Gaming
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Game Boy Camera Canon EF Mount
A photographer designs and 3D prints a Canon EF lens mount for the 1998 Game Boy Camera, then shows the oddly beautiful…
Game Bub: Open-Source FPGA Retro Handheld
A launch post for an open-source FPGA handheld that recreates Game Boy and Game Boy Color hardware and more, after a yea…
Game Studies
A peer-reviewed, open-access academic journal publishing scholarly research on the cultural, aesthetic, and communicativ…
Gameslab: An FPGA-Powered Handheld Game Console
A project overview of building a handheld game console around an FPGA, covering the hardware design and low-level softwa…
Getting the World Record in HATETRIS
The story of an eleven-month effort to beat HATETRIS, the Tetris variant that picks the worst possible piece, told with…
Grid World
Alexander Miller's personal essay that begins with a childhood paper grid from his dad, a blank chessboard, and wanders…
Hacking Super Mario 64 Using Covering Spaces
An illustrated essay applying covering spaces and hyperbolic geometry to Super Mario 64, with visualizations of the univ…
Halo 2 in HD on the Original Xbox
A deep, readable account of patching Halo 2 to run in HD resolutions on the original Xbox, from reverse engineering the…
Here's to the Next 100 Sudokus
A data-driven personal essay in which a puzzle lover logs every move in 100 sudokus and visualizes the surprising patter…
History of Microchess
Peter Jennings tells how Microchess for the KIM-1 became the first game program sold for home computers, from six months…
How Do I Get into the Game Industry
Garry Newman, creator of Garry's Mod and Rust, answers a parent's question about breaking into game development with fra…
How Duke Nukem II's Parallax Scrolling Worked
An illustrated deep dive into how the 1993 DOS game Duke Nukem II faked smooth parallax backgrounds on slow PCs, with an…
How Flash Games Shaped the Video Game Industry
A visual history of Flash games and how their ideas, studios and designers fed into modern mobile, indie and browser gam…
How Game Boy Cartridges Work: More Than You Wanted to Know
A friendly, illustrated deep dive into how Game Boy cartridges talk to the console, covering buses, memory maps, bank co…
How I cut GTA Online loading times by 70%
A famous reverse-engineering write-up that found and fixed a years-old GTA Online load-time bug.
How My Online Gaming Addiction Saved My Ph.D.
A researcher recounts how obsessing over Cookie Clicker taught him lessons about interaction design and led to a doctora…
How Pitfall Builds its World
An approachable deep-dive into how the Atari 2600 game Pitfall squeezed 255 jungle screens into a few kilobytes using a…
How Pizza Tycoon simulated traffic on a 25 MHz CPU
A reverse-engineering deep dive into how the 1994 game Pizza Tycoon moved dozens of cars around its city on tiny hardwar…
How Serious Sam Handled Masses of Enemies on 56k Modems
An analysis of the Serious Engine 1 source code explaining how Croteam synchronized hundreds of enemies over slow dial-u…
How to Cheat at Settlers by Loading the Dice
A researcher bakes dice to load them, rolls them thousands of times and uses p-values to show how much of a Settlers of…
How to Generate Procedural Racetracks
A devlog article explaining how to generate procedural racetracks without noise functions, with diagrams of the algorith…
How to Learn Chess as an Adult
A personal and practical guide to going from a 300 to a 1500 rating in nine months as an adult beginner, covering study…
How to Put More Character Into Your NPCs
A Pause Button essay in which Geoffrey Golden explores narrative design and how to give non-player characters life and p…
I Created the Nerdiest Game Ever
The story behind a video game in which you play an operating system, scheduling processes and juggling memory, told by i…
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