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The many many missed opportunities of Sonic 06

Speaking of games, if you’ve ever heard anything about or even played Sonic ’06, you know this wasn’t the most polished entry in the hedgehog’s franchise. In fact, it’s probably one of the worst, and considering the average quality of Sonic games, that’s quite an achievement. The team that’s working on decompiling the game to make it run on the PC obviously had to dive deep into the game’s inner workings, and the process learned a lot about why, exactly, the game is so notoriously bad. It really makes you wonder what exactly went wrong? If you look at what limited footage we have of beta content, we can see many effects that aren’t present in the final game. Kingdom Valley had full bump maps, Castle Town had more complex geometry and plants, and New City’s collision implies a very different building layout at some point in development. It turns out, much of the cut content is actually still in the game, but is simply not enabled for performance reasons in vanilla. Even with the cut-back visuals, the game struggles to reach target FPS on real hardware. It’s not surprising that given the crunch Sonic Team were under to get the game out the door, these features were among the first to go. ↫ Isaac Marovitz The article details what, exactly, was turned off for the final release, and it’s quite an interesting read. Of course, the team intends to try and address many of these issues, and they think they can push the game and its engine to much greater heights.

How to run a city builder on 16 MHz

When thinking about impressive technical achievements in retro games, most people will first point to graphical milestones set by action games like Doom or Quake. Rightfully so, but at least I am personally far more impressed by the early examples of the city builder genre. Simulating whole economies on a large scale with a fraction of today’s power seems impossible if modern builder games even struggle on modern machines. Of course this didn’t stop developers in the past to develop and run city builder games on significantly weaker hardware. The original SimCity for example lists Intel’s 386SX as the CPU in it’s system requirements. A CPU which at the time of it’s launch ran at magnificent 16 MHz. ↫ Lars Thießen What’s even more impressive are some of the other systems the origin al SimCity was ported to, which had even more limited hardware than a 386SX. The Super Nintendo got a SimCity port, which even included fun extras like a Mario statue and Bowser taking up the mantle of the Godzilla disaster, and additional systems the PC version didn’t have. Hell, they even worked on a port to the NES, but it was cancelled and thought lost, until a relatively complete and working copy was discovered in 2017. Even this NES version contained features not available in the PC version. Hardware limitations really did breed a lot of innovation back in those days, and sometimes I wonder if programmers and developers could benefit from tasking themselves with working within such limitations today, if only to become a bit more prudent with resources.

Is Apple Being Stricter on Gaming Apps?

Apple has never been particularly keen on letting just anything into its App Store, and gaming apps are no exception. But things get a bit more complicated when real-money gambling enters the picture. It’s one thing to launch a mobile game where players collect coins or battle monsters. It’s another to offer casino games involving actual money, different gambling laws and players spread across several countries. And if you’re a developer hoping to get your app onto an iPhone, there are plenty of hoops to jump through. Getting Past Apple’s Gatekeepers For players, the App Store is often the easiest place to find new games. Whether you’re after a quick puzzle, a racing game or your favourite casino game, you expect to find something that works without too much fuss. Developers, though, have a rather different view of the process. Getting an app approved can take time, particularly when gambling is involved. Apple wants operators to show a valid gambling licence for every country where their app is available. That means a licence for one market won’t necessarily cut it elsewhere. Developers must also geo-block regions where they aren’t authorised to operate and demonstrate that their apps cannot be accessed through a VPN to get around those restrictions. That’s a fair bit of extra work before anyone even gets to the games themselves. Payments, Age Checks and Parental Controls Money is another sticking point as real-money gambling transactions cannot use Apple’s standard in-app purchase system. Developers need to build separate payment channels that meet the relevant rules, and allow for seamless, safe transactions. Age checks are just as important. Age gates need to appear when an app is first launched, while parental control features must work as intended. It’s not enough to stick an age warning on a screen and hope for the best. The marketing side can cause headaches, too. Screenshots, promotional images and other app materials that could be seen as targeting under-18s will get the app pulled, putting the onus on developers to think carefully about how their games are presented, not just what happens after someone starts playing. Words Matter More Than You Might Think There’s also the question of what an app actually says about gambling. Apple reviewers can flag marketing copy that promises wins, plays down the risks or uses imagery likely to appeal to younger audiences. So, a developer can’t simply splash big potential payouts across the screen and assume everything will be fine, casino operators have to get the tone right. There’s a difference between describing a game’s features and suggesting that players can expect to make money from it. Promotional wording needs to be accurate, and the risk involved can’t be swept under the carpet. For studios and operators, that means checking everything from app descriptions to screenshots before submitting an update. Even small changes to marketing materials can create another round of review. Is Apple Tightening the Rules? Yes, it certainly looks that way. Apple is getting tougher on gaming apps, and gambling operators have more to think about than ever. Licences, age checks, payment systems and marketing all need to be in order, and there’s less room for mistakes. Get something wrong, and the app could be rejected or pulled from the store. And as rules change from country to country, apps get updated, and marketing campaigns come and go, it’s not a job you can tick off once and forget about. Developers have to keep checking that everything is still up to scratch. Players might barely notice any of this, but operators certainly will. Building a casino app is one thing. Making sure it follows the rules so Apple will approve it is a whole different story.

CS2 Gloves Guide 2026: My Buying Decisions

I used to spend most of my skin budget on weapons. As I gained experience, I noticed how often my character’s hands appear on screen — and everything changed. I started searching for gloves CS2 because the desire grew to find a pair that matched my favorite knife. And since I am a fan of in-game melee weapons, I needed to replenish my skin collection significantly.After years of collecting, I’ve learned that choosing gloves requires more attention than I initially expected. Their design, wear, and compatibility with my loadout all influence my decisions in 2026. Why Gloves Are a Category I Take SeriouslyHand cosmetics stay visible whether I hold a rifle, switch to a knife, or inspect my equipment. Their colors and textures shape my entire loadout, so a mismatched pair can bother me more than an ordinary weapon finish. The wrong design can make even an expensive skin look inappropriate.Source 2 lighting makes materials and small details stand out. I check how the fabric and colors appear in-game before spending money. A pair can look better in a listing than it does in-game, and I want one I’ll enjoy throughout a match. The Glove Collections I’ve OwnedMy collection has included several types, and not every purchase was a keeper. The following skins helped me work out what suits my style:● Specialist Gloves — I liked the detailed patterns, but visible wear sometimes spoiled an otherwise striking pair;● Hand Wraps — their rugged look was good for tactical setups until I started moving toward cleaner designs;● Driver Gloves — understated colors worked with several knives, making them easy to reuse across loadouts;● Sport Gloves — I loved their bright finishes but regret buying one pair before examining its condition closely;● Hydra Gloves — their distinctive style worked for themed setups without forcing me toward the priciest options.Popularity no longer decides what I purchase. I’d rather own a skin that matches several combinations than spend heavily on a pair I’ll soon replace. What I Check Before BuyingExterior labels such as Minimal Wear and Field-Tested are only a starting point. Two pairs in the same category can look surprisingly different, especially around the fingers and knuckles. I examine the exact float and visible signs of damage rather than trusting the label alone. Gloves don’t wear out during gameplay; their assigned condition stays fixed. Even so, a small difference in float can change how a pair looks. If possible, I inspect it while playing to decide whether the asking price matches what I actually see. I review the listing and any available details before committing. If anything seems contradictory, I continue searching instead of rushing into an expensive deal. Where I Buy and Trade GlovesMy favorite marketplace for hand cosmetics is DMarket. Its dedicated section has many options to compare. Float filters help narrow the selection to the condition I want. It is easy to find pairs that match my knife, preferred colors, and budget without endless scrolling. I check the gloves and final cost before buying. DMarket’s exchange feature allows me to trade unwanted skins according to the existing offers and fees. My years of experience have taught me to focus on pairs that I will enjoy across a variety of loadouts. With DMarket, finding the right option becomes much easier.

Quake shareware, a CD-ROM just a little too full

I was around when Quake was launched, but I was entirely unaware of this story. By June 1996, after three years of hard work, id Software had completed their next title, Quake. As for their previous title, they were going to release both a shareware version and a full version of their game. Since it used a mere 22 MiB of storage, people at id Software had the idea of leveraging the remaining capacity of a CD-ROM. Why not include encrypted versions of the full id catalogue of games? Not only this would cut out the middlemen, it would give instant access to gamers with a simple phone call and a credit card. The concept was implemented. The CD was announced on July 3, 1996 and released on August 30th. The hacker group GNOMON released Quakecrk.zip only 39 days later. The archive contained QCRACK.EXE, a tool allowing to decrypt every single game on the CD-ROM. ↫ Fabien Sanglard The system id employed turned out to be incredibly primitive and simple, and hackers found out quite easily that the system required no secret sauce from id at all – the code you’d get over the phone contained no secret, and all the validation program on the disk did was check to ensure the code received over the phone matched the code generated by the disk. No wonder it took them only 39 days to crack this.

Super Mario derivations

One of the most surprising aspects of the Nix language is that it is lazy, especially if you have never used a lazy language before. This laziness is what makes much of Nixpkgs possible, and its complexity. I decided to take that idea and make the attribute path a sequence of button presses in Super Mario Bros. 3. Each node in the tree is a frame of the game, and each child is a button press that produces a new frame. Game states are recursive by nature. ↫ Farid Zakaria This has zero practical applications, and yet, it’s absolutely genius. I love this.

Making a game on a custom bytecode VM in 7 days and 3kB

In the last few days, I built a shoot ’em up game by embedding a tiny custom bytecode VM and rendering the graphics using a fullscreen pixel shader. The result is a 3kB Windows executable. This was done for Langjam Gamejam, a 7-day challenge where you create a programming language and then use it to build a game. The project combines several interests of mine: language tooling, game development, procedural graphics, and demoscene-style size constraints. The game jam format forced me to keep the scope small and explore new ideas. Also, it was fun! ↫ Laurent Le Brun In seven days, Le Brun created a brand new programming language, compiler, bytecode interpreter, a game written in the new language, and rendered it, ending up with a 3kB self-contained executable. It’s amazing what humans can do.

Idol Mahjong Final Romance: a slideshow disguised as a video game

Top supplier of great articles Nicole Branagan is at it again. We’re back into the strip mahjong games today, here going back to 1991. Video System is a company that’s probably best known in retro-gaming circles for Aero Fighters/Sonic Wings, but mahjong games (usually branded Idol Mahjong) were one of their bigger moneymakers. And there’s something interesting going on here– Idol Mahjong Final Romance 2-R-4 Special re-releases the final three games in the series, which all also got contemporary console releases, but the first game in the series has never been seen outside of its original arcade launch. Why? ↫ Nicole Branagan Look, you’re not going to get something like this from anyone else.

How to make a Nintendo 64 game in 2026

Two years ago, I was Porting my JavaScript Game Engine to C for No Reason. I have since found a reason: making a new N64 game! The result is Xibalba 64 – a Wolfenstein 3D-like FPS. Modretro agreed to publish the game as a physical launch title for their M64 (a modern N64 clone), complete with cartridge, packaging and manual! ↫ Dominic Szablewski The article details the development process, from setting up the correct tooling to actually getting the game to play on a real Nintendo 64, and everything in between – including optimising the game to get it to run at a steady 60fps. The biggest issue is that the Nintendo 64 is quite a complex and quirky console, and in order to develop for it, you needed access to Nintendo’s officially sanctioned platform library, libultra. These days, though, there’s an open source alternative, libdragon, enabling homebrew development. It’s awesome that, thanks to the hard work of volunteers, people can still develop top-notch games for something like the Nintendo 64. If we had left it up to Nintendo, we’d be seeing nothing of the sort today.

Comanche: Maximum Overkill from 1992 does weird things on Intel processors

Let’s do another article about weird code in video games. The original 1992 Comanche release is extremely picky about memory managers. The game refuses to work with EMM emulators and crashes when EMM386 is active. The game may also hang or reboot the system when HIMEM.SYS is not loaded (the problem seems to be system configuration dependent). These issues are clearly noted in the Comanche documentations, but at the same time they’re also all signs of a substandard DOS extender. On top of that, the game authors accomplished a remarkable feat: By only loosely following Intel’s instructions on how to enter protected mode, NovaLogic managed to write a game which worked on the then-existing 386 and 486 processors, but under some circumstances failed to run on Pentium and later processors. ↫ Michal Necasek at OS/2 Museum As usual, a great read from Michal Nacesek.

Composite video on the NES: why’s it so wobbly?

The Nintendo Entertainment System. Is it the platonic ideal of an 8-bit video game system? Well, only because it’s so prominent and successful– it’s actually kind of an oddball in its expandability and design. But there’s something else about it. The picture is a bit… wobbly. Well, over composite video anyway. Let’s dig in and learn a little big more about the nitty-gritty of composite video. ↫ Nicole Branagan As usual, the information density in this article by Branagan is kind of remarkable, especially when you consider it never overwhelms you. Such a great read.

Valve opens Steam Machine waitlist

Valve officially made the Steam Machine available (sort of but not really) today, and if you were hoping for the president of the Yacht Collectors’ Club to have found a loophole through the RAM and storage crisis, I’ll be the bearer of bad news: the base Steam Machine model with 512GB of storage and no controller costs $1049 or €1039. It’s clear that this price is significantly higher than Valve had originally anticipated, as the company dedicates the first part of its press announcement to this sticker shock. Steam Machine, like our other hardware products, is made up of many components that we source from manufacturers around the world. The price at which we sell our hardware is a direct result of the cost of these components. We felt like we had a good understanding of how those costs might change over time when we first started sourcing them for Steam Machine back in 2023. That understanding was born from the many years of data we all have about the evolution of PC hardware prices – primarily, that it tends to get cheaper over time as new technology arrives. Over the past year or so, that has changed quickly and significantly, most visibly for RAM and storage components. There are a variety of reasons, all of which are affecting hardware products everywhere. The overall effect is that our original goal for the price of Steam Machine is no longer viable. So the prices we’re sharing today reflect the state of the world for manufacturing; or, more accurately, it reflects the price of the components as we’ve secured them over the past 6 months. Price wasn’t the only thing impacted by all of this: availability was as well. There were periods where we found we couldn’t source some of our components at all, at any price. More than anything else, this has impacted the number of units we’ve been able to produce for launch. ↫ Valve press announcement As Valve mentions, availability is also going to be an issue, and thus they’ve had to settle on a complex reservation and lottery system. Between now and 25 June, you can sign up for a model, after which the entire pool of reservations will be randomised to determine a waitlist order. As machines become available, they will simply go down the list from first to last as determined by that randomisation. In other words, you can’t just go out and buy one right away. At this price and for the hardware the Steam Machine contains – an AMD Zen 4 CPU with 6c/12t up to 4.8 Ghz, a custom RDNA3 GPU, and 16GB of DDR5 RAM and 8GB of DDR6 video RAM – you’re probably better off sticking with what you already have. Until the “AI” bubble pops and prices come down again, that is. Thanks, “AI” techbros. Everybody despises you.

A raycasting first-person shooter written in COBOL

On a related note, what about a raycasting first-person shooter written in… COBOL? Can you think of a better programming language than COBOL to implement an FPS from scratch? I know I can’t, so buckle up and enjoy what can only be described as an out-of-body experience for COBOL enthusiasts as I set out to make a Wolfenstein3D-like raycasting based FPS game (and potentially go a bit further than that, hopefully it’s not a DOOMed attempt). ↫ icitry on YouTube I don’t link to YouTube videos very often, but there’s always the exception that proves the rule. The COBOL code’s available on GitHub. What a mad man.

Catlantean 3D: making graphics like it’s 1993

My goal was to build a complete, shippable first-person shooter using techniques that were common in the early 90s, while allowing myself the luxury of using a modern compiler and a platform abstraction layer. ↫ Marko Stanic It looks amazing already, and it isn’t even done. Stanic goes into great detail explaining how he created the various assets for the game, and it’s a joy to read through his creative process and problem-solving routines. The game’s called Catlantean 3D, and is expected to ship somewhere early 2027.

Settlers of Catan, TUI edition

A beautiful TUI might not be particularly accessible, and there’s effectively zero consistency between how different TUI applications look, feel, and behave, but damn if an amazing TUI isn’t a work of art. Case in point: El Poblador. This is a TUI version of Settles of Catan, written in Go. That’s it. That’s the post.

Sprite scaling on the Master System: building the new on the ruins of the old

Sprite scaling. It is the coolest effect of the 2D arcade era, a must-have for games from Space Harrier to Real Bout Fatal Fury Special. Home consoles pretty much lacked it– sorry, Nintendo, but Mode 7 only scales a background, not sprites. So therefore you might be surprised to hear that Sega’s plucky underdog Master System could do it. Well, don’t get your hopes up; this is far too limited– calling it scaling is overstating things. But let’s dig in anyway! ↫ Nicole Branagan Nicole Branagan has the best articles on obscure console features, and this one is no exception.

How kernel anti-cheats work: a deep dive into modern game protection

Modern kernel anti-cheat systems are, without exaggeration, among the most sophisticated pieces of software running on consumer Windows machines. They operate at the highest privilege level available to software, they intercept kernel callbacks that were designed for legitimate security products, they scan memory structures that most programmers never touch in their entire careers, and they do all of this transparently while a game is running. If you have ever wondered how BattlEye actually catches a cheat, or why Vanguard insists on loading before Windows boots, or what it means for a PCIe DMA device to bypass every single one of these protections, this post is for you. ↫ Adrián Díaza I hate that we need proprietary rootkits just to play competitive multiplayer games – we can chalk this up to a few sad people ruining the experience for everyone else, as so often happens. I have a dedicated parts bin Windows box just to play League of Legends (my one vice alright, nobody’s perfect) so I don’t really care if it has a proprietary rootkit running in the background as there’s not a single bit of valuable data on that machine, but for most people, that’s not realistic. Virtually every League of Legends player hands over control of their entire computer to a proprietary rootkit developed and deployed by a company from China, whereas players of other popular online multiplayer games must install rootkits from companies from the United States. If anyone inside the governments of these countries ever wants to implement a backdoor in dozens (hundreds?) of millions of Windows machines, this is the way to go. It’s an absolutely bizarre situation.

Box64 0.4.0 released

The new version brings a ton of new enhancements and fixes to all 3 supported platforms, with Steam running not only on Arm64, but also on RiSC-V and on Loongarch! And this is the Linux version of Steam, not the Windows one (but the Windows one works too if you really prefer that one). While Box32 (used to run Steam) is still experimental and unstable, stability did improve. Still, expect some crashes when downloading things with steam. And it’s not all, Battle.net is also getting stable, and some games are working too. Not all unfortunately, and your success might depend on your geographical region, as program versions might differ. At least, you can try it on ARM64 & Loongarch. It’s still to be tested on RiSC-V. ↫ Box64 0.4.0 release announcement These are some major improvements to Box64, and impressive ones at that.

The Commodore CHESSmate

The CHESSmate was demonstrated at the January 1978 Consumer Electronics Show in Las Vegas as a prototype in order to assess customer interest in the product. It was available for order at the June 1978 CES in Chicago and the first units, manufactured in Hong Kong, shipped later that year. It was a big seller in Germany from the beginning. ↫ Peter R. Jennings There’s no way I can summarise this story.

Valve brings x86 gaming to ARM Linux with FEX

Valve announced a few new devices yesterday. There’s a new Steam console, which is essentially just a tiny PC with SteamOS installed – think of it as a Steam Deck without a display. Second, Valve finally released a new Steam Controller to go with the Steam console, which has taken them long enough. Lastly, there’s a brand new Steam VR headset, the Steam Frame. Other websites with actual access to these new devices will do a better job of covering them than I ever could, but I do want to highlight something crucially important about the Steam Frame: it contains a Snapdragon ARM processor, but can still run Steam and all of its games. How does this work? Well, after developing Proton to allow Windows games to run on Linux, Valve “introduced” FEX, which will allow you to run x86 Windows games on ARM Linux. I put the quotation marks there because FEX was an existing project Valve invested heavily into in recent times, and it’s now at the point where Valve seems confident enough it will be capable of running enough x86 games on ARM Linux. As such, the Steam Frame runs full SteamOS with KDE Plasma, you can run x86 Steam games, and as an additional bonus, you can install Android APKs as well. I’ve yet to even try VR, because I’m not particularly interested in buying into any locked-down platform. The Steam Frame may be the first VR device I’ll buy – depending on price, of course – and the Steam console definitely looks like a great addition to the living room, too. My wife and I have little to no interesting in buying an Xbox or PS5, but having easy, no-hassle access to our massive Steam libraries on our TV will be awesome.