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2011/10/23
A number of retrocomputing enthusiasts are taking arcade games which were poorly ported to 8-bit computers back in the 1980s and re-doing the job properly, i.e., creating ports, to the vintage home computers in question, which (being unconstrained by the unreasonable deadlines often imposed by game publishers) do the original arcade games justice (or at least as much justice as one can physically do with a Commodore 64 or an Amstrad CPC):
"You make one mistake in your life and the internet will never let you live it down," wrote Keith Goodyer, programmer of the unfortunate R-Type port, on the CPC Wiki. "Electric Dreams / Activision gave me 21 days to do the port. I wish I had the time to do a nice mode 0 port with new graphics, but alas it was never to be." Impressed by his candor, other readers of the forum decided to make it a reality 20 years later -- and gave themselves more than 21 days to get it done.Goodyer's forum post goes into detail about the development tools, techniques and conditions in which the 8-bit games readers of a certain age will remember nostalgically. Apparently, by the late 1980s, 8-bit game developers had a pretty sophisticated system named PDS, which ran on an MS-DOS PC, assembled and linked the code and zapped it over to a tethered 8-bit computer, much in the way that iPhone development is done today. (Before then, one imagines that a lot of development was done on the actual host system.) I wonder how the tools used by today's (enthusiast) 8-bit game coders differ from those used by professionals in the 1980s.
Also, if those who feel sufficiently strongly about inadequate video-game ports from their childhoods can go back and right wrongs, I wonder whether or not other media will benefit from similar DIY interventions. Can we expect, for example, guerilla filmmakers making (illegal) film adaptations of books previously butchered by Hollywood, or (when the technology becomes available) correcting the maligned films with resynthesised graphics, altered dialogue and altered scenes? Or taking it upon themselves to record what they feel a band's disappointing follow-up album should have been, cobbled together out of samples of the originals, with new vocals resynthesised to sound like the original singer? As the technology becomes available, the possibilities are limitless.
(via Boing Boing) ¶ 0 Share
2011/6/23
A few interesting links I've seen recently:
2010/7/24
The Chipophone is an instrument for live chiptune performance (i.e., playing live music on a keyboard in the style of music generated by 8-bit computers and game consoles), made from microcontrollers and housed in the chassis of a 1970s-vintage electronic organ by a Swedish chap named Linus Akesson. There is a video of Akesson demonstrating the unit and its features, and playing some classic chiptunes live, here.
2010/7/21
Apple have just donated the source code of MacPaint to the Computer History Museum. The code is in two parts: the tip of the iceberg is MacPaint itself, which was written in Pascal and consists of one source file, but the bulk of the code is the QuickDraw library, written in 68000 assembler, which gave the original Macintosh most of its (then groundbreaking) graphics capabilities. And here is a story of the development of MacPaint.
The source code still belongs to Apple, though may be used for non-commercial purposes. I wonder if anyone has managed to compile it recently.
2010/6/28
In 2001, a chap by the name of Aaron Ardiri wrote a port of Lemmings to the PalmOS PDA platform. Now, he has given himself 36 hours to port it to two modern mobile platforms, the iPhone and Palm webOS, with OSX and Windows desktop ports for good measure. Ardiri posted his progress, and interim OSX binaries, to a liveblog here; it seems to be down, but there's a long, scroll-like screenshot of the whole thing here. It's quite interesting, in its descriptions of how coding practices have changed as platforms have become less cramped, and of the process of adapting 2001-vintage PalmOS code to larger (mostly UNIX-based) systems.
Ardiri is considering adding another port to Android; I imagine this would involve some means of translating ancient, low-level C code into Java (or else a C compiler that produces Dalvik bytecode). If he's just dealing in C-based platforms, he could add Nokia's various platforms and (from what I hear) Samsung's new "Bada" OS, though whether there'd be much reason to bother is an open question.
2010/5/21
Today is the 30th anniversary of the video game Pac-Man, and so, the Google homepage has a special commemorative graphic. Only this one's even more special than most: it's a complete implementation of the Pac-Man game, in pure HTML5.
Not only is there no Flash involved, but its assets consist of only one image, with the individual elements being drawn using CSS sprites. Alas, it'll probably be gone forever come the 22nd, so play with it while you can.![]()
Update: Google PacMan is permanently located here.
2009/9/17
This is pretty awesome: a browser-based SNES NES emulator written entirely in JavaScript. Let me repeat that: someone wrote code in JavaScript (not in Flash or Java or anything faster) for emulating a Super Nintendo almost in its entirety*, from the 6502 CPU to the graphics and I/O hardware, and got away with it (it gets a respectable 33 frames per second in Chromium, though crawls along painfully in Firefox). The source code is all there in the page, unobfuscated, and the author has released the code (which is fairly elegantly laid out and comprehensible) under the GPL. Which means that it's probably only a matter of time until someone uses it to build a DHTML-based Commodore 64 or something.
* there's no sound, as one might expect.
2009/9/8
In the 1980s, programmers of games for the Nintendo Entertainment System would often put hidden messages, sometimes quite colourful, into the ROMs. This blog has extracted and translated a few of these, stridently complaining about clueless managers, broken tools, and, it seems, the shameless sexual peccadillos of team members. Game programmers in 1980s Japan were a wild lot, it seems.
First off, Kaoru Ogura, who ran off with some guy in the middle of the project. Yes, you, you bastard. Don’t show up at the office without showering after having sex 6 times the previous night. Next, Tatsuya Ōhashi. Yes, you, you bastard. Don’t give me your flippant shit — coming in late on the day we ship the ROM like nothing’s amiss. You can give me all the porn you want; I’m not forgetting that one. All that fucking weight you put on. No wonder you paid out 18,000 yen and still got nothing but a kiss out of it. Kenji Takano, Namco debugger. You are a part-timer; don’t dick around with the project planner. And finally, Kiyoharu Gotō, the biggest thorn to my side in this project. Yes, you, you bastard. Once I get a time machine, I’m sending you back to the Edo period. Go do your riddles over there.
Come to think of it, some people were helpful to me, too. Mr. Okada, who took all the good stuff. I know all about your abnormal tendencies. Yamagishi, who swore off soaplands until the project was over. Go ahead, knock yourself out now.
(via Boing Boing) ¶ 0 Share
2009/7/30
The BBC is making a TV "comedy drama" about the rivalry between the ZX Spectrum and the BBC Micro. Or, more precisely, between their makers. The working title is "Syntax Era", and it will start Martin "Arthur Dent" Freeman as the BBC Micro's creator, Chris Curry.
2009/6/6
Today's Google title graphic:
Apparently today is the 25th anniversary of the invention of Tetris, perhaps one of the most concise (not to mention enjoyable) statements of existentialism embodied in interactive form. (In Tetris, there are no goals, no new worlds to explore, foes to vanquish, princesses to rescue or other paraphernalia, just the ceaseless, Sisyphean struggle against an inexorable, impersonally hostile universe, from which the only respite is your inevitable death.) Tetris also gave its name to a hallucinatory condition often triggered by playing it for a prolonged period.![]()
Perhaps coincidentally, one of the inventors of Tetris now lives in Sydney and works at Google, and is involved in the Google Wave project.
2009/3/3
The Amiga was the future in the 1980s, and let it not be said that the Amiga community is not still at the forefront of innovation. This time, though, the innovation is one with a tinge of pathos about it, namely a gel which reverses the yellowing of the plastic used in old computers. With the unabashedly 133t name of "Retr0brite" (or perhaps "Retr0bright"), the gel is used along with an ultraviolet light source, and the formula is in the public domain.
2009/1/21
Québecois music software maker Plogue have announced a software synthesiser designed for chiptunes. the Plogue Chipsounds plugin (Windows/Mac VST; price/release date unknown) will simulate not one but seven different 8-bit sound chips (from the SID chip to ones taken from the Atari 2600, Nintendo NES, VIC-20 and arcade machines), all to great authenticity, and even features "faithful DC signal leakage emulation" for added versimilitude. It'll also come with presets made by chip musicians 8-Bit Weapon and ComputeHer.
Of course, not everybody's pleased. Some chip musicians are unhappy that this means that dilettantes unwilling or unable to put in the hard yards writing 6502 assembly language will be able to get the same authentically 8-bit sounds they can. Why, Plogue could port it to Pro Tools and it could end up on the next Madonna record; for shame!
Whether this is a good or bad thing depends on whether one regards 8-bit sound chip sounds as worthy in their own right, or merely as a shibboleth for separating the truly hip and hardcore from trendies and hangers-on. I lean towards the former camp; surely there are other ways of distinguishing interesting music from commercial pabulum than by whether the composer knows assembly language. Then again, I would say that, not having written any 6502 assembly in about two decades.
2008/6/17
The New York Times has a piece on the works of Paul Otlet, a Belgian who, between the late 19th century and World War 2, invented early forms of hypertext, search engines, the semantic web and even social software. Of course, not having digital computers to work with, his "Mundaneum" had a vaguely Terry-Gilliam's-Brazil quality about it, relying on telegraphs, vast numbers of index cards, armies of clerks and analogue terminals referred to as "electric telescopes".
The government granted them space in a government building, where Otlet expanded the operation. He hired more staff, and established a fee-based research service that allowed anyone in the world to submit a query via mail or telegraph — a kind of analog search engine. Inquiries poured in from all over the world, more than 1,500 a year, on topics as diverse as boomerangs and Bulgarian finance.
Since there was no such thing as electronic data storage in the 1920s, Otlet had to invent it. He started writing at length about the possibility of electronic media storage, culminating in a 1934 book, “Monde,” where he laid out his vision of a “mechanical, collective brain” that would house all the world’s information, made readily accessible over a global telecommunications network.Alas, when the Nazis took Belgium, they destroyed most of what he had achieved and he died a broken man, all but forgotten until a graduate student found what remained of the Mundaneum in 1968. 10 years ago, a museum dedicated to Mr. Otlet's singular vision was established:
The archive’s sheer sprawl reveals both the possibilities and the limits of Otlet’s original vision. Otlet envisioned a team of professional catalogers analyzing every piece of incoming information, a philosophy that runs counter to the bottom-up ethos of the Web.
Just as Otlet’s vision required a group of trained catalogers to classify the world’s knowledge, so the Semantic Web hinges on an elite class of programmers to formulate descriptions for a potentially vast range of information. For those who advocate such labor-intensive data schemes, the fate of the Mundaneum may offer a cautionary tale.
2008/5/7
The head of the San Diego branch of the Republican Party has been revealed to be none other than the founder of videogame cracking ring Fairlight, who were responsible for a large proportion of the pirated Commodore 64 games in circulation. Tony Krvaric, was born in Sweden of Croatian parents but emigrated to the US in 1992 to escape the stifling constraints of social democracy, co-founded Fairlight in 1987, going by the handle "Strider". Even back then, Krvaric was known for his right-wing politics, and included the motto "Kill a commie for Mommy" in bragging screens on cracked titles he released.
2008/4/8
Stephen Fry, who when he's not performing comedy is the Guardian's gadget columnist, is away, so in his stead, they've gotten Charlie Brooker to list his favourite video games of all time (or, at least, the first installment thereof):
Asteroids (1979, Atari) Of all the early monochrome classics, Asteroids was my favourite, because it's truly bleak. Rather than aliens or robots, your enemies are unthinking lumps of rock that are hurtling through space. Twirling somewhere in the middle of this cluttered void is your tiny, heartbreakingly fragile spaceship, armed only with a feeble electric peashooter. If Asteroids has a message, it's this: you are insignificant, the universe doesn't care about you, and you are definitely going to die. Brilliant.
Jet Set Willy (1984, Software Projects) Back in the day, you needed only a single programmer to create a game - and since said programmers were often geeked-out stoners, said games were often weird. Jet Set Willy's blend of flying pigs, in-jokes, Python and Freak Brothers references encapsulates the homebrew quirkiness of the cottage industry software scene of the early 80s. We shall not see their like again.
The Sentinel (1986, Firebird) You played a nomadic consciousness that had to absorb parts of the 3D landscape, then transfer itself inside a series of motionless avatars in order to travel - your goal being to ascend the highest peak before the ominous Sentinel stared you to death with his huge, cycloptic eye. In other words, it makes sense only when you play it.(I vaguely remember that on the Commodore 64. Mostly in the context of it being somewhat unsatisfying to play. I imagine that, recontextualised as an interactive art installation or similar, it could perhaps have been more fulfilling.)
Kato Chan And Ken Chan (1988, Hudson Soft) An import-only title for the PC Engine (a tiny Japanese console), Chan And Chan was a below-average platform game - but one that revolved, startlingly, around shitting, farting and pissing. The point at which I first grasped the illicit joy of off-kilter Japanese imports. (Also for the PC Engine: Toilet Kids, a shoot-em-up in which you fired turds at flying penises.)
2007/6/21
The Guardian reveals an all-but-forgotten fragment of the social history of 1980s Britain: a ZX Spectrum game named Hampstead, which codified the aspirational values of Thatcher-era Britain in the blocky, primary-coloured computer graphics of the period:
Hampstead was the ultimate 1980s adventure game, yet one of the few that broke from the traditional orcs and goblins fare. In it, you took the role of a down and out dreamer trapped in a grotty east London flat with ideals of leafy suburbs and affluence.
As aspirational games go, this text adventure was pretty high on the narcissistic scale. With the right clothes, the right education, the right muesli and the right girl (Pippa, of course), all that stood between your and your freehold was her Dad. And he was a pussycat. Hampstead taught a generation of future Brees and Tarquins how to climb the social ladder and how to look good while doing it.
2007/4/11
Someone has written a JavaScript-based 6502 assembler and emulator. The system compiles 6502 assembly language into JavaScript, includes a (low-resolution) emulated video display, and is powerful enough to play simple games like Pong (included in the examples).
In other 6502-related news, here is a commented disassembly and detailed analysis of Rob Hubbard's music playing code, as seen in numerous Commodore 64 games of the 1980s (and later ripped off by crackers and demo scenesters). If there was a museum of feats of 8-bit computing, this routine would be sitting in a prominently placed glass case in one of its wings.
2007/1/3
I recently visited Dave's Boutique, a veritable treasure trove of junk and ephemera in Smith St., Collingwood. As well as picking up a stack of CDs (at well below the standard second-hand shop price; A$10 for a recent release (before negotiation) is not bad), I found the following unusual artefact sitting in a glass cabinet, below rows of old Sega cartridges and PlayStation discs:
There were several such discs there, each in its own jewel case, though they varied in colour (most were black, this one is yellow). The tray card in the jewel case is, in each case, a printed photograph (a similar technique was used on Indonesian copies of cassette albums in the 1980s). The diskettes are neither 3.5" disks of the sort used on PCs, Macs and Amigas, nor the disks used on Amstrad 8-bit computers, but some other format; perhaps the same as the disks used on some old samplers and dedicated word processors?
Does anybody know what kind of system this disk was created for? I'm guessing it's either an 8-bit computer or some type of floppy-based game console that didn't make it out of Asia. Then again, given the photographic tray cards, perhaps it was designed for some illicit cartridge-copying device that piggybacked onto a better-known system. I vaguely recall seeing these disks at a flea market a decade or two earlier as well.
2006/9/6
Investigations into the kidnapping of a 10-year-old Austrian girl who was kept in a hidden cell underneath a house have been complicated by the fact that the kidnapper stored all his files using a Commodore 64, which computer forensics teams are ill-equipped to deal with:
The beige-coloured machine was popular in the 1980s but is now considered an antique, though some electronic dance acts still use it and it has a cult following among some fans of retro computers.
There are emulators available which can make a modern PC capable of running Commodore 64 programmes but Maj Gen Lang said it would be difficult to transmit the data from Priklopil's machine to a modern computer "without loss".
2006/9/1
From the 1980s to the late 1990s, the phone network was full of dial-up bulletin board systems (BBSs), where users could dial in with their 14.4k modems, download the latest shareware, post messages in forums, and play text-based multi-user games. Then the internet came along and these systems disappeared; some converted into internet nodes, reachable by Telnet, or into web-based forums, and many were merely switched off when the interest ran out. Though it appears that some BBSes were neither switched off nor connected to the internet, and exist to this day, reachable by anyone with a modem, in an eerie, Pripyat-like state of suspended animation, like zombie-filled ghost towns or something:
Each BBS is a unique a time capsule, stocked with trinkets and ephemera from the period. On message boards, you'll find posts from 1994 about the O.J. Simpson trial and which player-made Doom levels are best. In file transfer sections you'll run across large archives of long-forgotten Windows 3.1 screen savers. In door sections (online games), you'll find abandoned TradeWars 2002 games, still in progress, that haven't been touched in eight years. And of course, the Ferrengi have completely taken over.
All this makes me wonder why the Sysops who own these BBSes keep them running with such little traffic. Did they just forget to turn off their machines in 1998 as the Internet finally swept away the traditional US BBS scene? Did the old Sysops die and nobody noticed that the automated machines were still running, undetected, in a dusty back room somewhere? The possibilities are incredibly compelling; they really stir the imagination.There are ways of virtually "dialling out" to these BBSes using VoIP (at least with the boxes you can plug a regular phone (or modem) into). The voice compression techniques apparently don't cause problems. I wonder whether anyone has developed a software-only "modem" which connects to SIP or Skype and lets the user dial numbers and connect to things like BBSes.
(via Boing Boing) ¶ 0 Share
2006/4/18
The C64Music! blog has a detailed and quite interesting academic article on Commodore 64 game music, looking at it from technical, cultural, musicological and aesthetic perspectives:
One of the attractions to Commodore's games over those of its competitors was their unique musical aesthetic. With screaming guitar-like square wave solos, full-length songs, attempts to re-create traditional "rock band" line-ups in its use of tone channels, and its increased use of percussion, Commodore music was like rock to Nintendo's heavily looped disco aesthetic.
Martin Galway was the first to use sampled sounds on the C64, in the Arkanoid (Taito, 1987) theme song, as he explains: "I figured out how samples were played by hacking into someone else's code ... It was a drum synthesizer package called Digidrums, ... I couldn't really figure out where they got the sample data, just that they were wiggling the volume register, so I tried to make up my own drum sample sounds in realtime—which is the flatulence stuff that shipped in Arkanoid."
(The hand-coded digi-flatulence technique pioneered by Galway became a standard part of SID composition, to the point where the reFX QuadraSID (a software synthesiser based on the SID chip) has a built-in "Galway Noise" setting, where those with the desire to do so can enter a list of hex values which will be fed into the SID chip's registers in the appropriate fashion. It comes with preset Galway Noise values, which are triggered by MIDI channel 10, though don't sound particularly like a useful drum kit.)
The article goes on to mention that many C64 games used melodies lifted from existing pieces of music, both classical and pop (with scant regard for credit, let alone copyright), the use of looping on various levels, the use of generative music techniques to avoid repetition, the (somewhat limited) influence of the Nintendo game-music aesthetic on C64 game music, and interactive aspects of game music, such as phrases triggered on entering/leaving rooms.
Tetris (Mirrorsoft, 1987), for instance, was very different than the versions released on the NES, showing this very different aesthetic particular to the C64. Not having any selectable music (which was an option on the NES), Wally Beben composed all original music—one very long (about 26 minutes—13Kb) track of many segments. In order to save space (likely), certain micro and mesoloops of the track repeat: for instance the bass/percussion line that begins the song repeats just one bar for about half the track, with different melodies coming over top and being layered with various accompaniments. This accumulative form—the gradual building up of a groove by adding sequential units cumulatively (Spicer, 2004)—was closer to the electronic trance music beginning to emerge in the late 1980s than any game music aesthetic of the time.
2006/1/21
This site lets you play old Commodore 64 games in your browser, without downloading any software. (Assuming your browser has Java and is on a reasonably fast machine, of course.) The experience includes everything, from SID chip sound to cracker-group intro screens, though your frame rate may vary (it feels roughly like C64 emulation on a 486-class machine in the mid-90s). A new game is added every day; today's addition is Giana Sisters, a Mario Brothers knockoff with added 1980s hairspray.
2006/1/18
First there was Jeri Ellsworth's 21st-century Commodore 64 and the highly hackable TV game it spawned; and now, a Dutch hacker is building an Amiga in a FPGA chip. Dubbed "MiniMig", Dennis van Weeren's project implements the Amiga's custom chips on the FPGA connected to a 68000 and RAM, and uses disk and ROM images stored in a standard FAT file system on a MMC card. At the time of writing, it is close to completion.
2006/1/15
Things I didn't know until today: the E-Mu SP-12 drum machine/sampler, which was designed in the 1980s by Roger Linn and whose gritty 12-bit sound became a staple of hip-hop production, was designed to use a Commodore 1541 disk drive for external storage.
This is a 5.25" self contained unit with its own power supply and a serial interface. It was the best choice in 1985, when 3.5" drives had yet to appear, and an internal 5.25" would have taken up too much room. The diskettes are used to stored samples and sequences
2005/11/28
Nifty objet d'art of the day: the Pong clock:
It's an embedded computer with an LCD display screen, which plays a perpetual game of Pong, with one round per minute. The right-hand side wins once a minute, except on the hour, when the left-hand side wins (and the right's score is reset); hence, the score displays the current time. Clocks go on sale next year, though there will be a downloadable screensaver soon.
In a sense, this seems to be the computer-age equivalent of those mechanical clocks from centuries past, in which tiny figures promenaded around illustrating the time of day.
(I wonder what it's implemented on. If the device contains, say, a Mac mini or an entire Linux system and X server, it would seem somewhat decadent.)
(via bOING bOING) ¶ 4 Share
2005/11/8
An article looking at the console games scene in Brazil, where due to a number of factors, old systems killed off as obsolete in McWorld enjoy a new lease of life, and/or a freaky Frankensteinian afterlife:
Not only did Brazil embrace this marvel in video game history, but an increasing number of pirate consoles began appearing with additional features in an effort to beat the abundant competition. To differentiate between the two largest consumer bases, America and Japan, Nintendo had stemmed the import and export of games by employing different cartridge connections between the Famicom (Japanese version with a 60-pin connector) and the NES (American version with 72-pins). Since Brazil had never been properly established on Nintendo's world map, no marketing decision had been made to determine how sales would be controlled. Being stuck in the middle, with an increasing number of legal and illegal NES cartridges being shipped in from across the globe, clone consoles began appearing in Brazil with two connectors to accept either of the formats. On top of that, some pirate cartridge manufacturers began turning out double-ended casings, with 60-pins at one end and 72 on the other! Many of the NES and 2600 clones, still available today, even come with a multitude of games built into the system.
The Master System (Sega's challenge to the NES) and the Mega Drive landed in Brazil about the same time, where the systems were licensed to a local manufacturer. They were already due for replacement across the rest of the world, so Sega wisely allowed their licensee more freedom for internal development than was usually permitted. This has kept cloning and piracy of Sega products to almost nonexistent levels throughout South America. The entire range of Sega consoles are still in manufacture today - the only region in the world where Sega is still selling hardware - while sales of the Playstation 2 and Xbox are noticeable only by their absence.The article is from a publication known as The Escapist, which uses somewhat annoying stylesheets and JavaScript navigation and requires a rather wide browser window. Though it certainly looks pretty.
(via bOING bOING) ¶ 0 Share
2005/9/29
A streaming radio outfit named Flat Four has a series of 3 programmes about 1980s home computer music. I just listened to the Commodore 64 one, and it's pretty interesting. It has interviews with various game-music composers (including Rob Hubbard and Benn Daglish, who now participates in the chiptune-party scene), fragments of the original music and various reworkings thereof (from club/dance remixes to heavy metal and acappella vocal covers), and some examples of new music made using Commodore 64s.
2005/9/9
I just found out that there is an entire blog devoted to Commodore 64 music; and it seems to be surprisingly busy too. Some of the things on it include C64 music nights (and there's one in Manchester this weekend; had I known about it sooner...), new music software which manages to squeeze ever more out of the C64 hardware, homebrewed MIDI interfaces, C64s grotesquely hacked into rack-mounted synths, instructions on making one's own cartridges, ways of using quirks of the C64 hardware to make sound, people selling C64 game ringtones, and links to creative projects like Casionova, an 8-bit Kraftwerk covers compilation and more.
Not to mention a Commodore-branded entry onto the media player market, which doesn't actually play C64 software or chiptunes. You'd think that whoever owns the brand would have done more than commissioning a generic media player and slapping the chickenhead logo onto it. I wonder if it's of any better quality than the "Commodore" DVD+Rs I bought last year, which burned perfectly well but failed to read afterward.
(via MusicThing) ¶ 0 Share
2005/8/17
Never mind the PSP, I want a GPX2. It's a pocket-sized SD-based media player (capable of playing DivX/MPEG4 movies and MP3s) and some undefined games (with the provided joystick). Most interestingly, it runs Linux; assuming that they don't deliberately cripple it, that means it's going to be possible to put MAME on it, load up a SD card with old arcade ROMs and have an arcade in one's pocket. The only thing it's missing is WiFi.
2005/8/2
A Dutch chip musician has designed a GameBoy-synced tape scratching unit comprised of a Walkman and a box with a bunch of knobs, which plugs into the GameBoy. There are rather impressive sound samples on the site, as well as a link to his page on it, which has pictures but is somewhat harder to read.
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