All the best games are easy to learn and difficult to master. They should reward the first quarter and the hundredth.— Bushnell’s Law
Gaming has its origins near the birth of computer technology, and like any first exposure to anything radically unconventional, it always leaves a lasting impression. We’ll look back at the birth of video gaming, its genesis to mainstream culture, and the current renaissance of reliving the retro gaming era through emulation today.Humble Beginnings
I spent most of the summer of 1983 fighting monsters in a multilevel dungeon. By day I was an engineer’s assistant at a disk drive manufacturing plant in Boulder, Colorado. But the instant my workday was over, I’d jump in my car, make a pit stop at a fast-food place to buy a large bag of burgers or tacos, and then head straight to my friend Doug’s house, where he and four other dungeon crawlers were huddled around Doug’s brand-new Apple IIe.
They were waiting for me to enter the password for my character, a dwarf fighter named Phlegm, so we could start fighting bushwackers, bubbly slimes, wererats, giant spiders, undead kobolds, and other malevolent creatures that stood between us and treasure chests loaded with gold and loot.
Proving Grounds of the Mad Overlord was a relentlessly unforgiving game. It automatically saved the state after every combat encounter, whether we wanted it to or not. And we often didn’t want it to, especially when our characters were killed or had their levels drained by evil priests. And when a character died, it didn’t automatically respawn at the surface, ready for another attempt. No, the corpse laid in the dungeon in the spot it had been killed. If your party happened to include a high-level priest, he or she could cast a resurrection spell to bring the dead adventurer back to life (it didn’t always work); otherwise, surviving members had to drag the lifeless carcass up to the surface and fork over a hefty number of hard-won gold pieces at the Temple of Cant to resurrect the corpse. And if your entire party ended up getting killed in an encounter with an especially nasty group of monsters, you’d have to send another party down into the dungeon to collect the dead. It’s no surprise that it took my friends and me all summer long—with sessions often lasting until 3:00 a.m.—to finally win the game. Our victory was bittersweet, because we no longer had a compelling reason to hang out. No matter, though. The fall semester was about to begin, and we had to get ready to go back to college.
I always remembered that summer I spent with my friends, drinking beer, looking up spells, and discussing tactics. After I graduated and moved to California, I bought my own copy of the Wizardry floppy disks and played it again on my newly purchased Apple IIe, enjoying the adventure as a solo player in charge of an entire party. I sold the computer around 1988, along with all my other Apple II games, including a bunch of Infocom text adventures that I loved playing: Zork, Hitchhiker’s Guide to the Galaxy, Leather Goddesses of Phobos, A Mind Forever Voyaging, and the Ultima series of fantasy role-playing video games. By that time, I had a speedy Dell desktop machine with a 80386 processor and a whopping 640k of RAM, and I didn’t think I’d ever be nostalgic about my IIe, with its 64k of RAM and no hard drive (how wrong I was).
Several decades later, when my younger daughter Jane became interested in adventure games, I thought it would be interesting to see if Wizardry would hold her interest. Maybe she could be my fellow adventurer, 35 years after the first time I played the game.
I poked around online and learned that Proving Grounds of the Mad Overlord was considered “abandonware”—the term used for software that was no longer for sale or supported by the publisher.1 The software for the game was easily found online, as were emulators to run the DOS and Apple versions. I had a Raspberry Pi and discovered that there was an emulator called DOSBox that could run MS-DOS (Microsoft’s first operating system) programs on the Pi. A few hours later, the title screen of Proving Grounds of the Mad Overlord appeared on the display attached to my tiny Pi. It had been over 30 years since I saw it. I felt like a time traveler.
I called Jane into my office and told her a bit about the game. I didn’t know if she be interested, considering she was in the middle of playing Zelda: Breath of the Wild, an incredibly detailed, three-dimensional game, with fantastic music, challenging puzzles, side quests, and thrilling real-time battles with AI-powered monsters. How could the primitive, 1982 wireframe graphics and turn-based gameplay hold a candle to Breath of the Wild?
Fortunately, Jane was instantly enthralled by Wizardry . Creating new characters was basically like rolling dice to create a Dungeons and Dragons character, something she was already familiar with because we’d been in a father-daughter DnD club for a few years. She enjoyed taking the time to read the manual (which we found online as a PDF file), learning about the various races, classes, and spells. We each took ownership of three of the characters and entered the maze. Jane loved the fact that it was necessary to make a map of each level, and every time we had an encounter with a group of monsters, we discussed our options before engaging with the enemy. Our game progress was at the same pace as a regular DnD game, but that didn’t bother us in the least. We were having a blast.
Why I Like Retro-Games, By Jane (Age 15)
The first memory I have of playing a video game took place when I was just 4 or 5 years old. On our family computer, an old eMac, my sister would help me load up Mickey’s Kitchen, a game where the player controls Mickey Mouse to create lots of different dishes for him and his friends to eat. I was completely infatuated with this game, as it had the power to transport me into a whole new universe in which I could bake anything I wanted (as a 4-year-old, I did not yet have that privilege). I continued playing video games as I grew up, as they all seemed to have this power of opening a door into a new world.
Then, in 6th grade, I got invited to my friend’s birthday party at the Neon Retro Arcade, in Pasadena, California. The walls were lined with games like Dig Dug and Donkey Kong. Of course, I’d known about these games since elementary school. My favorite book was Ready Player One, and so I knew all about a few of them. But I had never seen them with my own eyes. I fell in love with many of the games (specifically Q-Bert, Joust, and Robotron) and I’ve now gone there several times, savoring the special occasion each time.
The simplicity of these games completely juxtapose the insane complexities of modern games and are able to put anyone into a state where time doesn’t exist and the world around them fades. There aren’t two billion rules to keep forgetting or other players to interact with. It’s just you, the screen, and the goal. As simple as these games were, they were also new universes. The idea that such a simple game could have the same effect as the games that I grew up with was amazing. With so much less complexity than modern games, they could create the same outcome. From that point on, retro games have continued to fascinate me.
While Jane and I were playing, I started to wonder what other classic computer games were available to play via the DOSBox emulator. I soon discovered that there were thousands of games, including many that I loved playing in the 1980s and 1990s, including all the text adventures like The Hitchhiker’s Guide to the Galaxy (1985), A Mind Forever Voyaging (1985), Amnesia (1986), simulations like SimCity (1989) and Railroad Tycoon (1990), RPGs like Ultima IV: Quest of the Avatar (1985), strategy games like Lemmings (1991), action games like Prince of Persia (1990) and Doom (1993), and dungeon crawlers like Rogue (1983). I was soon hooked all over again on retro-games.
It turns out I’m not the only one who has either rediscovered (or for younger people, discovered for the first time) the appeal of games from the 1980s and 1990s. Though these games had simpler graphics and sound effects, the designers of the games were just as creative as the designers of today, and they were able to overcome the limitations of the hardware of those earlier times and create games that were as challenging and engaging as today’s video games. Millions of people play old games using emulation software for DOS programs, Macs, Gameboys, NES, Sega, and other home console, computer, and arcade platforms. And just about every emulator out there has a version that runs on the Raspberry Pi, the marvelous low-cost Linux computer. Even better, a team of passionate retro gaming enthusiasts have created free, labor-of-love software called RetroPie that integrates a wide variety of emulators that make it easy to install and play retro-games.
Note
For those of you who might not yet be familiar with the Raspberry Pi, here’s a tldr; it’s a microcomputer on a printed circuit board about the size of a credit card (or, in the case of the Pi Zero, the size of a stick of gum). It runs a version of the Linux operating system called Raspian, which can be downloaded for free. All you need to run this credit-card-sized computer is a USB keyboard, a microSD card, a USB power supply, an HDMI cable, and a TV or monitor (many of you probably have most of these items already, and if not, you can buy them on the cheap). Don’t worry if you have no idea how to use a Raspberry Pi. We’ll walk you through the process, step-by-step.
A (Very) Brief History of Video Games
Before we launch into how to get started with retro gaming, let’s take a short trip back in time, to the late 1950s, the decade that gave birth to the first video game, so we can gain an appreciation for the early history of video gaming.
Tennis for Two: 1958
A knob allowed the player to control the angle of the ball’s direction (Figure 1-5). While the game was simple by today’s standards, no one had ever seen anything like it. When the ball hit the ground, it would bounce like a real tennis ball. Despite the simplicity of the graphics and controller, Tennis for Two proved to be a smashing success, and people formed a long line in front of the display, waiting for the opportunity to virtually whack a virtual ball over a virtual net.
Spacewar!: 1962
The next major milestone in video game history was Spacewar ! created in 1962 by members of the Massachusetts Institute of Technology’s Tech Model Railroad Club, led by 25-year-old Steven “Slug” Russell. Unlike Tennis for Two, which ran on a custom analog computer, Spacewar! ran on a digital computer (a Digital Equipment Corporation PDP-1 minicomputer, which boasted approximately 9,000 bytes of memory) and quickly spread to other academic institutions that had PDP-1 systems, via paper tape with holes punched in it like a player piano roll.
Early versions of the game required players to flip switches on the computer to play the game, but the students eventually built a handheld gamepad, which had controls for thrust, direction, firing, and hyperspace. It really was a marvelous achievement, especially when you consider that the entire game was only 9k in size. The rockets produced jets of flame when players pressed the thruster button, and the game simulated Newtonian physics, so that the ships continued to move even after the thrusters were deactivated. According to the videogame history site The Dot Eaters, Spacewar! was “the foundation of the entire industry and one of the most copied concepts in video game history.”
Computer Space: 1971
Instead of using a PDP-1, which cost $120,000 and weighed as much as a VW Beetle, Bushnell and Dabney built the game with custom hardware to bring the cost down. It was the first coin-operated video game and featured a curvaceous molded fiberglass case. In Computer Space, the player was pitted against two computer-controlled flying saucers. Players who successfully destroyed enough flying saucers were allowed to play another round for free. They installed a prototype machine in 1971 at the Dutch Goose bar in Palo Alto, California, and it proved to be a hit with the Stanford crowd who frequented the watering hole. Bushnell and Dabney ended up selling about 1,500 units.
Magnavox Odyssey: 1972
Pong: 1972
Meanwhile, Nolan Bushnell decided that his next game should be simpler than Computer Space, which was complex and difficult to learn. The next year, his new company, Atari, released the first video game to become a household word: Pong. The two-player ping-pong simulation was a nod to Tennis for Two, as well as Odyssey’s Table Tennis game. Pong was a much better seller than Computer Space, selling 8,000 units between 1972 and 1974. In 1975, Atari entered the console market with Home Pong, which sold 150,000 units in 1975. A great number of Pong machines (and clones) appeared in bars, arcades, and home consoles, introducing millions of people to the thrill of moving pixels around on a cathode ray tube.
Video Games Go Mainstream: 1970s–1990s
The era between 1975 and 1981 produced a large number of arcade games now regarded as classics: Breakout (1977), Space Invaders (1978), Asteroids (1979), Galaxian (1979), Pac Man (1980), Defender (1980), Missile Command (1980), Donkey Kong (1981), Q∗Bert (1982), Tempest (1981), and Galaga (1981).
The increasing popularity of home computers in the 1980s meant that people now could play a variety of games on the Apple II, the Commodore 64, the Atari ST, and the IBM PC.
Note
The most popular game console in history is Sony’s PlayStation 2, which was released in 2000 and sold over 155 million consoles. The bestselling handheld is the Nintendo DS, which came out in 2004 and has sold 154 million units to date.
The Raspberry Pi Retro Gaming Community
The Raspberry Pi is an ideal platform for retro-games because it’s inexpensive, easy to configure, and tiny. It draws very little electricity but has enough processing power to run most arcade, PC, and console games from the 1970s to 1990s (and beyond, but not without some lags and glitches). Because of these attributes, the Pi is the most versatile computing platform ever created.
An equally important reason why the Pi is a perfect retro gaming platform is because once people discovered what the Raspberry Pi was capable of, it didn’t take long for them to start creating and porting over emulators that could run on the Pi, as well as building hardware such as buttons, joysticks, power supplies, cases, and displays.
We’ll cover the basic hardware needed to get up and running in the following chapters, but for now, let’s take a look at the two kinds of software that make retro gaming possible on the Pi—emulators and roms.
Emulators
An emulator is a virtual computer that runs on a computer. Modern computers are so much more powerful than earlier computers that they can emulate them very easily. For example, the DOSBox program I use to play Wizardry is a virtual MS-DOS machine that runs on a Raspberry Pi. (There are also versions of DOSBox that run in Linux, Mac OS X, and Windows.) The Raspberry Pi has more horsepower than most computers and consoles from the 1990s, making it ideal for running emulators.
There are two main retro gaming emulation platforms for the Raspberry Pi: RetroPie and RecalBox. Both systems are excellent and allow you to play tens of thousands of classic games on the Pi. In general, RecalBox is a bit simpler to set up and use, and RetroPie has more options for customization. In this book, I’m going to use RetroPie for the projects, but the chapters that show you how to make a retro gaming console, arcade machine, and handheld will work with either platform. Try them both and see which one you prefer.
Let’s Talk About ROMs
Game enthusiasts learned how to back up their games by downloading a copy of the data stored on the ROM chip (and on the proprietary hardware of arcade machines, too, but the process is more involved) and saving them on their computer. Today, you can buy hardware to download copies of cartridge ROM files (the process is called dumping) and keep them safely stored on a hard drive or thumb drive. But more interestingly, you can use emulation software to run copies of ROM files (more casually written in lowercase as roms) on your home computer or Raspberry Pi.
Caution
It must be noted that many ROM files are copyrighted and that game publishers have started shutting down web sites offering roms. It’s still trivially easy to find roms for almost any game you want. But you should be aware that of the risks involved with downloading roms from the Internet. If you don’t already own a legitimate copy of a game, it’s definitely illegal to download the rom, and especially illegal to share copies of the rom with other people. What about downloading a rom of a game you already own? That depends on who you ask. Nintendo’s legal FAQ states, “Whether you have an authentic game or not…it is illegal to download and play a Nintendo ROM from the Internet.” Is Nintendo correct? Professor Derek Bambauer, who teaches Internet law at the University of Arizona, told Howtogeek.com that the law is not as cut-and-dry as Nintendo would like you to believe. “If I own a copy of Super Mario World, I can play it whenever I want,” he said, “but what I’d really like to do is play it on my phone or my laptop.” If you download a rom, he says, “You’re not giving the game to anybody else, you’re just playing a game you already own on your phone. The argument would be there’s no market harm here; that it’s not substituting for a purchase. This is by no means a slam-dunk argument. But it’s by no means a silly one.” OK, then what about using one of those devices that sucks the rom out of a cartridge you own so you can play it on an emulator? Nintendo says even that is against the law. Bambauer argues that it’s a gray area. There’s a potential fair use argument for making a copy of your cartridge, but it isn’t that much different from downloading a copy from the Internet. “In both cases what you’re doing is creating an additional copy.” There are, however, two ways to play games on an emulator without worrying about the long arm of the law swooping you up and throwing you in prison. One way to play old games legally is with a USB hardware device like the Retrode (about $85), which lets you plug in your carts and play them with emulation software. Another way is play games that are legal to download as roms. This page (https://retropie.org.uk/forum/topic/10918/where-to-legally-acquire-content-to-play-on-retropie) has a list of legal roms to get you started. Yet another way to play games on the Pi is to write your own, which is a topic we’ll touch on later in the book. And, in 2018, SEGA made many of its roms available with the purchase of its games on the Steam platform.
Summary
Since the birth of gaming, computer technology has always granted us a better experience in audiovisual immersion. Each succeeding generation of computer technology leaves behind the last. Many of our first memories of video gaming are long forgotten due to the fundamental adoption of always improving technology. But many of us hold onto our first exposure with gaming and recall it as the best of times. Fortunately for us, modern-day technology has granted the ability to relive many of these first gaming memories on modern machines. The exponential advancement of processing power has opened the doors to emulate video games and hardware lost to time. Modern-day priorities like cost, power, efficiency, and economies of scale have gifted us what is likely the most popular computer from here forward: the do-all, open platform computer called the Raspberry Pi, a single-board computer that has established a household name in reliving retro video game memories of lost and forgotten hardware.