F-Zero courses from a dead Nintendo satellite service restored using VHS and AI
arstechnica.com
arstechnica.com
Now, admittedly, this is mainly based on them being based in the far future and having the same art style. But you have to admit Samus would not look out of place racing in Big-Blue
BUT - Samus and Kirby take place in the same universe:
https://kirby.fandom.com/wiki/Samus
Although if every cameo means that it's the same universe...
https://metroid.fandom.com/wiki/List_of_cameos_and_crossover...
Also laughed at Samus Aaron.
My favourite part is where they used specialty software to recreate the button presses on the video with frame-perfect precision, and from that was able to recreate course layouts.
Nowadays they do plenty of original research into these sorts of topics.
Though I would like to see someone try for eg Elden Ring.
Would be interesting figuring out how to render enemies/npcs with that, but it might not really matter— especially for a game where the route is well understood, everyone knows exactly what is going on just from watching the main character's actions.
If the latter, how did the voice over work?
https://en.m.wikipedia.org/wiki/Satellaview
https://en.m.wikipedia.org/wiki/Satellaview#/media/File%3ASa...
There are ROMS available online for some games that existed and there are lists of all games, from the above I think the person found VHS footage from people playing the SNES with some specific f-zero tracks and from knowledge of the existing ROMs of f-zero used the VHS footage to reconstruct the track data, which I think is mostly tile positions, at least afaik the Satellaview games that were additions to existing games usually didn't add graphics only remixed what the game content was.
I think I remember playing a Zelda that was just the map from the NES one with different objectives, so I am going from that.
For SoundLink games, the voiceovers would be streamed from a satellite radio channel while the game ran, and they could also issue game commands. Obviously this also meant you could only play a SoundLink game while it was being broadcast. There were periodic reruns in case you missed a game. The closest modern example I could think of would actually be something like 1 vs 100 on the Xbox 360, which only lasted for like a year if I remember.
Other downloadable Satellaview games worked almost exactly like a modern digital download system. You'd have to download the game while it was being broadcast, but could play it later. Except some of them would also have a start-up limit (like 3DS demos) after which the game would expire and refuse to start. Those are easier to preserve than the SoundLink games, assuming you can find an old Satellaview memory pack with the game data still on it.
Some of the 'games' were actually just magazines or text. There's some really odd ones we've discovered over the years. After Nintendo stopped supporting Satellaview[1], St.GIGA tried to repurpose the Satellaview as a program guide for their own satellite radio service using this feature.
Interestingly, there's a handful of SNES games with the same Satellaview memory slot on them that BS-X does - for example, RPG Maker 2[2]. I'm imagining that they distributed RPG Maker games using Satellaview, but Wikipedia also says RPG Maker 2 was available as both a cartridge and a Satellaview download, which seems like it defeats the purpose of having the cartridge also accept Satellaview memory cards.
BTW, if you think this is crazy, wait until you learn about the SEGA Channel, a cable modem that plugged into your Genesis[3].
[0] BS-X: The Story Of The Town Whose Name Was Stolen
[1] Because, among other things, they wanted to build the N64 DD around RANDNet
[2] Not to be confused with RPG Maker 2 on the PlayStation 2, which is actually RPG Maker 5, because international numbering.
[3] Or Mega Drive. I didn't even know Europe had this until I checked Wikipedia!
96 was already the time i played MMOs on my PC like Meridian 59 with real multiplayer and downloaded from the internet using a 14k/28k/56k modem in that order.
Except instead of down games over an internet connection, it only had one-way communication. The satellite would just continually retransmit the same games every few min. When you selected a game to download, the Satellaview would wait for the next transmission to come around and save it to the 1MB flash card.
You could then play the downloaded game more or less like any other cartridge. Many releases were just games that had previously been on retail cartridge.
But some games (these soundlink games) were more of an event. Instead of simply downloading the game, there was a scheduled hour to tune in, and everyone would play the same game in parallel, with roughly the same progression. New game data would beamed down from the satellite continually, bypassing the 1MB limit. Most of this streaming data was CD quality audio, either narration (often live preformed narration) or music, but it could also stream code or graphics too.
I understand it did have some ability to handle multiple tracks of audio, but most of the time the game was designed to work with only one track of audio, hence forcing the players down the same progression based on time.
And Sega offered something similar in the USA in the early 1990s too: https://en.wikipedia.org/wiki/Sega_Channel
I think Satellaview in Japan, was the first service of that kind, which was truly successful though.
https://www.intvprime.com/intellivision-faq/intellivision-fa...
https://www.intvfunhouse.com/mattel/playcable.php
(The Atari 2600 got a competitor but despite being the older console it was released in 1983: https://www.wired.com/story/streaming-games-actually-started... )
So, 43 years ago.
Instead it might be the most egregious case of quantum tunnel rubberbanding: you could cut a ton of corners and they would still be right behind you, I presume the opponents don't run the course at uncapped speeds but are instead hard-warped right behind you every so often, with the illusion preserved as you can't look back when you move forward (although there's a map but it's mostly a progress bar and most of - all? - the time it shows only you).
Would be interesting to rev-eng the code implementing it or even have some PoV hack to witness it first hand.
You can outrun them on GBA though, the opponent is visible on the map:
https://www.youtube.com/watch?v=ltO5KjWsFd4
EDIT: looks like I'm wrong, crazy custom tracks have the opponent still run the course, e.g:
https://www.youtube.com/watch?v=toumKYIqnss
... or maybe not entirely wrong!:
- this shows buggy warping https://www.youtube.com/watch?v=NR7hIo-s-KA
- there's just no way the IA can navigate this track, yet at ~2:38 suddenly the opponent is right behind! https://www.youtube.com/watch?v=G-ba7wrrxFk
What content is being produced today that we will offer a $25k dollar bounty for in 50 years? Perhaps something in Roblox or Minecraft?
Take your pick from any game that requires an online service to exist. 30 years ago that was mostly unheard of, but today it's a growing trend. Content is locked behind DRM, proprietary launchers, game stores, licensing agreements, subscription services, etc. Even single player content is not safe. It's absolutely insidious.
I bought a digital copy of Max Payne 3 a mere 10 years ago, and can no longer play it because Rockstar's launcher has somehow been unlinked from my Steam account, and refuses to start the game. I spent 3 months in a back and forth with their "support" team, and after automated messages telling me to upload everything from receipts, CD keys, and Steam screenshots, and still failing to verify that I'm a legitimate customer who wants to access the content I paid for, I just gave up.
The only way to preserve these games is via piracy. And sometimes even that can't save a game with heavily embedded DRM or reliance on servers.
A game that can't enter the public domain represents a breach of the copyright 'contract': monopoly for a limited (ahem!) time in exchange for enrichment of the pubic domain.
A company that leaves the pubic domain with no DRM free version, or no otherwise playable game, got copyright protection gratis. They owe the public the extra value they got from copyright. For companies that are part of MPAA/RIAA that means the full selling price, apparently.
Companies/C-suite doing this should be taken in hand and forced to return to the public any monies gained by use of copyright (for the DRM-ed works not able to enter the PD). And the same metric should be used for infringements, so if they claim they get no benefit from copyright then infringement damages will be zero too.
Of course a company could say "servers will be available for 10 years" up front, that would seem reasonable, but the game would still need to have a DRM-free copy available for the public domain.
> For the JRPG fans, Satellview was also used in a Squaresoft game called Radical Dreamers, a kind of side story for the much better-known Chrono trigger. Since it's been re-released, it's not quite so big of a target for preservationists though.
We should have events like this where games are altered substantially with external inputs like this
I know of several modern examples where sound is used to transmit saves and other rudimentary things, but no hosted events or games ready to accept those hosted events as input
online matchmaking and “seasons” might be better for the companies for now, but I think this would just be more fun
Unfortunately I don't have the file anymore if I did, because I lost the mdadm array it was stored on in 2011.
Edit: I didn't realize there were two for the bsx... it was probably the first one that I had.
Also related to the LodgeNet system that showed up on hotels around the same time, although that did use a centralized set of SNES cards rather than SNES hardware for each room.
So from this group only one passenger could use the service? I never realised this (and I only tried it for a short while because I was never a big fan of Nintendo).
But interesting, I didn't know that. I did notice that one time part of the entertainment system crashed (videos didn't work and some stuff even showed a typical Windowsy blue-screen) but the SNES stuff did still work.
I didn't have to pay anything for it by the way, no $4 per hour. I did notice the controller had a slide reader for a credit card, but it was not needed. I do think it was used for the phone calls though which was combined on the same controller.
https://store.steampowered.com/app/517710/Redout_Enhanced_Ed...
> F-Zero begins in the year 2560 where the humanses' countless encounters with alien life forms throughout the universe greatly expanded Earth's social framework resulting in [...]
F-Zero is a futuristic racing game series from Nintendo.
Watching on a pixel-perfect LCD quickly reveals all of the flaws.