DOS Games in a Browser? DOS.ZONE Review

For my annual Christmas retro video, I explored the Exodos project, a method for downloading and playing a vast library of classic DOS games. While functional, it requires significant disk space, BitTorrent downloads and some complexity. It also lacks native compatibility with MacOS and Linux. Following a recommendation from my friend Adam of TechOdyssey, I recently tested an alternative approach called DOS.zone.

Check it out in my latest video!

DOS.zone is a web-based emulation platform designed to run legacy DOS and Windows 95 games directly within a browser. During my testing on an M2 MacBook Air using the Brave browser, games like Doom booted quickly and ran at standard speeds without requiring any software installation or command-line management. The platform currently hosts approximately 2,000 titles, which is a smaller library compared to the Exodos project, but it focuses on immediate accessibility.

The service operates primarily as a free service, downloading and executing the game files locally in the browser rather than streaming them from a server. The DOS games run in DosBox or DosBox-X which has been ported to Javascript (more on that later).

Game progress can be saved to the browser’s local storage, provided the user clicks the designated save icon before exiting. Because local browser data can be cleared or lost, DOS.zone offers an optional subscription for a few dollars a month that enables cloud synchronization for save files. The save files can be synced across devices too.

The emulation includes various adjustable settings to tailor the experience. Users can modify the DOSBox performance by toggling the auto-adjust feature and manually setting CPU cycles, which I found necessary to stabilize the frame rate in titles like Wing Commander. Other options include mouse capture, on-screen control scaling, and an image smoothing toggle for those who prefer altered graphics over the original pixelated rendering. Notably, the platform currently lacks native game controller support, relying instead on keyboard controls or external software mapping.

Technically, DOS.zone distinguishes itself from other in-browser solutions by supporting Windows 95 environments and 3dfx hardware acceleration. Loading a game like Road Rash prompts a brief Windows 95 boot sequence before launching the application. While this specific browser port lacks the original full-screen video and music, it runs consistently at 60 frames per second. The 3dfx support extends to titles like the original Grand Theft Auto and various hardware demos, rendering hardware-accelerated graphics entirely within the browser window.

The platform also integrates a multiplayer hub where users can join active network sessions for games like Quake or Half-Life Deathmatch. In my experience, some visual assets load dynamically during the initial session, which can cause minor stuttering, but the performance stabilizes once the caching is complete.

Because the underlying technology utilizes the open-source JS-DOS API, the emulation extends to mobile devices. Testing Need for Speed on a smartphone demonstrated that the platform automatically maps necessary game controls to the touchscreen, enabling mobile gameplay without requiring a dedicated app installation.

For users seeking a broader library, the Internet Archive remains a viable alternative with over 8,800 browser-playable DOS titles. However, DOS.zone provides a more specialized technical implementation with its inclusion of 3dfx, Windows 95 support, and built-in multiplayer routing, offering a highly accessible route to revisiting legacy software without the need to manually configure local emulators.

See more retro here!

DSpico Review : An affordable flash cartridge for Nintendo DS handhelds

Twenty years after the release of the Nintendo DS, managing the system’s physical media presents an ongoing logistical challenge for users. In my latest retro video, I take a look at the DSPico, an open-source flash cartridge designed to boot digital copies of DS games directly on original hardware. These sell for around $20 on Aliexpress (compensated affiliate link)

Check out the review here!

The device retails for approximately $20, with shipping bringing the total cost to around $30. It is built around a Raspberry Pi RP2040 microcontroller and features a USB-C port alongside an SD card slot. The pre-assembled model I examined shipped with an 8-gigabyte SD card. The hardware requires a FAT32 format, and while some users have reported software lockups when using larger 64-gigabyte and 128-gigabyte cards, developers are currently addressing these bugs through firmware updates on GitHub. Updating the firmware requires connecting the cartridge to a computer via USB-C and transferring the necessary files to the card.

The cartridge has full access to the SD card, so you can store ROM files in an organizational structure of your choice. The DSPico reads and writes save files to the SD card and saves function just like they do on a regular cartridge. But it does not support save states like some Gameboy cartridges do.

The DSpico is compatible with the original DS, the DS Lite, the DSi, and the 3DS line. It only runs standard DS software, meaning it cannot be used to load 3DS-specific titles. On compatible hardware like the DSi and the 3DS, the DSPico also supports DSiware titles that were originally distributed strictly over the Internet – currently the only flash cart to do so.

Beyond preservation of out of print games, the DSPico serves as a loader for homebrew projects. I tested a few community projects, including a 3D role-playing game currently in development called WolveSlayer and a port of Lemmings. Both games played without issues. LemmingsDS goes beyond just a ROM file and utilizes a process where secondary assets are pulled directly from the SD card after the initial ROM loads.

As the secondary market for physical DS cartridges continues to experience price inflation, the DS Pico presents a functional method for accessing older software libraries without requiring the original media. Because the entire project is open-source, individuals have the choice to assemble the hardware themselves using the public repository or purchase pre-manufactured units from existing suppliers. The active development surrounding the device suggests that this two-decade-old handheld platform will remain accessible for the foreseeable future.

Disclosure: The DSPico was provided free of charge by the Aliexpress seller linked above. No other compensation was received and they did not review or approve this content prior to publication.

This Was the Best Selling Game Console of 1976

To commemorate my upcoming 50th birthday, I acquired a piece of technology that shares my birth year: the Coleco Telstar, a video game console released in 1976. It’s the subject of my latest retro video!

I purchased this device for a local historical society project celebrating the United States’ 250th year, intended to demonstrate to younger generations what home entertainment looked like when the country turned 200. The unit, a Pong clone, was manufactured by the Coleco, formerly known as the Connecticut Leather Company making this quite relevant for a local Connecticut historical society!

This specific model, the 6040, was the first edition released by Coleco. Its market success was largely due to its price point; while competitors like the Magnavox Odyssey and Atari’s Pong console retailed for approximately $100, the Telstar launched at just $50. Adjusted for inflation, that $50 price tag is roughly $290 today. This aggressive pricing strategy helped the company sell over a million units, a figure surpassed only by a Nintendo Pong clone sold exclusively in the Japanese market.

Internally, the device is distinct from modern consoles as it lacks a central processing unit. Instead, it operates using a specific chip, the AY-3-8500, which has the game logic hardcoded directly into its circuitry. Because the software is fixed on the chip, the system is not programmable. It generates sound through a built-in speaker rather than the television set and connects to displays via an analog RF connector, originally designed to work with a switch box on the VHF band’s channel 3. While a power connector was available as an add-on, the device was primarily intended to run on six C batteries.

The gameplay experience is controlled by knobs that move paddles on the screen, with a difficulty slider available to adjust the game mechanics. The console features three variations: a standard tennis-style Pong game, a single-player handball mode, and a hockey game where players control both a goalie and a forward. Upon testing this specific unit, I noted several functional issues consistent with its age, including a stuck game selector switch and a malfunctioning difficulty slider that fails to resize the paddles correctly on the “pro” setting.

This device represents the entry of Coleco into the video game market, a venture that eventually led to the release of the legendary ColecoVision console and the less successful ADAM personal computer. The Telstar remained on the market for approximately two years before the company shifted focus to handheld games and programmable consoles. It serves as a historical marker for home gaming in 1976, predating the significant technological leap that occurred just a decade later with the introduction of titles like The Legend of Zelda.

More DOS Game Fun: Unlocking the Potential of GOG’s DRM-Free DOS Games

While the ExoDOS project serves as a comprehensive effort to preserve nearly every DOS game ever created, its massive 638-gigabyte archive can present a significant barrier to entry for users seeking just a few specific titles. For those interested in acquiring only a few games without managing large downloads, the GOG platform offers a practical alternative.

In my latest retro video, I explore how the platform’s DRM-free policy allows users to extract game data from the default installation wrapper and migrate it to other environments, such as Linux, custom DOSBox configurations, or even original retro hardware!

To demonstrate this process, I picked the classic Wing Commander 2, which is available on the platform bundled along with the first game and expansion packs for approximately three dollars—a significant reduction from its original retail cost in 1990.

The extraction process varies slightly by operating system. On a Macintosh, rather than using the Galaxy client, I downloaded the offline backup game installer. After bypassing standard security prompts to install the legacy software, the game files are typically contained within the application package. By right-clicking the executable and selecting “Show Package Contents,” then navigating to the “Resources” and “Game” subfolders, users can locate the raw game data and executables. Moving them is as easy as copying it over to a new directory or drive.

I copied these files to a separate directory to test them with Boxer, an open-source DOSBox port for macOS that has been forked for compatibility with Apple Silicon. One functional advantage of this manual extraction is the ability to enable features not active in the default wrapper. In the case of Wing Commander II, the default installation uses Sound Blaster audio; migrating the files allowed me to configure Boxer to support the Roland MT-32 soundtrack.

The procedure on Windows is equally straightforward. After running the offline installer, the necessary game data—specifically Wing Commander II’s “gamedat” folder and root files—can be found directly in the installation directory, usually located on the C drive. While the folder may contain modern cloud save data or platform-specific wrappers, these are not required for the game to function in other environments. Just like the Mac version, the game files can simply be copied out of the installation directory.

To verify the portability of these DRM-free files, I transferred the extracted Wing Commander 2 data onto a Compact Flash adapter and loaded it into my 26-year-old college laptop running Windows 98. This test confirms that the software sold through GOG remains independent of the delivery mechanism, granting users the flexibility to execute the code on the hardware or emulator of their choice. It’s a rare example of true digital ownership!

Holiday Retro : The eXoDOS and eXoWin9x Projects Seek to Preserve 80s and 90s PC Gaming in a Single Collection

Every year around Christmas I try to find a piece of retro technology to feature on the channel, and this time I landed on something for fans of 80s and 90s PC games. The eXoDOS project is an attempt to make nearly the entire history of DOS gaming accessible with a single click. With that project largely done, the group is now focusing in on the Windows 95/98 era with eXoWin9X.

In my latest retro video I take a look at both running on a lower end Mini PC.

Similar to projects like Emudeck, the eXo project has its entire library of games preconfigured and ready to run mostly with just a single click to get going. Scripts for each game determine the best emulator (either Dosbox or 86box) along with the best settings for optimal performance.

ExoDOS is downloaded from the Retro-Exo site and can be installed either as a massive full archive or as a much smaller “lite” version that pulls down individual games on demand. The full collection weighs in at well over 600 GB, but the lighter option lets games download as you play them, after which they stay local. Setup is handled through a batch file, and once installation finishes everything runs through LaunchBox. The result is a browsable library of roughly 7,600 DOS games, searchable by title, publisher, or hardware features. This is mostly a Windows-centric project although there are some patches to get it working on Linux.

To see how well this works on modest hardware, I ran everything on a midrange mini PC with a Ryzen 6650H processor and 16 GB of RAM (compensated affiliate link). That turned out to be more than sufficient, even for titles that originally required specialized hardware.

One example is Wing Commander II, which in this setup includes the CD-ROM edition with speech and Roland MT-32 audio. Selecting the MT-32 option recreates a sound experience that was out of reach for many players in the early 1990s, when the Roland synth hardware was expensive and uncommon. For those leaning in on the nostalgia, Soundblaster FM synthesis is also an option.

What stood out immediately is how quickly these games launch. Game controllers work out of the box, manuals are included as PDFs, and supplemental materials like box art and disk images are bundled alongside the games.

The archive also functions as a memory jogger. Games that are half-remembered from BBS downloads or shareware disks tend to be here, including titles like Night Raid, a Paratrooper-style game that circulated widely on BBS’s in the early 1990s. For adventure fans, the collection includes both floppy and CD-ROM versions of games like Space Quest IV and many others from Sierra and Lucasarts.

ExoDOS also organizes games by technical capabilities, including a playlist of DOS titles that supported early glide/3Dfx 3D acceleration. Running something like Battle Arena Toshinden with emulated 3dfx support shows how well these setups scale, even if performance varies slightly depending on host hardware and settings. The important part is that the environment detects and configures the right components automatically.

Alongside ExoDOS is the newer project called ExoWin9x, which applies the same philosophy to Windows 95 and Windows 98 games. These titles run inside carefully optimized virtual machines that avoid duplicating full Windows installations for every game. Instead, system changes are swapped in as needed, saving space and simplifying management. At the moment the collection covers games from the mid-1995 and 1996, with more planned for the future.

Running Windows-era games like Beavis and Butt-Head: Virtual Stupidity or Wing Commander IV highlights how much effort has gone into preservation beyond just making the games start. Virtual CD-ROMs are fully browsable, bonus videos are intact, and even obscure developer easter eggs remain accessible. Different emulators are used depending on what a game needs, and the system quietly selects the appropriate one.

Downloading these projects can only be done over BitTorrent given the huge file sizes involved with each. But once it’s done, it’s done.

What ties all of this together is the focus on removing friction. These projects prioritize playing over configuring, while still preserving the original context of the software. Instead of reconstructing old setups from memory, the experience becomes as simple as browsing, clicking, and playing.

See more retro videos here!

The QMTech MiSTer Clone is Affordable and Available!

The latest video in my MiSTer series features a system from QMTech, a fully assembled clone that, at the moment, is actually available to buy over at Aliexpress (not an affiliate link). Given how difficult it has been to find MiSTer hardware in stock over the past few years, I was curious to see how this one would stack up, especially at its asking price. So I ordered one to find out!

Check it out in my latest review!

For anyone unfamiliar with MiSTer, the appeal lies in how FPGA hardware recreates the original logic of classic consoles and computers. Instead of translating software instructions the way an emulator does, the FPGA is reconfigured to behave like the original hardware itself. That approach is particularly valuable for complex systems such as the Sega Saturn or Sega 32X, where multiple processors need to operate in parallel with precise timings. The result is very low input latency and timing behavior that closely matches the original machines, whether the output is going to a modern flat panel or a CRT based display.

The QMTech unit is based around a cloned DE10-Nano FPGA board with an integrated heatsink and fan, paired with a custom analog I/O board. From a compatibility standpoint, it behaves like any other standard MiSTer setup, with full support for the existing ecosystem of cores and tools. In day-to-day use, it feels no different from other MiSTer systems I’ve tested, including the MiSTer Pi I looked at last year. There are two versions for QMTech devices for sale, one priced lower for U.S. buyers and a higher-priced option for international customers, but both arrive fully built rather than as kits.

Physically, the QMTech system is straightforward. The built-in USB hub provides four ports, which is fewer than some other MiSTer builds, though adding an external hub is an easy workaround. Ethernet is included, but there is no onboard Wi-Fi or Bluetooth, so wireless connectivity requires a USB adapter for updates. A SNAC port is present for connecting original controllers directly to supported cores, which allowed me to use a Nintendo Zapper with the NES core on a CRT just as I would on original hardware.

The unit ships with a 32 GB SD card with a basic MiSTer installation already in place. As with other preconfigured systems, some additional setup is still required to get everything working the way I prefer, including running updater scripts and making configuration tweaks. Since the hardware is fully MiSTer-compatible, the setup process is identical to other systems and well documented elsewhere.

On the back, the system offers HDMI for modern displays and analog video output suitable for VGA monitors or CRT televisions with component RGB inputs. With the appropriate cable, the analog output delivers a clean signal that looks amazing on a late-model CRT. Audio for CRT televisions and monitors is available via analog output or optical and the system powers on immediately when plugged in, as there is no physical power switch.

To see how the hardware handled more demanding workloads, I spent time running several cores known to stress the MiSTer platform. Arcade titles like Street Fighter Alpha 3 ran without issue, even after extended periods in attract mode, suggesting that both cooling and memory stability were solid. Switching between cores was quick, and the system handled rapid transitions from late-1990s arcade hardware to mid-1980s home computers without complaint.

I also tested computer and console cores that are often used as benchmarks for system stability. Amiga demos and games ran cleanly, Neo Geo titles like King of Fighters 2003 loaded and played as expected, and Sega Saturn games such as Daytona USA worked within the known limitations of the MiSTer’s memory configuration. The Nintendo 64 core, which has matured significantly, performed well across the titles I tried, and other complex systems like the Sega 32X behaved correctly without any issues.

Even cartridge-based games with custom chips, such as Star Fox on the Super Nintendo, ran properly, demonstrating that the necessary co-processors were being accurately reproduced. At the other end of the spectrum, earlier consoles like the Atari 2600 and ColecoVision also worked as expected, complete with the quirks of their original control schemes.

To round things out, I ran memory stress tests at 130 MHz for an extended period and saw no errors. While the RAM could be overclocked slightly, there was no real benefit in doing so, as none of the existing cores require more than the standard operating speed.

After spending time with it, the QMtech MiSTer left me with the impression that it is a competent and well-executed implementation of the platform. It handled everything I threw at it, stayed cool, and ran quietly in the process even with its tiny on board fan. For a device that is currently available to purchase at a relatively accessible price point, that combination is noteworthy, especially in a market where MiSTer hardware is often difficult to find at all.

Intellivision Sprint Review – A great recreation of a classic

The Intellivision Sprint is a newly released console that looks and feels like it belongs to the early 1980s. With faux woodgrain panels and metallic accents, it closely resembles the original Intellivision, the Mattel-produced system that competed with the Atari 2600. What’s notable here is that this hardware is now coming from Atari itself, following its acquisition of the Intellivision brand.

You can see it in action in my latest review.

The console is smaller than the original unit, but the controllers retain the familiar size and layout. They are wireless and include the full numeric keypad that defined the original experience, along with physical overlays that slide over the buttons to indicate game-specific functions. Forty-five games come preinstalled, drawing from much of the classic Intellivision library. While the system does not support original cartridges, it does provide alternative ways to run additional software via its USB port.

Inside, the hardware is relatively modest, built around an ARM processor running games through emulation. The emulator chosen here is well regarded within the Intellivision community, and everything I tested ran as expected. Video output is limited to 720p at 60 frames per second, and the system does not require an internet connection to function. Power is supplied over USB-C, though no power adapter is included.

On the back of the unit are USB ports used for firmware updates and for connecting wired controllers. While the system does not support Bluetooth pairing with third-party controllers, plugging one in directly is an option. Using a modern USB controller had more input lag compared with the included wireless controllers.

The included controllers use Intellivision’s distinctive disc-style directional control, which behaves more like a rocker pad – kind of an early pre-cursor to the modern d-pad. It’s a design that can take some getting used to (especially with the side buttons), but it closely matches how the games were originally designed to be played.

Turning the system on highlights how much attention was paid to physical details. The power switch has a firm, mechanical click that feels deliberately old-fashioned. The main menu provides individual information screens for each game, including a visual reference for the controller overlays. Games can be rated and marked as favorites, making it easier to return to specific titles later.

Playing through the built-in library underscores how many of these games were designed around shared, two person competitive play. Titles like Shark! Shark! are simple in structure but clearly more fun when a friend is playing too. The controls feel close to how I remember them from years ago.

One standout experience was B-17 Bomber, a game I had heard about but never previously played. It makes use of synthesized speech and places you in various roles aboard a bomber during missions, switching stations through the keypad. The voices announce the direction of incoming fighters along with the proximity of the desired target. For an early 80’s game it’s pretty impressive.

The system also allows additional games to be loaded from a USB drive. With the right setup, titles like Pac-Man and Donkey Kong can be run even though they are not included with the console. Definitely check out GenXGrownUp’s tutorial on geting this right. This works reliably once configured, but the hardware is particular about USB drives. Several modern sticks I tried were not recognized, while an older, generic drive worked without issue.

I didn’t own an Intellivision growing up, so nostalgia isn’t driving my reaction here. Even so, the effort put into replicating the look, feel, and behavior of the original hardware is evident. This is clearly a niche product aimed at a limited audience, but it treats that audience seriously. If you’re an Intellivision fan or Intellivision curious, definitely check this one out. I don’t think it’ll be around for long.

Last year, Atari gave its own classic console a modern refresh with the Atari 2600+. That one works with original Atari cartridge games and controllers. It even comes packed in with a 10-in-1 cart that runs on original hardware too!

Check out more retro reviews here!

The FPGA Retro Gaming War Kicks Off: Analogue’s “Labubu Economics” vs. Palmer Luckey’s Loss Leading ModRetro

My latest video digs back into FPGA-based retro gaming hardware, sparked by the arrival of the Analogue 3D that landed on my doorstep last week.

As someone who has followed Analogue for years and bought most of their consoles as they’ve rolled out, I’ve noticed the rhythm their products follow. The devices show up, YouTube channels light up with praise, interest spikes, and there’s no stock to meet the demand.

The newest Analogue 3D console is no different. It’s a well-constructed machine that very accurately replicates the Nintendo 64 experience with modern conveniences, but like nearly everything Analogue sells, it was gone almost immediately.

Their previous systems—the Mega SG, the Super NT, the NT Mini, and even their handheld—are all unavailable, with no reliable guidance on restocking. It’s become a familiar cycle: excitement, scarcity, and the inevitable rise of inflated eBay listings.

As with Labubu collectibles, another scarce item I’ve had some dealings with (for my daughters of course), drops happen at set times, queues form instantly, scalpers scoop up a large share, and buyers who miss the window pay double or triple later.

The usual assumption is that this is artificial scarcity, but in this case the shortage may have more to do with components and Analogue’s ability to cover manufacturing costs. The FPGAs that power these consoles are in high demand across many sectors, including defense and aerospace, where their massively parallel architecture is especially valuable. That demand affects both availability and cost.

When a company like Analogue is already producing hardware with expensive metals, premium plastics, and custom manufacturing, it’s easy to see how difficult it becomes to scale production without taking a loss – especially with volatile costs of the raw materials making holding inventory a risky endeavor. Even so, the limited customer base for FPGA retro devices also shapes how companies approach supply. These aren’t mainstream gadgets, and for many people, emulators, Switch Online libraries, or even original hardware are good enough. The buyers who care about fidelity and accuracy are passionate but small in number.

That’s why the arrival of ModRetro has captured so much attention. Their first device, the Chromatic (compensated affiliate link), is a Game Boy-style handheld built from magnesium with an optional sapphire screen. It’s over-engineered in ways that resemble Analogue’s philosophy, but what sets it apart is that it’s actually in stock. You can check out my review of it here.

The company is also preparing an FPGA-based N64 clone called the M64, with a controller designed to emulate the original’s feel. ModRetro’s founder, Palmer Luckey, has made it clear that he approaches these products as passion projects rather than profit centers. His resources give him access to supply chains most companies can’t tap, especially given the FPGA needs of his current day job, a defense contractor startup called Anduril. That may allow ModRetro to maintain consistent inventory where others can’t, shifting the dynamic of this small market.

Other options are emerging for people trying to enter the FPGA space without playing drop-day roulette. The MiSTer project remains one of the most flexible and capable FPGA platforms available, covering everything from the PlayStation and Saturn down to early arcade and computer systems.

But even Mister hardware and accessories are caught up in the same supply issues. Some vendors are sold out not only of their core boards but also the add-ons required to run the cores effectively. But there are some promising alternatives that can get a fully functional FPGA system into your hands without having to play games to get one.

The Mister Multisystem 2 offers a more accessible path even though it too is currently out of stock. The Multisystem makers have an ongoing production strategy and a queue-based shipping system that doesn’t require watching a countdown clock.

Taki Udon’s upcoming SuperStation One blends Mister functionality with a PlayStation-focused form factor. Taki collects orders in batches and ships them following production. Currently the SuperStation One is taking orders for a batch that will ship in the first quarter of 2026.

Analogue now faces pressure from multiple directions. Their high quality products continue to attract attention, but scarcity and unpredictable restocks leave buyers discouraged, and a community this small notices quickly when a company seems unresponsive.

Enthusiasts increasingly recognize that a MiSTer setup costs less, does more, and isn’t tied to hype-driven scarcity. With new systems from ModRetro and Mister-based makers on the way, the market is likely to become more competitive. I have several of these systems on order myself, so there will be more reviews coming as they arrive. For now, the retro FPGA landscape is shifting, and companies that want to stay relevant may need to rethink how they balance demand, supply, and the patience of the people who want to support them.

My Arcade Atari Gamestation Go Review

In my latest video review, I take a look at the My Arcade Atari GameStation Go (compensated affiliate link), a portable emulation console aimed squarely at those of us who grew up in the era of wood-paneled consoles and CRTs.

It’s a self-contained handheld that plays hundreds of mostly Atari classic games from the 80s and 90s and even lets you load more through an SD card. What caught my attention was the variety of control options—there’s a built-in paddle for games like Breakout, a trackball for Centipede and Missile Command, and a solid D-pad with shoulder buttons. It doesn’t have the high-end feel of a Steam Deck or Switch, but it manages to strike a decent balance between nostalgia and functionality.

Navigating the interface is straightforward. The menus are organized by system, with sections for Atari 2600, 5200, and arcade titles. I tried Breakout first, which uses the paddle controller, and I liked that the device’s “SmartGlow” lighting highlights which controls are active for each game. The paddle isn’t a free-spinning spinner, but it has enough resistance to make gameplay feel natural. The trackball, however, felt scratchy and inconsistent, and I found myself preferring the D-pad for precision control in Centipede. The D-pad itself is surprisingly good—firm, responsive, and better than my initial impression led me to believe.

The system includes about 200 licensed games, mostly from Atari’s catalog. Activision classics like Kaboom and Pitfall! are missing due to licensing, but loading them from an SD card is simple. Once I inserted a card, a hidden menu appeared, letting me boot ROMs from different systems, including the Sega Genesis, Super Nintendo, and even PlayStation. Performance varies—Sonic the Hedgehog lagged a bit, and Dreamcast games crawl. But PlayStation and Atari Lynx emulation worked better than expected. It’s essentially running an open-source emulator framework under the hood, so there’s potential for the community to expand its capabilities over time.

Battery life felt similar to a small tablet—around four to six hours, depending on what’s running. There’s HDMI output too, but connecting it reboots the system and reduces performance. The image quality looks fine at 1080p, but frame rates dip with some of the newer “Recharged” Atari titles installed on the console. Still, older Atari games like Bowling and Breakout play smoothly both on the built-in screen and an external display.

While this isn’t a machine for hardcore emulation fans, it’s an enjoyable, self-contained throwback for casual players and gift-givers who want a plug-and-play experience without tinkering. The stand-out features here are the paddle and trackball that allow for game controls that more closely match how these games were originally played.

The BlueRetro Connects Modern Controllers to the Nintendo 64

I’ve been revisiting my old Nintendo lately, and this time I took a closer look at a small but powerful accessory that could be a game-changer for retro gaming enthusiasts: the BlueRetro Bluetooth controller adapter. Based on BlueRetro’s open source design, it allows nearly any modern bluetooth-based controller to work with the classic console. But it goes beyond just that basic function.

You can check it out in my latest video.

I’ve been using an Xbox controller with my BlueRetro, and everything mapped pretty well right out of the box. Analog stick movement feels accurate and responsive, and it’s a lot more comfortable than trying to wrangle an aging OEM controller back to life. For parents introducing their kids to the N64, this might also be a friendlier on-ramp.

One of the added benefits is its support for controller pack saves. My original controller pack is non-functional, but the BlueRetro replicates that feature internally. I tested it with Rampage World Tour and a few other games and was able to save and load my progress just fine. It’s not something that’s enabled by default, but once set up through the BlueRetro’s web-based control panel, it works well.

The adapter is powered by the console’s controller ports. You’ll need an additional BlueRetro for each controller port, and it’s worth noting that some older N64 power supplies may not handle four units at once. Many users report no issues but it’s something to keep in mind.

Bluetooth pairing is simple enough, and the adapter supports a wide range of controllers. I had no issues with Xbox, PlayStation, Nintendo Switch Pro, and several from 8BitDo. Nintendo’s N64 controller for the Switch is also reported to work.

Most controller functions are mapped intelligently out of the box, but everything is reconfigurable through a web-based UI hosted at blueretro.io. To access it, you’ll need a Chromium-based browser like Chrome or Brave, and you might have to enable the Web Bluetooth API in browser settings. You can remap buttons, back up controller pack saves, and even set configurations on a per-game basis.

I also tested out some advanced functionality, like emulating a Rumble Pak and switching the device into mouse mode. That came in handy when I loaded up a Japanese-exclusive 64DD disc—Mario Artist Paint Studio—through my SummerCart. I paired the 8BitDo mouse I reviewed the other day with the BlueRetro and was able to draw using the original N64 hardware. That’s something I never thought I’d do on a U.S. console.

Overall, this little device along with my new SummerCart has breathed some new life into my Nintendo 64 setup. It’s not without quirks, especially in the configuration process, but once it’s up and running, it opens up a lot of options that weren’t previously available or affordable.

Dust of Your Nintendo 64! The Summercart 64 Review

The other day, a friend of mine mentioned that her son had dug out her old Nintendo 64 and was having a great time playing retro games. She got a real kick out of it, since that was her childhood console. I suggested she look into getting a flash cartridge to expand their game library, and one affordable option I came across is the SummerCart 64. It’s priced around $40, at least for now, before new tariffs kick in.

You can check it out in my latest retro review.

Setting it up was straightforward. I put some games on a SD card along with a menu file (instructions are on the project’s homepage), inserted the cartridge and booted up a game on the original N64 hardware with a couple of button presses.

The cartridge makes it very easy to breathe new life into the old hardware. One particularly exciting feature is its ability to emulate the 64DD disk system, a Japan-only add-on for the Nintendo 64. It opens up access to a handful of rare games and offers a glimpse at what might have been had the add-on been more successful outside of Japan.

I picked mine up from AliExpress for $40.84, but it’s important to note that this is an open-source hardware project. There’s no official manufacturer, and quality can vary between units. It’s a buyer-beware situation. Additionally, with tariffs set to kick in starting May 2025, anyone ordering from China might have to pay more than item’s value in new import taxes.

Those who want to build their own can find schematics and parts lists on the SummerCart 64 website. It’s worth considering a donation to the developers if you find value in the project, since they don’t receive royalties from commercial sales.

The cartridge I received came fully assembled with a pre-installed CR2032 battery, which maintains the real-time clock and backs up save data. Games are stored on an SD card that plugs into the side of the cart, and ROMs that work in emulators are compatible here too. Save games will backup to the SD card automatically. There’s also a USB-C port, mainly used for firmware updates, though my unit arrived with the latest firmware already installed.

Loading a game involves two button presses, and there’s a useful display showing compatibility notes, such as whether a game requires the N64’s expansion pack or a controller memory pack. It’s worth mentioning that save states and GameShark cheat codes aren’t supported. If those features are important, an emulator might be a better fit.

What really piqued my interest was the support for the 64DD system. Even without the original hardware, the SummerCart allowed me to boot up Japan-only releases like “Japan Pro Golf Tour 64” and explore community translated titles like the F-Zero X Expansion Kit. The F-Zero expansion added track and vehicle editors along with new race cups that were previously locked away behind rare and expensive hardware. There’s a great community keeping the DD system alive over at 64dd.org.

Firmware updates for the SummerCart are handled through a simple command-line tool called SC64Deployer, available for Windows, macOS, and Linux. Updating the firmware was quick, and the real-time clock could be synced to my computer’s clock with that tool as well. The Deployer app also enables a number of developer functions that allow for bug testing on the original N64 hardware.

Over the past few days, I’ve had a lot of fun exploring games and expansion content I never had access to when the Nintendo 64 was new. Between homebrew games, 64DD titles, and the ability to easily back up save files, this little cartridge breathes a surprising amount of new life into aging hardware for a very affordable price (tariffs notwithstanding).

Part of my excitement also stems from having Analog’s upcoming FPGA-based Nintendo 64 console on order. I’m looking forward to seeing how the SummerCart performs on that system when it arrives.

Disclosure: I paid for the cartridge with my own funds.

Free App Hidden Gem: Retro Achievements for Emulators!

My latest video takes a look at RetroAchievements, a free online service that adds Xbox-style achievements to classic games played through supported emulators. Think of it as a gamified layer on top of your retro library, with score tracking, leaderboards, and a whole community of players competing to earn bragging rights.

In the video I demo an achievement I earned playing the Sega Master system version of Choplifter for gaining an extra life without losing any lives. When an achievement is reached, an on-screen badge pops up, and points get logged on the RetroAchievements website. That bumped me to rank 100,800 out of around 111,000 players. It’s not exactly elite status, but it’s a start :)!

Setting it up was straightforward. After creating an account on retroachievements.org, I linked it up with my emulators. There’s a wide range of compatible emulators, including RetroArch, Dolphin, DuckStation, and PCSX2. On my Steam Deck, I use EmuDeck, which simplifies the process even further and logs you in across all your installed emulators.

RetroAchievements has two play modes: “hardcore,” which disables cheats, save states, rewinds, and slow motion, and “softcore,” which allows those conveniences. There’s a separate ranking system for each mode, so your score stays relevant no matter how you like to play. The community enforces rules against cheating, so even in softcore, the competition feels fair.

What makes this system interesting is how the achievements are actually built. They’re tied to the emulator’s memory and look for specific values or in-game events. When the right conditions are met, the emulator triggers the achievement and reports it back to the website. You can even follow other users and compare your scores directly.

Another nice feature is the in-game feedback indicating how close you’re getting to your next achievement. While playing Afterburner II on the Sega Saturn, I went after a particularly tricky achievement called “Too Close for Missiles,” which requires destroying 150 enemies with guns on normal difficulty or higher. A counter appeared on screen, incrementing after every plane was downed with my cannons. I haven’t cracked that one yet—it resets if you game over and continue—but it’s kept me coming back to the game long after I completed it.

The achievements themselves are created by the RetroAchievements community, and becoming an achievement developer involves learning how emulators and game memory work. It’s more than just coming up with fun challenges—you actually have to build them into the game logic without breaking anything. There’s a whole process for ensuring that achievements trigger properly and don’t interfere with the game’s performance.

FPGA-based systems like the MiSTer and Analog consoles aren’t supported, at least not yet. I use a MiSTer for a lot of my retro gaming on a CRT upstairs, and it would be great to get achievements while playing there. Hopefully, support for those systems is on the horizon.

You can find my RetroAchievements profile here. If you think you can top my score in Afterburner II, go for it. I’ll be watching.

Curious about how I retro these days? Check out my video on that here!

The 2013 “Trashcan” Mac Pro is Cheap and Surprisingly Relevant in 2025

I never really considered myself a collector of retro computers, but somehow, they seem to be accumulating around me. My childhood Apple IIgs and a Mac SE/30—nostalgic relics of past computing eras—sit behind me in every video. Offstage I have a bunch of other retro Macs and PCs that I’ll get around to showing you some day.

The other day, I came across a late 2013 Mac Pro for just $169 at OWC (compensated affiliate link) and couldn’t pass it up. Back when these machines first hit the market, they were priced at over $3,000, and I never found a good enough reason to justify owning one. But now, with the cost so low, I finally had my chance. The question was: what could I actually do with it in 2025? Surprisingly quite a bit. Take a look in my latest video !

The Mac Pro I picked up is the lowest-end model from its generation, featuring an Intel Xeon E5 processor, dual AMD FirePro D300 GPUs with 2GB of VRAM each, and 16GB of DDR3 memory. It did not come with the original packaging, just a simple brown box with bubble wrap—but cosmetically, the Mac barely looked used.

This design, often referred to as the “trash can” Mac Pro still looks pretty cool IMHO. It’s compact, upgradable, and eerily quiet, thanks to its innovative cooling system that pulls air through the bottom and exhausts it through the top.

One of the first things I did was install macOS Sequoia 15.3.1 (the most current version of macOS at the time of this writing) using the OpenCore Legacy Patcher. Apple officially stopped supporting this machine at macOS Monterey (version 12), but OpenCore extends its lifespan by enabling newer macOS versions to run. The installation was surprisingly straightforward, though I disabled automatic updates to avoid potential compatibility issues. Even a small point release can break OpenCore’s boot loader, so it’s best to wait until OpenCore updates to run the macOS updater.

1440p feels like the sweet spot for this machine, as performance at 4K 60Hz is a little sluggish but far better than expected for browsing, office tasks etc. Playing 1440p/60 videos on YouTube is seamless, but pushing it to 4K 60fps results in dropped frames and choppiness.

For productivity, Apple’s Keynote runs well at 4k60, handling animations and transitions without issue. Even Final Cut Pro, thanks to OpenCore, is functional—though rendering and previewing at 4K 60fps is sluggish compared to modern Apple Silicon machines. Editing at 1080p or 1440p is more practical, but it’s clear that this machine isn’t optimized for high-end video production anymore.

Running the Speedometer 3.0 benchmark, the Mac Pro scored 10.7—comparable to some budget mini PCs we look at today. However, its power consumption is significantly higher, sitting around 95 watts at idle and spiking much higher under load.

Windows 10 installation via Boot Camp is surprisingly still supported under Sequoia. I opted to boot from an external Thunderbolt SSD rather than partitioning the internal storage following instructions I posted way back in 2016.

Windows feels snappier than macOS. Basic web browsing and productivity tasks perform well, but modern gaming struggles. No Man’s Sky, running at 720p on the lowest settings, hovered between 25-30 fps—playable but not ideal. Updating the AMD drivers helped, but support for these GPUs ended in 2021, limiting future compatibility.

I also explored Linux, specifically Linux Mint LMDE 6, which was recommended for this hardware. It detected both GPUs, CPU, and network interfaces without issue. Performance was decent, though not as fluid as Windows. But, ChromeOS Flex was a no-go due to compatibility issues with the graphics hardware.

Macs running with the “Apple Silicon” M-series chips, like the M4 Mac Mini we looked at recently, outperform this Mac Pro in every metric while consuming a fraction of the power. But twelve years later this Mac is still able to run the most recent version of macOS reliablity, has great Windows support, and Linux compatibility. If you’re looking for a fun project or a retro computing experience, a late 2013 Mac Pro might be worth picking up if you find one cheap like I did.

The Mister Pi is an Affordable New Option for FPGA Retro Gaming and Computing

I’ve spent a lot of time with retro gaming and computing, and one of my favorite devices for diving into that world is the MiSTer. For those unfamiliar, the MiSTer is a device that replicates retro computers, game consoles, and arcade machines with impressive accuracy.

This accuracy comes from its field-programmable gate array processor (FPGA), which remaps the logic of the original devices at a hardware level. The community’s dedication to preserving this technology is extraordinary, going so far as to remove chip casings and manually map circuits to achieve faithful recreations of the original hardware.

Getting into the MiSTer ecosystem hasn’t always been easy, though. It used to require sourcing various components—a DE-10 Nano FPGA development board, analog video boards, USB hub boards, additional memory—and assembling them yourself, often at a high cost.

That’s where a new solution from YouTuber Taki Udon comes in: the MiSTer Pi. It’s a pre-assembled, more affordable version of the MiSTer. I decided to pick one up, opting for the $180 Turbo Pack, which includes everything pre-assembled and ready to use. You can see it in action in my latest review.

The kit comes fully assembled inside a case. The components include Taki’s DE-10 Nano FPGA board clone, a USB hub board for connecting peripherals, Taki’s analog board that allows for connecting the device to CRT televisions (along with attaching original console controllers via SNAC), a 128MB memory board, and a 64GB Sandisk SD card already set up with the MiSTer project firmware.

You only need to add a USB-C power supply, which many of us likely have lying around. I recommend also picking up a Wi-Fi and Bluetooth adapter for wireless connectivity and controller support. Taki sells these for only $5.

If you want to save a little money, the Mega Pack lets you assemble the components yourself, though compatibility with third-party cases might be limited. For beginners, the fully assembled Turbo Pack is a great choice.

Running the MiSTer Pi is straightforward. You select a core—the hardware profile for a specific console, computer, or arcade—and the device reconfigures itself to replicate that system’s logic. Transitioning from an arcade game to a Sega Saturn, for instance, happens with just a few key presses. The MiSTer Pi performs equally well across various platforms, and when paired with a CRT, the experience feels as close to the original hardware as possible. In some cases, the video output even surpasses what the original systems could achieve without modification, especially when used with televisions that have a component video input.

For those interested in maximizing the device’s potential, I recommend a few setup tweaks. First, install the “Update All” script to ensure your MiSTer Pi stays current with community updates, new cores along with ROMs and BIOS files. This script simplifies the process of downloading updates and organizing files, making maintenance a breeze.

I’ve been using my MiSTer Pi primarily for retro computing, dedicating it to classic systems like the Amiga. The vast library of games and demos available for these systems is a treasure trove of nostalgia and discovery. For gaming, the MiSTer Pi supports a wide range of consoles and arcade titles with more being added on a very regular basis by the community. The MiSTer project maintains a list of cores here.

There are a few minor drawbacks. The built-in fan is somewhat noisy compared to fanless MiSTer cases, and existing cases may not be compatible with the MiSTer Pi’s port layout. These are small trade-offs, though, for a device that brings so much functionality at a more accessible price point.

Taki sells the Mister Pi in batches on his website at RetroRemake.co. I suggest keeping an eye on his social media posts on X or BlueSky for updates on when the next batch will be available. I found the last batch remained in stock for about a week or two.

Holiday Retro Video: Infedility’s NES to SNES Conversions

Retro gaming often surprises me with how inventive the community can be, and this year’s holiday retro video showcases a fascinating project by developer Infidelity that brings classic NES games to the Super Nintendo. These aren’t remakes or reimagined versions but direct ports that maintain the core essence of the original games while leveraging the hardware advantages of the SNES.

You can see them in action in my latest review.

The NES and SNES share similar processors, making this porting effort particularly effective for maintaining the “feel” of the source material. With the SNES’s improved hardware capabilities, these ports eliminate the flicker and slowdown that often plagued the original NES versions. Most of the games have enhancements, such as improved CD quality digital soundtracks and quality of life enhancements.

I tested these games on original hardware using a Super Nintendo and an SD2SNES flash cartridge. However, they also run seamlessly on emulators and platforms like the MiSTer and Steam Deck.

I started with the Ninja Gaiden Trilogy, which includes all three NES games in one package. The sound options offer the original NES soundtrack, a PC Engine version, and an arranged CD-style soundtrack. I favored the latter for its rich audio quality and awesome reimagining of the original NES music. The gameplay faithfully replicated the NES experience but with noticeably smoother performance.

DuckTales was another highlight, featuring enhanced intro screens and a full-motion video from the cartoon show—offering a glimpse of what a CD-ROM attachment would have been like on the SNES. The game’s remastered soundtrack from the 2013 reboot version added a modern touch, but the gameplay remained true to the original’s charm. The added performance stability made it even more enjoyable, especially for those who grew up with the NES version.

Contra, one of my all time favorite games, offered some of the most exciting enhancements. In addition to improved soundtracks—including a heavy metal-inspired rendition from Vomitron—it included new quality-of-life features. Players can now shoot diagonally without moving and be able to hold onto two weapons with a switching mechanic similar to the later versions of the game. These updates make the game feel fresh without compromising its original identity.

Metroid, another classic, brought the option to save progress in addition to the traditional password system. Infidelity also added a map that can be pulled up on screen at any time – a feature missing from the original. The orchestral soundtrack option felt particularly fitting, providing an immersive atmosphere that the original hardware could only dream of achieving.

While I demonstrated these ports running on the original hardware, they’re equally accessible on emulators. However, features like retro achievements may not yet be compatible, so at the moment you won’t see your retro street cred increase by playing them. Still, these ports breathe new life into the games, making them more accessible and enjoyable for both nostalgic players and newcomers.

Infidelity’s work is a testament to the dedication and creativity of the retro gaming community. These projects not only preserve classic games but also enhance them in thoughtful ways, ensuring they continue to be enjoyed for generations. If you’re interested, the Internet Archive is a great place to start exploring these ports. Supporting creators like Infidelity on platforms like Patreon can also help sustain these efforts.

How I Play Retro Games in 2024!

While I don’t consider myself a retro video game collector, I have held onto most of the games I played as a kid and acquired a few of the consoles that I didn’t have over the years. Nothing beats the experience of playing games on real hardware on an old CRT television.

But managing all of these devices and games can make it difficult to just “pick up and play.” But there are some solutions that add convenience while maintaining accuracy – both on that old TV with the MiSTer project and on-the-go with my Steam Deck.

I share what I’m doing in my latest review.

The MiSTer has become my go-to for a true-to-life retro experience. It relies on an FPGA chip to “replicate”—rather than emulate—classic hardware, and its accuracy is impressive.

An FPGA, or Field Programmable Gate Array, is a type of chip that can be configured to mimic the behavior of other hardware circuits. Unlike traditional processors, which follow predefined instruction sets, an FPGA can be “programmed” to act as a custom-built circuit by arranging its internal logic gates and connections to mirror the specific functions of the hardware it’s replicating. In retro gaming, an FPGA can be used to replicate the precise electrical behaviors of vintage gaming consoles, accurately recreating the way those systems processed inputs and displayed outputs without traditional emulation.

My MiSTer configuration

This allows for near-perfect replication of classic hardware with minimal latency, making it ideal for users who want the authentic experience of older technology. It also allows for these old games to output video to a CRT television in a similar manner to the consoles being replicated without any input lag or video processing.

The MiSTer can recreate the experience of different gaming systems, whether it’s the Sega Genesis, NES, or even more complex systems like the Sega Saturn and Nintendo 64. My MiSTer is connected to an old JVC television my father gave me when he was renovating his house. To my luck and surprise that TV has RGB inputs on board that can connect directly to my MiSTer for pristine analog output.

The setup not only delivers minimal lag but also lets me switch seamlessly and quickly between systems. In my video we explore various ports of After Burner, jumping quickly between the NES, Sega Master System, Sega Genesis/Mega Drive, Sega 32x, and finally the Sega Saturn – all pixel perfect on that JVC television.

Afterburner Running on the Sega Saturn Core

But the MiSTer doesn’t just limit itself to game consoles. There are hundreds of arcade game cores with many, many more in development. Usually you’ll see a new core released every couple of weeks if not more frequently depending on what hardware platform has been completed. Playing arcade games like Teenage Mutant Ninja Turtles and Street Fighter 2 on my CRT is amazing; it fulfills my childhood dream of having the actual arcade game at home!

And when you’re done with games you’ll also find an extensive list of retro computing cores. I can seamlessly jump from one machine to another, like from an Apple II to a Commodore 64, exploring software I missed out on in the past. On a CRT display, these systems look and feel close to how they did decades ago, giving me an authentic retro computing experience without the need for multiple pieces of old hardware.

More advanced systems are also represented like classic DOS PCs thanks to the ao486 core and even more obscure offerings like the Sharp x68000. One of my favorites is the ao486 core, which emulates an old-school 486 PC, complete with support for classic operating systems like DOS and Windows 3.1. Old PC games run pretty nicely on this core.

Windows 3.1 Booting on the MiSTer

Many MiSTer cores lack modern features like save states or rewind functions, but I find this aligns it closer to the spirit of the original gameplay. Most cores do support whatever save-game features the original games supported, however.

There are new MiSTer cores being added all the time thanks to a very active development community. The best way to keep up with these developments is to follow this tag on RetroRGB’s excellent website. Bob from RetroRGB also maintains an excellent guide on how to get started.

When it comes to controllers, the MiSTer is versatile, working with a range of USB controllers and adapters, even supporting original controllers through a device called the SNAC. Using these connections, I can get as close as possible to the feel of the old systems, and on some games, I can even use original light guns on the CRT. The accuracy and responsiveness have made the MiSTer a reliable setup for these gaming sessions.

For other controllers I like to use 8bitdo’s offerings. In addition to modern-styled offerings like the Pro 2 and Ultimate Controller they also have some specialty controllers that replicate the feel and button layout of the originals. Some examples are the M30 that have a classic Sega feel and their Turbografx 16 styled controllers.

The 8bitdo M30

The Steam Deck, meanwhile, has brought retro gaming to the palm of my hand. With a tool called EmuDeck, it transforms into an emulation powerhouse, running everything from the Nintendo Switch backward in time. EmuDeck integrates games directly into the Steam interface, allowing me to jump into a title without navigating multiple menus and emulators. It’s convenient, especially for moments when I only have a few minutes here and there. With games loaded and readily accessible, it’s easy to squeeze in gaming time between other daily tasks.

The Steam Deck does an exceptional job of emulating the Dreamcast, PS2, Gamecube, Wii, PS3, Xbox 360 and many others that the MiSTer currently can’t replicate. You can see an example of some of those games running in the video linked above.

The Steamdeck running the Xbox 360 version of Afterburner Climax

I also enjoy a really fun project called Retro Achievements, a feature that brings the accomplishment-tracking aspect of modern gaming into classic games. It’s an engaging way to breathe new life into older titles, and tracking my progress in real time gives me a fresh incentive to push a bit further in each game. You can check out my profile here to see how I’m doing!

For larger screen gaming, I’ve set up a docking station for the Steam Deck to connect to my TV. It’s a quick way to enjoy those handheld games on a big screen, especially with friends. Despite some minor adjustments required for resolution changes, the Steam Deck’s versatility really shines through – offering just enough processing power to run the games at full speed on a larger display.

Both the MiSTer and the Steam Deck offer different strengths for retro gaming, and each has become an integral part of my setup. With more tools and utilities emerging, like RetroBat and Batocera for PC gamers, retro gaming has never been easier to dive into. There’s an endless amount to explore, and I’m looking forward to discovering new ways to keep these classics alive.

Loading a 30 Year Old SimCity 2000 Save Game File

I am a digital packrat. I have a blob of data that I started way back in the early 80s on my Apple II. It includes Bank Street Writer files from elementary school, and nearly all of my school assignments throughout middle school, high school and college. It also includes at least one SimCity save game file I made way back in March, 1994.

I was eager to see if the file would still boot up. I likely made it on my Mac PowerBook that I got in December of 1993 so I figured a Mac emulator would be a good place to start.

There’s a quick turn-key solution out there called Infinite Mac that lets you boot up a number of different classic Mac configurations in your web browser! They even have a copy of SimCity 2000 already installed. I demoed the emulator in this video from a few years ago:

Initially SimCity did not recognize the file and I couldn’t open it up. But what likely happened was that at some point in the 90’s I copied the file onto my Windows PC for safe keeping and it lost some of its embedded file information. Enter the Mac utility ResEdit that helps manually assign those values.

To figure out what those values were I created a new city and saved it and got the “type” and “creator” for that working file. Once I entered the values in the old file I reloaded SimCity 2000 and voila!

My city is a bit of a mess as it kind of just grew over time without doing much urban planning to get it up and running. I’ve had fun this weekend trying to improve the underground utilities and transportation systems, but I do think the bulldozer will be needed soon to get everything whipped into shape.

The early 90’s were a golden era for PC gaming. PCs of course had the advantage of significantly more storage space and processing power vs. the cartridge-based console titles at the time. But there was more to it than just greater system resources. Developers came up with fun and inventive new gaming concepts. We were blessed with Sierra’s adventure games (including talkie CD-ROMs), awesome flight sims, space simulators like Wing Commander and X-Wing, and of course the dawn of first person shooters with Wolfenstein 3D and Doom.

An Interview With the Last Floppy Disk Retailer!

Japan has officially banned the use of floppy disks in its government operations. This move comes as part of a broader effort by the country’s new Digital Transformation Minister, Taro Kono, who has declared a war on outdated technology. According to a recent Ars Technica article, the Japanese government required obsolete media formats, including floppy disks, CD-ROMs, and even mini-discs for many official filings.

In my latest video we take a look at the Japanese law and look at why floppy disks persist as a storage medium over a decade after the last one was made. We also have a fun interview with Tom Persky, owner of floppydisk.com, who is one of the last remaining floppy disk retailers.

In the United States, the use of floppy disks persisted in critical areas longer than one might expect. For example, until 2019, the US nuclear arsenal relied on 8-inch floppy disks, which were eventually replaced by secure digital storage solutions. Floppy disks also remain essential in certain private sector areas, particularly in aviation, where some Boeing 747s update their software using 3.5-inch floppy disks.

Despite their obsolescence, floppy disks are not entirely dead. They are still available for purchase online, often from niche suppliers like Tom Persky’s Floppydisk.com. Persky’s business, which started as a software development house, morphed into a disk duplication service in the 1990s. Now it thrives by catering to a dwindling yet persistent market for floppy disks. As retail shelf space for these disks has vanished, Persky’s large inventory and online presence have made him a go-to source for individuals and businesses needing floppy disks.

Floppydisk.com supplies both new old stock and repurposed disks. Persky’s stock comes from various sources, including large purchases from countries like South Africa, Argentina, and Brazil. He also provides a recycling service for used disks, repurposing those that pass reformatting tests and selling others for artistic or promotional uses.

The clientele for floppy disks is diverse. About 10% of Persky’s customers are computer hobbyists looking to revive old games or systems. He says the bulk of his business comes from industrial customers who rely on floppy disks to operate machines built decades ago. These machines, designed to last for decades, still use floppy disks to ingest data for automation.

One common concern about floppy disks is their longevity. Persky notes that disks manufactured during the peak production years of the 1980s and 1990s are generally reliable. In contrast, disks made towards the end of their manufacturing run may be less so. Interestingly, well-maintained floppy disks can sometimes be more dependable than other storage media like USB drives or CDs, which can suffer from issues like “disc rot” over time. I have a few CD’s that I burned in the late 90’s that are rotted out yet many of my 40 year old Apple II disks still read perfectly.

Floppydisk.com also offers data transfer services, helping customers recover old data from floppy disks, such as early drafts of books, financial records, and treasured photographs.

While the future of floppy disks is finite, given that no new disks are being produced, Persky remains optimistic. He acknowledges that the business may not last forever, but is confident that the current inventory will suffice for the foreseeable future.

Retrobat : One Click Retro Emulation on Windows – Even Works on USB Drives!

After hearing from viewers about Retrobat, I decided to explore this one-click installer for retro game emulators. Retrobat supports a vast array of systems and offers a simple installation process, making it easy to organize and manage games with just a game controller. You can see it in action in my latest video.

One appealing feature is its portability; by installing it on an external hard drive, I can carry my configurations, save games, and save states between different computers seamlessly.

I started by downloading Retrobat from its website and proceeded with the installation, opting to place it on an external drive for portability. The installation was straightforward, involving a typical Windows setup process. Once installed, the software created essential folders like BIOS and ROMs on my drive. I began by adding some Sega Genesis games, as they do not require BIOS files to run. After copying the ROM files to the appropriate folder, I launched Retrobat.

The initial boot of Retrobat was smooth, and my games appeared in the menu without any additional configuration. The interface even applied a CRT-like curvature to the display, which can be customized or disabled based on preference. Using the scraper feature, I quickly matched metadata and box art to my games. Game manuals were also added to the interface thanks to the Screenscraper database.

For systems requiring BIOS files, like the 3DO, Retrobat provided clear instructions on obtaining and placing these files in the correct directory. Once the BIOS was added, games from that system ran without issue.

Retrobat also manages controller profiles so no up-front configuration is required in almost every instance. Even hot keys like save states tend to work the same no matter which emulator Retrobat summons to play a game.

The best part is that when I moved my USB SSD to another computer everything picked up right where I left off. All of the meta data, interface preferences and even save states carried over seamlessly.

Retrobat simplifies the emulation experience on Windows PCs, offering an easy-to-use interface and extensive customization options. Its portability makes it an excellent choice for those who want to enjoy retro gaming across multiple devices without repeatedly configuring settings.

Wrenching on my old Apple IIe! Adding an FPGA HDMI and sound card

I am a sucker for new hardware for old bits of tech. I’ve covered a number of flash cartridges over the years for old game consoles that add new functionality like save states, integrated cheat devices, audio expansion and more. My Apple II collection also has a bunch of new, modern hardware installed. You can see what my Apple IIgs has inside here.

In my latest video I detail a new piece of Apple II hardware called the A2FPGA. This card, featuring a built-in FPGA, initially allows for a clean 480p HDMI video output with audio and simulates the old “Mockingboard” sound card. I say initially because the FPGA on the card is programmable and it will likely be able to replicate the logic of many other expansion cards with future firmware updates. The card is an open source design but can be purchased fully assembled at ReactiveMicro for $199.

The card comes with the most recent firmware preinstalled so it’s mostly plug-and-play. There are a few dip switches on the front of the card which I left mostly in their default settings, although I did disable the option for scanlines to appear in the HDMI output.

On first boot everything worked great – the video output was the cleanest I’ve ever seen out of this computer as before our only option was a composite output. The first game I booted up was my old copy of Skyfox that has support for the Mockingboard audio capabilities. It was really cool to hear the enhanced stereo soundtrack that was locked away on the floppy disk for decades!

The only other hardware modification I made was to unplug the Apple //e’s built in speaker. It will output simultaneously with the HDMI and there is no way to disable the internal speaker short of unplugging it from the mainboard.

I tested out a few other things too like 80 column text mode, and a game called the Halley Project that made creative use of the native Apple II sound system to play around 20 seconds of digitized audio. Everything worked flawlessly.

I am excited to see what new capabilities will be added to this card in the future! If you are curious about what an FPGA is, Bob from RetroRGB and I did a fun explainer at Retro World Expo a few years ago. You can see it here.