Gaming
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I Found a 55 Year Old Bug in the First Lunar Lander Game
The story of digging into the original 1969 Lunar Lander game code and uncovering a decades-old bug in how its physics c…
I Love Software Rendering
An illustrated essay on the charm of software-rendered graphics: sharp pixels, gritty colour banding and DOS-era games r…
I Taught My Dog to Vibe Code Games
A cavapoo named Momo types random keys and an AI turns them into playable Godot games, with the full pipeline, rewards a…
I turned the Lego Game Boy into a working Game Boy
A maker documents turning the Lego Game Boy set into a functioning handheld, fitting real electronics inside the brick m…
Imposter Attack
A write-up of building an Among Us-themed game with ESP32-powered infrared targets, custom lighting, and sound effects,…
Infocom Authors - Brian Moriarty
A fan-archive profile of Brian Moriarty, the Infocom implementor behind Wishbringer, Trinity and Beyond Zork, tracing hi…
Japanese Archaeology and Breath of the Wild
An academic but readable paper tracing how Japanese archaeological heritage, from ancient shrines to ruins, shaped the w…
Learning Pokemon With Reinforcement Learning
A write-up of a reinforcement learning agent that learns to beat Pokemon Red with under ten million parameters, explaini…
Lemonade Stand
A deep nostalgic dive into the classic Apple II game Lemonade Stand, digging into how its weather and sales simulation w…
Lou's Pseudo 3D Page
A classic walkthrough of how old arcade racers like OutRun faked 3D roads with scanline tricks, with diagrams and code s…
Magic: the Gathering is Turing Complete
A step-by-step construction of a working Turing machine out of Magic: the Gathering cards, explaining which cards act as…
Making Games
A candid essay by a veteran indie developer on four years of full-time game making, what he believed about the dream, an…
Maniac's Ascension Guide
A quirky, detailed walkthrough of how to ascend a NetHack 3.4.2 character, with strategy, item lore and tips from a vete…
Math Breakdown: Anime Homing Missiles
A visual tutorial on recreating anime-style swarming missile trails using cubic Bezier curves, Perlin noise and minimal…
Minesweeper Thermodynamics
A mathematician's playful blog post that treats Minesweeper boards like physical systems and uses ideas from thermodynam…
Moirai: A Language for Procedural World Histories
A write-up of Moirai, a small language for generating timelines of facts, people, and events in the spirit of Dwarf Fort…
My Deus Ex lipsyncing fix mod
A making-of story for a fan mod that repairs the broken lip-syncing in the classic game Deus Ex, with the technical dete…
NES Graphics - Part 1
An illustrated explainer of how the Nintendo Entertainment System builds its screens from tiles, palettes, sprites and a…
Non-Horror Spotlight: The Sims
An essay on the hidden eeriness of The Sims, from drowning pools to ghost Sims, and the psychology of why players rememb…
Notes on Porting a UNIX Classic with Cosmopolitan
A write-up on reviving Infocom's UNIX Z-Machine interpreter with Cosmopolitan so one binary runs across operating system…
Official PlayStation 1 Development Kit
A deep dive into the official dev kit hardware Sony gave studios to build PlayStation games, with photos of the boards,…
Our RISC-V Emulator PasRISCV
An indie game studio's dev blog post on PasRISCV, the RISC-V emulator built into its space game that boots and runs a Li…
Pac-Man: The Untold Story of How We Really Played The Game
A first-hand essay on how kids actually played Pac-Man in 1980s arcades - quarters on the cabinet, crowds, tricks and ri…
Patch Notes
A found poem built from The Sims patch notes, where fixes for duplicated fridge fish and wishes to skinny dip with mummi…
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