_id=129
Larry & the Long Look For a Luscious Lover KHAN Games Manual, Dust Sleeve, Box, Insert
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Sitting this One Out - The Lack of an American Presence in the Third Generation of Console Video Games

After the video game crash of 1983-84, there were far fewer companies making video games than at the height of the second generation of home video game consoles.  What companies remained focused solely on home computer games.  When the NES kick started the third generation of console games and revived the console industry, few people overlooked the fact that Nintendo was a Japanese company.  Nintendo thoroughly dominated the 3rd generation of home video game consoles.  Sega was also a Japanese company, although its console had less impact in the United States and Canada, it still competed with Atari for 2nd place.

If you looked through the credits of most NES games (that had credits), the names would typically be Japanese names.  Of all the great, classic NES games, virtually all came from Japanese developers.  Some of the best known are Shigeru Miyamoto, who created Super Mario Bros. and The Legend of Zelda, Kenji Inafune of Mega Man fame, Hironobu Sakaguchi, original designer of the final Final Fantasy series, Yoshio Sakamoto, designer of Metroid and Kid Icarus, Genyo Takeda for (Mike Tyson's) Punch-Out!! and the Startropics games, and of course no list can be complete without Yuji Hori of Dragon Quest/Warrior renown.

I do not wish to be ignorant by implying that America did not have an important role to play in the third generation, as it most certainly did.  Americans bought millions of systems and games and millions were spent to get them to buy those games.  Success in America transformed the console from a single-country (Japan) success into a global phenomenon, even if it was not as dominant in Europe.  Nor do I ignore the important contributions of several Americans like Howard Phillips, Howard Lincoln, Henk Rogers and (indirectly) John Kirby.  Without them, Nintendo of America may never have been able to make the console a success.

However, when it comes to classic console games of the third generation, virtually none can be traced back to American developers.  What few nuggets did come from the States were ports of well-regarded home computer games.  AD&D Pool of Radiance, Hillsfar & Bard's Tale, Boulder Dash, Raid on Bungeling Bay, King's Quest V, Lemmings, Maniac Mansion, Might and Magic, Pipe Dream, Pirates!, Prince of Persia, Skate or Die!, Ultima III and IV, Wizardry I & II.  Many of these games were good ports but most lost something in translation, or their appeal was lost on NES gamers.

The U.K. developer Rare cannot be overlooked in this article.  Rare(ware) made great original games like Snake, Rattle & Roll, Battletoads and its sequel Battletoads & Double Dragon, the Ultimate Teamup.  It also made the R. C. Pro-Am and Wizards and Warriors series.  Although the latter series is uneven, #3 is quite good.  Their pinball ports, Pinbot and High Speed, are probably the best pinball games on the NES.

While there were several American unlicensed companies that released NES games like Tengen, American Video Entertainment and Color Dreams, Tengen's best titles were ports of games already released for the Famicom (Alien Syndrome, Fantasy Zone, Rolling Thunder, Shinobi) by other companies and the other two were bottom feeders that almost never released good games.  Many of AVE and Color Dreams games were games developed in Taiwan.  Codemasters was  a U.K. company that made at least one great game, Micro Machines, good ports of the Dizzy games (which originated on the U.K. home computers) and demonstrated that they could compete with Nintendo's official licensees.  Camerica distributed Codemasters games in the US and Canada.  There were a few decent games from the unlicensed US NES developers, but if you are looking for classics, look elsewhere/.

Most American designers were commissioned by outfits like LJN and Acclaim to make licensed games.  Virtually all suck.  If I had to list all the crappy licensed games made for the NES, we would be here for a while.  Some of the Star Trek and Star Wars games are okay, but nothing spectacular.  Games based on gameshows like Wheel of Fortune and Jeopardy fulfilled a need, but the individual games are largely forgettable.

Things are not completely hopeless on the U.S front.  One arguable classic from U.S. shores is David Crane's A Boy and his Blob.  I consider this as close to an official David Crane's Pitfall 3 as he ever got.  The graphics were drab, the music repetitive, the controls somewhat loose and the scrolling notable for its absence.  However, the design is first rate, with all the things the blob can do and all the ways you need to do it to solve puzzles and explore the game world.

Regarding the NES's two closest competitors, there were few American original games released for the SMS, and the ports were typically done by Japanese or Europeans and released only in Europe or Brazil.  The 7800 had some great arcade ports, but it had a small library and few original games for the console.  No classics here.

This situation would continue into the 16-bit generation.  The big two consoles, the Genesis and the SNES, still had the bulk of their classics from Japan and Europe.  At least U.S. game developers were starting to take consoles seriously, but it would take at least another generation or two before the U.S. could boast of parity with the Japanese and European developers.  In the fourth generation, we have such lustrous titles and series like Earthworm Jim, Zombies Ate My Neighbors, Super Star Wars, the Lost Vikings, all developed primarily by US developers.  LucasArts never shined on the NES, but on the SNES, it was a different story with the above and games like Metal Warriors.  The Sega Genesis may be a bit more egalitarian than the SNES, but only because Nintendo really just kept hitting the home runs on its 16-bit wonder.  Of course, I could mention all the sports games like Madden and NBA Jam and quality arcade ports of the Mortal Kombat series.