I know ModRetro M64 absolutely will get written about in magazine articles, and I know what I can do to accomplish this

I know ModRetro M64 absolutely will get written about in magazine articles, and I know what I can do to accomplish this

> "[W]e know a lot of people are never going to pay attention to these things. We know they're not going to get written about in magazine articles. We know the reviewers are not going to talk about these things or even necessarily understand them" - Palmer Luckey, 2026 July 28

Downvote first! Do not continue reading until you have downvoted. Reminder, make sure that you downvoted before proceeding. You have been warned. Last chance: Downvote now!

I think this is a challenge for ModRetro community and enthusiasts that understand ModRetro to show how special their products truly are! Challenge accepted! Here's my progress to understand the challenge so far! Other than a college newspaper, I have never had any of my writings published, however, given my effort to identify and share these informations, I think I know what's next! I don't have to be the best to prepare an article, but I can at least see how it is, and identify what the landscape looks like and how it currently functions.

Considering magazines, which existed for over 360 years, are a medium of print (like hardcore and paperback books with much longer histories) that are published periodically, and diversely span across practically every industry and cover nearly every topic, including specialized niches, even such as ModRetro devices, including the ModRetro M64.

Yesterday I examined many existing magazines that are likely or possibly relevant to contain an article or otherwise comfortably cover mentioning or acknowledging ModRetro's M64 (and perhaps also the previously released Chromatic) as well as the M64 Pro Controller, the cartridges and games, etcetera. I tried to find any traces or instances of any coverage yet already, and mostly I did not find practically anything. There were some interesting finds, but not much to qualify what I was looking for. See https://old.reddit.com/r/ModRetro/comments/1vr3huu/headphone_warning_modretro_m64_spotted_in_the/p4en6af/

Here is a table listing possibly relevant retro game console magazines along with some informations that should assist with direction on if it is possible and how to potentially contribute, what the process may look like, or where to look for more information to further learn the process (Note: Make sure to read and understand the process as much as you can before attempting to 'get [ModRetro] written about in magazine articles' because quality is more important than quantity):

Magazine Name Publication Status (Print/Digital/Both) Accepts Unsolicited Pitches? Requires Existing Contributor? Submission/Guidelines URL Contact Email/Method
4P^[1] Digital 4p@funkemedien.de; Germany phone number
CD-Action^[2] Print & Digital cdaction@cdaction.pl; news@cdaction.pl
CGMagazine^[3] Digital Yes https://cgmagonline.com/contact-us/; bfrye@cgmagonline.com
Comptiq^[4] Print & Digital https://mediaguide.kadokawa.co.jp/media/p86-thyc-pj/contact
Dengeki Nintendo^[5] Print & Digital https://kadokawagamelinkage.jp/contact.html
Edge^[6] Print & Digital Yes Unknown edge@futurenet.com
The Escapist^[7] Digital Yes No contact@escapistmag.com; tips@escapistmagazine.com
Famitsu^[8] Print & Digital https://famitsu.com/contact; kgl-famitsu-release@ml.kadokawa.jp
Game Informer^[9] Print & Digital Yes Yes https://gameinformer.com/help freelance@gameinformer.com; miller@gameinformer.com
The Games Machine^[10] Print & Digital redazione@thegamesmachine.it; Italy phone number
gamesradar+^[11] Digital Yes No https://gamesradar.com/gamesradar-pitching-guidelines-how-to-pitch/ pitches@gamesradar.com
HobbyConsolas^[12] Print & Digital hobbyconsolas@henneomagazines.com; Spain phone number
Level^[13] Print & Digital
MCV/Develop^[14] Digital Yes No https://mcvuk.com/contact-us/; mcvmatt@datateam.co.uk
Nintendo Dream^[15] Print & Digital
Nintendo Force^[16] Print & Digital Yes No https://nintendoforcemagazine.com/contact; lucasmthomas@nintendoforcemagazine.com; nintendoforcelucas@gmail.com
Old School Gamer Magazine^[17] Print & Digital Yes No https://oldschoolgamermagazine.com/advisory-board-staff-get-involved/ https://oldschoolgamermagazine.com/contact-old-school-gamer/; rb@oldschoolgamermagazine.com; USA phone number
Oyungezer^[18] Print & Digital Yes https://oyungezer.com.tr/setimedia/kullanim-sartlari eser@oyungezer.com.tr
PC Gamer^[19] Print & Digital Yes https://pcgamer.com/write-for-pc-gamer/ pitches@pcgamer.com; editors@pcgamer.com; tips@pcgamer.com
PC Games^[20] Print & Digital Yes https://pcgames.de/Kontakt/; redaktion@pcgames.de; Germany phone/fax number
Pelit^[21] Print & Digital Yes No tuukka.gronholm@fokusmedia.fi; Finnish phone numbers
Pure Nintendo^[22] Print & Digital Yes No https://purenintendo.com/magazine/faq/ support@purenintendo.com; questionblock@purenintendo.com
RePlay^[23] Print Yes No https://replaymag.com/about-replay/about-replay-magazine/ editor@replaymag.com; USA phone numbers
Retro Gamer^[24] Print & Digital Yes No https://gamesradar.com/gamesradar-pitching-guidelines-how-to-pitch/ darran.jones@futurenet.com
Unpause^[25] Digital Yes No https://unpause.nl/contact/; redactie@unpause.nl

Sources & Verification

  1. 4P: Editorial Manager: Dana Neumann; See https://4p.de/impressum and https://4p.de/4p-redaktion-stellt-sich-vor
  2. CD-Action: Editor-in-Chief: Daniel Bartosik, Managing Editor: Łukasz Morawski; See https://cdaction.pl/kontakt/
  3. CGMagazine: "We do not accept user submissions for news or reviews, though we welcome tips on developing stories." Editor-in-Chief Brendan Frye explicitly lists bfrye@cgmagonline.com in his public Twitter profile and Muck Rack bio; See https://cgmagonline.com/contact-us/, https://cgmagonline.com/editorial-policy/, https://cgmagonline.com/author/brendanfrye/, https://cgmagonline.com/review-policy/, and https://cgmagonline.com/ethics-policy/
  4. Comptiq: A "MediaMix Game Magazine" split into two sections: one with information about games, and one with manga information. It's also known for revealing information on upcoming games and includes a gift in each issue.; See https://web-ace.jp/comptiq/ and https://en.wikipedia.org/wiki/Comptiq and https://mediaguide.kadokawa.co.jp/media/p86-thyc-pj/contact/ (I can't read Japanese Kanji to navigate the site, but "This inquiry form is intended exclusively for corporate clients. Please fill in the required information and submit the form.")
  5. Dengeki Nintendo: See https://dn.dengeki.com/
  6. Edge: Editorial Director: Tony Mott, Deputy Editor: Jon Bailes deputy editor; See https://en.wikipedia.org/wiki/Edge_(magazine)
  7. The Escapist: Managing Editor: Paul McNally; See https://escapistmagazine.com/about-us/, https://escapistmagazine.com/editorial-policy/, https://escapistmagazine.com/escapist-staff/, https://escapistmagazine.com/contact-us/, and https://escapistmagazine.com/contact/; Also see https://facebook.com/EscapistMag/ (for tips email address)
  8. Famitsu: Also see https://kadokawagamelinkage.jp/contact.html
  9. Game Informer: Editor-in-Chief: Matt Miller; See https://gameinformer.com/help and https://gameinformer.com/staff
  10. The Games Machine: See https://thegamesmachine.it/chi-siamo/
  11. gamesradar+: Accepts pitches from "contributors of all backgrounds and experience"; must bring curiosity, expertise, insight, fresh perspectives
  12. HobbyConsolas: See https://hobbyconsolas.com/estaticos/como-trabajamos.html
  13. Level: It seems there may be issues with the websites, and I'm not sure if the operations are still active. Previously involved persons include Michal Křivský, Martin Bach, Petr Poláček; and Ondřej Průša; Also nakeddog.cz appears to be inaccessible as well
  14. MCV/Develop: Editor: Matt Broughton; See https://mcvuk.com/mcv-develop-magazine/
  15. Nintendo Dream: See https://ndw.jp/nindori_form/ or https://ndw.jp/toukou/ To contribute to Nintendo Dream, you must use their official reader submission form rather than pitching professional articles for publication. The site does not accept unsolicited freelance pitches for news or editorial content; instead, it provides a reader submission form for fans to contribute to specific magazine sections.; Also see https://nintendoprint.miraheze.org/wiki/Nintendo_DREAM ; May require contacting Ambit Co., Ltd., or parent publisher Tokuma Shoten
  16. Nintendo Force: Editor-in-Chief: Lucas M. Thomas; See https://nintendoforcemagazine.com/force-faq
  17. Old School Gamer Magazine: Editor-in-Chief: Jarrod Kailef; See https://oldschoolgamermagazine.com/influencers/
  18. Oyungezer: Editors-in-Chief: Serpil Ulutürk, Eser Güven; See https://oyungezer.com.tr/setimedia/kunye and https://oyungezer.com.tr/setimedia/hakkinda
  19. PC Gamer: Explicitly accepts pitches from experienced writers via pitches@pcgamer.com with guidelines at https://pcgamer.com/write-for-pc-gamer/ and https://pcgamer.com/writers-pitch-us-features-about-pc-gaming/; Also see https://pcgamer.com/about-pc-gamer/ and https://pcgamer.com/meet-the-team/
  20. PC Games: See https://pcgames.de/Team/ and https://pcgames.de/Impressum/
  21. Pelit: Editor-in-Chief: Tuukka Grönholm; See https://pelit.fi/contact/, https://fokusmedia.fi/yrityksesta/, https://fokusmedia.fi/lehdet/pelit, and https://fokusmedia.fi/media/pelit
  22. Pure Nintendo: Editor-in-Chief: Justin Sharp; See https://purenintendo.com/staff/ and https://purenintendo.com/magazine/faq/
  23. RePlay: "About" page states the magazine is for coin-op amusement game business (e.g. arcades), and "prepared publicity and story suggestions are cheerfully accepted for publication review from outside sources"
  24. Retro Gamer: Editor: Darran Jones; See https://gamesradar.com/gamesradar-pitching-guidelines-how-to-pitch/.
  25. Unpause: Founders state they want to "free up a budget to pay guest writers" in the future. Official contact page states to email redactie@unpause.nl for questions or tips; See https://unpause.nl/colofon/

Random notes:

  • What you should pitch (varies from magazine to magazine):
    • Original reporting
    • Interview-led features
    • Expert coverage of big games, films, and TV shows
    • Unique perspectives on topics of ongoing interest to our audience
    • Material that you own and/or have the necessary rights/permissions to supply the material
    • Outline the feature story you want to write in 1-2 paragraphs
    • Explain both why this is a good story how you plan to tell it
    • Tell us who you plan to interview for the feature and a target word count
    • Stories about mods, communities, history, and the making of games
    • Interesting ideas around the hottest topics
    • Remember that not everything has to be a 3000 word behind-the-scenes feature
    • Short features and galleries too
    • Briefly tell us about yourself and include links to existing writing samples
  • What you should not pitch (varies from magazine to magazine):
    • Video scripts.
    • Q&A interviews.
    • Hot takes that fail to communicate new insight or perspective.
    • A story you have already written.
    • Anything created through the use of generative AI.
    • Material that you do not own nor have the necessary rights/permissions to supply the material
    • That you generally want to write about topics
    • That you want to write your opinion editorial
    • Interview subjects you won’t have a chance of getting in touch with
  • An editorial tip (or tip-off) is a brief notification from a source or journalist alerting an editor to a potential story, often lacking full details or a confirmed narrative. A pitch is a formal, structured proposal from a writer or public relations professional to an editor, outlining a specific story angle, thesis, and evidence to secure an assignment or publication
  • https://www.futurecontenthub.com/groupitem/6181/ This looks like something that could include a ModRetro M64 and Chromatic in the photo gallery (lol the page is inaccessible without the unnecessary 'accidental' subdomain)
  • https://en.wikipedia.org/wiki/Journalism_ethics_and_standards
  • https://spj.org/spj-code-of-ethics/
  • https://ipso.co.uk/editors-code-of-practice/
  • https://ifj.org/who/rules-and-policy/global-charter-of-ethics-for-journalists
  • https://ethicaljournalismnetwork.org/accountable-journalism-codes-of-ethics
  • Aww man, flipping through some of these magazines, digital and whatnot, but physical print too, ModRetro deserves to be covered in magazines! Who's gonna put in the effort? Nobody! Who's a nobody? I'm a nobody! lol, I'm not even kidding!
  • Time and Pressure!

Feel free to offer any corrections or additions. I'm sure there is at least one mistake or missing information. I already know some of the information I did not have absolute certainty to fill in, so I left it blank for now, and I can confirm the information later as I proceed further.

u/jkhanlar — 18 hours ago

Notes about open source licenses (software/hardware)

I noticed at https://misterfpga.org/viewtopic.php?p=74731&hilit=proprietary#p74731

> "[...] You can argue that the GPL was a poor choice of a license in the first place - I would agree to that wholeheartedly. But the thing is, they chose the GPL and the conditions they chose for using their code are being disrespected, and that disrespect may discourage them from further collaboration. That kind of "everything goes as long as we can enjoy the core" mentality certainly discourages me from working on things - not that I have made many great contributions, mostly keyboard stuff and bugfixes, but it's an example."

> "The code that is incorporated into every MiSTer core cannot be GPL'd because it's not software and the GPL is a software license. The code that can be GPL'd is on the Linux side."

> > "And yet I still attach a GPL license to most of my HDL code. Given that I don't have the resources to sue anyone who contravenes my wishes, It doesn't really matter whether or not GPL is applicable; specifying the GPL as a license is still a simple and clear way of expressing my wishes as the author. If my wishes are disrespected (not a hypothetical scenario, it has happened) it does indeed result in me being less inclined to release future work. It should be borne in mind, though, that if the license is invalid that doesn't mean anyone can just do what they like with the code - quite the opposite. By default you have no rights to use it, and the license is there to grant you particular rights. If you consider the license inapplicable then you're back to the default position of having no rights. In short, the whole thing's a mess, and probably best navigated by trying where possible to apply the simple principle "don't be a jerk", and otherwise not worrying about it too much!"

You can read the rest of the discussion at https://misterfpga.org/viewtopic.php?p=74731&hilit=proprietary#p74731

but I just wanted to also chime in with some possibly relevant informations pertaining to open source free/libre licenses, whether involving software or hardware, and to ensure that if there is any confusion or whatnot, that possibly some of these resources may help to rectify any concerns and whatnot.

List of open source licenses:

Open source license authorities (involving hardware):


> "Can I use the GPL to license hardware? > > Any material that can be copyrighted can be licensed under the GPL. GPLv3 can also be used to license materials covered by other copyright-like laws, such as semiconductor masks. So, as an example, you can release a drawing of a physical object or circuit under the GPL. > > In many situations, copyright does not cover making physical hardware from a drawing. In these situations, your license for the drawing simply can't exert any control over making or selling physical hardware, regardless of the license you use. When copyright does cover making hardware, for instance with IC masks, the GPL handles that case in a useful way." - https://gnu.org/licenses/gpl-faq.html#GPLHardware


> "Despite superficial similarities to software licenses, most hardware licenses are fundamentally different: by nature, they typically rely more heavily on patent law than on copyright law, as many hardware designs are not copyrightable.[46] Whereas a copyright license may control the distribution of the source code or design documents, a patent license may control the use and manufacturing of the physical device built from the design documents. This distinction is explicitly mentioned in the preamble of the TAPR Open Hardware License: "... those who benefit from an OHL design may not bring lawsuits claiming that design infringes their patents or other intellectual property." - TAPR Open Hardware License" - https://en.wikipedia.org/wiki/Open-source_hardware#Licenses

Also see the "Noteworthy licenses include:" section


anyway, this is not an authoritative or exhaustive information resource (also I did not expand to quote too many of the sources, but they are likely worth glancing at as well), and I'm just sharing the information for now.

reddit.com
u/jkhanlar — 9 days ago

[Rough Draft] Diving into ModRetro M64 -> AMD Artix UltraScale+ AU15P FPGA -> Examining landscape for fully open source developments/engineering

Disclaimer: Smoke black ModRetro M64 and controllers that I ordered from GameStop won't ship until August 21st, 2026, so I'm still researching and preparing and whatnot.

Previously I posted here with enthusiasm and excitement for potential development of cores, which I also listed the cores currently supported by MiSTer FPGA project in u/RupakGreenHatPrdctns's post Additional cores on m64 for other systems, however, I was (and still kind of am) oblivious or clueless to comprehend potential hurdles, obstacles, or complications that may warrant further understanding.

Given the analogy of Linux (also GNU/Linux) and the PC ecosystem courtesy of Linus Torvalds, Richard Stallman, etcetera (so many too many more, listing a few more names: Ken Thompson/Dennis Ritchie (Unix,C,regex,UTF-8), Theodore Ts'o (ext2,ext3,ext4), Larry Wall (Perl), Guido van Rossum (Python)), also see https://lwn.net/Articles/725297/ and https://lwn.net/Articles/928581/ (you get the gist, right?)

Diving into ModRetro M64, into FPGAs, into AMD Artix UltraScale+ AU15P FPGA, I begin to notice things like Xilinx/AMD Vivado, which requires licensing, as it pertains to generating working bitstreams for the AMD Artix UltraScale+ AU15P FPGA used in ModRetro M64. I notice that it appears not currently possible to continue a fully-free, self-contained flow to produce functional bitstreams for the FPGA without using proprietary tools, and specifically proprietary AMD tools.

and I also happened to notice, things like: (Note: ModRetro M64 does not appear to have practically any relevant connection to my following cursory examination of PetaLinux or Buildroot despite some possible aspects sharing the same FPGA family (Artix UltraScale+) and looking into this is mostly irrelevant or not directly relevant, but mentioning them anyway pertaining to concerns regarding proprietary aspects)

but back to Vivado things and the likes, I also see Xilinx/AMD Vitis and Xilinx/AMD Vitis AI (ewww AI, F that! Not for production!):

  • https://cnx-software.com/2021/03/10/xilinx-open-sources-vitis-hls-fpga-tool/
  • https://digilent.com/blog/whats-different-between-vivado-and-vitis/ (AI ELI5: Think of Vivado as a toolbox for building FPGA hardware, where you use special Lego-like instructions called HDL (which includes Verilog and VHDL) to create the physical circuits and logic gates inside the chip. On the other hand, Vitis is like a computer program that runs on the processor inside that hardware, allowing you to write code in C/C++ to control your Lego creation or even build new hardware parts using high-level software commands instead of low-level circuit instructions. You typically use Vivado first to build the hardware foundation, and then use Vitis to write the software that tells that hardware what to do, making it easier for programmers who don’t want to design every single wire by hand.)

I see proprietary. I demand open source! I reject proprietary! I don't fully yet grasp the landscape overview, but I think a little bit of what I'm seeing is disappointing to the extent that likely entails attention to clear the roadblocks to make way for open source transparency to overcome the proprietary components, especially so as to enable much more reliable sustainable comprehensible path for practically anyone to contribute to core software developments and engineering without any unnecessary headaches or migraines as a service.

Some other disorganized scattered incomplete AI-generated notes that I'm not smart enough yet to organize structure to understand just yet (I may revise/edit this later to expand further as I continue to understand):

  • RTL (Register-Transfer Level) is the primary abstraction level used in FPGA design, describing how data flows between hardware registers and the logic operations performed on those signals. Engineers write RTL code using Hardware Description Languages like Verilog or VHDL to define the synchronous behavior of the circuit before it is synthesized into a physical gate-level netlist. The RTL design flow involves several critical steps:
    • Coding: Writing synthesizable RTL that defines registers (flip-flops) and combinational logic.
    • Verification: Simulating the RTL design to ensure logical correctness before implementation.
    • Synthesis: Converting the RTL description into a netlist of specific FPGA resources like LUTs, DSP slices, and block RAM.
    • Place and Route: Mapping the netlist to the physical FPGA architecture and generating the final configuration bitstream.
  • Unlike gate-level design, which specifies exact logic gates, RTL allows designers to focus on data flow and control logic at a higher level of abstraction. This approach is essential for optimizing performance, power, and area (PPA) in both FPGA and ASIC development cycles.
  • RapidWright: Open-source framework from AMD/Xilinx Research that can read/write design checkpoints and manipulate placed/routed designs. Explicitly cannot generate bitstreams on its own. It depends on Vivado-generated bitstreams and does not contain the proprietary mapping from a placed-and-routed design to configuration frames.
  • Yosys: The synthesis engine (Verilog/VHDL to netlist) is fully open source and works well for synthesis (Verilog/VHDL -> netlist). The bottleneck is strictly in the Implementation (Place & Route) and Bitstream Generation stages.
  • Synthesis is open, but place-and-route + bitstream generation for UltraScale+ remains proprietary. The configuration format is only partially documented, and no community database is complete enough for a production flow, a bottleneck communities have faced for years on newer Xilinx/AMD architectures.
  • Prioritizing full documentation of the UltraScale+ bitstream format (continuing U-Ray-style reverse engineering, fuzzing configuration engines, building a complete tile/PIP/BEL database, etc.) is valuable community work, but it is a multi-year, multi-person effort, not a beginner starting point.
  • This is not merely “AMD being mean.” The silicon is vastly more complex than 1990s-2000s x86, the configuration space is denser, and the economic incentive for AMD to keep the full implementation flow proprietary is strong (tools are a major revenue and lock-in mechanism). Legal barriers also exist: reverse-engineering can run into DMCA-style issues, contractual restrictions on tool use, and the practical difficulty of obtaining enough silicon samples and documentation to fuzz comprehensively.
  • Richard Stallman’s and Linus Torvalds’ principles correctly identify the freedom and equity problems created by proprietary toolchains. Restricting core development to those who can afford or tolerate vendor licenses does create unequal access. That is a legitimate critique. The response that has worked historically is persistent technical work (documentation, fuzzing, open databases, alternative place-and-route engines) rather than assuming legal or market forces alone will force the vendor to open everything.
  • How community cores are actually expected to be loaded on M64: The console supports firmware updates via Wi-Fi, USB, and microSD. It is designed to be mod-friendly (no adhesives, visible traces). However, the update mechanism is currently oriented around ModRetro-signed or official firmware packages. Without clarity (or community reverse-engineering of the loader), even a perfect open bitstream flow would face a second barrier at the console’s firmware layer.
    • Will arbitrary community bitstreams be loadable through the same channels, or is there a signed/bootloader gate?
    • Is there exposed JTAG or another low-level programming path for developers?
    • Does the system have a dual-boot or “development mode” that allows unsigned cores?
  • AMD’s CPU/GPU open-source driver history is real and positive; their FPGA tooling strategy is different because the tools themselves are a product and a lock-in mechanism.

Concludingly, given the precedents of open source Linux ecosystems and my determination to sustainably refuse any proprietary dependencies, I think I will have to proceed with identifying a path to overcome what appears to be a large mountainous time consuming hurdle, and something that is likely to be affecting not only me, because I'm pretty sure there will be many who have less understanding and examining than I do, but also there will be several persons who are far more proficient too, and bridging the gap to ensure reasonable literacy that rhymes with the historical linux ecosystem precedents, it seems an inevitable natural progress to be made hidden in plain sight, and I think I see what I previously did not notice. Am I working backwards? Cool! I'm cool with that! Ready Player One!

reddit.com
u/jkhanlar — 10 days ago

[Games] M64 Future Game Library Plans : Brand-New Ports & Canceled Gems & Indie Titles / Enhanced Original Classics

modretro.com
u/jkhanlar — 16 days ago

What is important is allowing you to load programs, run software applications as developers intended

Replying to myself here but it's too big, so posting here instead.

TL;DR: Program software (whether proprietary or open source) released on physical cartridge media, just like games, may ensure core completeness (disk images, peripheral support, speed, etc.) for ModRetro M64 and other FPGA projects like MiSTer FPGA.

Not to deviate from ModRetro and gaming-centric or Nintendo64-centric physical cartridge title releases, but given the 'cores'

> "We wanted you to be able to configure the M64 no matter what controller you're using, even if you're loading different cores on the FPGA, for example, to play NES games or Genesis games." - Palmer Luckey

or, for example to operate the ModRetro M64 as a computer for non-gaming activities and productivities. I think many of the developers and publishers of program software (the terminology used is quite an interesting history lesson) for these other computer cores are just as worthy to potentially release cartridges (available to purchase) to provide modern updated equivalent of software ui/ux experiences for the titles just like for games.

Disclaimer: I used AI to prepare the following information to get a general image of what the landscape looks like:

Core Word processing Spreadsheets Presentations Graphic image editors/creators Audio recording/editing Audio players Printing (to physical printer) Educational software (kids/quizzes/etc) Network / Internet (serial, LAN, Ethernet, TCP/IP)
486DX33 (ao486 / PC-compatible) ✓ (serial/PPP; full DOS/Win software possible)
Acorn Archimedes ✓ (limited) ✓ (limited) ✓ (Ethernet expansions + TCP/IP later)
Acorn Atom Limited Limited X Limited Limited Limited ✓ (with interface) Limited (serial)
Acorn Electron Limited X Limited Limited (serial/modem)
Amstrad CPC 6128 Limited Limited Limited (serial/modem)
Amstrad PCW ✓ (strong WP focus) Limited Limited Limited Limited Limited Limited (serial)
Apogee BK-01 / Radio-86RK Limited Limited X Limited Limited Limited ✓ (with interface) Limited (serial)
Apple I Limited (basic text) X X X X X Limited Limited Limited (serial)
Apple IIe ✓ (e.g. AppleWorks) Limited Limited ✓ (very strong) ✓ (serial/modem; AppleTalk LAN later)
Atari 800 / 800XL / 65XE / 130XE Limited ✓ (limited) Limited (serial/modem; some networking)
Atari ST / STe ✓ (limited) ✓ (serial/modem; Ethernet expansions + TCP/IP later)
Bandai RX-78 Limited X X Limited Limited Limited Limited Limited Limited
BBC Micro B / Master 128K Limited ✓ (limited) ✓ (very strong, school use) ✓ (serial; Econet LAN; later expansions)
Camputers Lynx 48k/96k Limited Limited X Limited Limited Limited Limited Limited (serial)
Casio PV-2000 Limited X X Limited Limited Limited Limited Limited Limited
CHIP-8 X (interpreter focus) X X Limited Limited Limited X Limited X
Coleco Adam Limited X Limited Limited Limited ✓ (built-in printer focus) Limited (serial)
Commodore 128 Limited ✓ (limited) Limited (serial/modem)
Commodore 64 / GS / 128 variants Limited ✓ (limited) ✓ (very strong) Limited (serial/modem; some networking)
Commodore Amiga 500/600/1200/4000/CD32 ✓ (strong) ✓ (serial/modem; Ethernet cards + TCP/IP)
Commodore C16 / Plus/4 ✓ (built-in suite on Plus/4) ✓ (Plus/4) X Limited Limited Limited Limited (serial)
Commodore PET 2001 ✓ (basic) Limited X Limited X Limited Limited (serial/IEEE-488)
Commodore VIC-20 Limited Limited X Limited Limited Limited (serial/modem)
Compukit Homelab Limited Limited X Limited Limited Limited Limited Limited Limited
Compukit UK101 Limited Limited X Limited Limited Limited Limited Limited Limited (serial)
DEC PDP-1 Limited (historical text) X X Limited (early graphics) Limited Limited Limited Limited Limited (early networking concepts)
EACA EG2000 Colour Genie Limited Limited X Limited Limited Limited Limited Limited (serial)
EDSAC X (historical, early computing) X X X X X Limited (paper tape era) Limited X
Elektronika BK (BK-0011M) Limited X Limited Limited Limited (serial)
Galaksija Limited X X Limited Limited Limited Limited Limited Limited
Grant Searle's MultiComp Limited (depends on config) Limited X Limited Limited Limited Limited Limited Limited (serial possible)
IBM PC/XT ✓ (later) ✓ (with sound card) ✓ (serial/modem; Ethernet + TCP/IP later)
Interact Home Computer Limited X X Limited Limited Limited Limited Limited Limited
Jupiter Ace Limited (Forth focus) X X Limited Limited Limited Limited Limited Limited
Macintosh Plus Limited ✓ (AppleTalk; serial/modem; later Ethernet/TCP/IP)
Matra & Hachette Alice (TRS-80 MC-10 clone) Limited Limited X Limited Limited Limited Limited Limited (serial)
Mattel Aquarius Limited Limited X Limited Limited Limited Limited Limited
Microsoft MSX / MSX2 / Plus / MSX3 / TurboR Limited ✓ (limited) ✓ (strong in some markets/schools) ✓ (serial/modem; some LAN/networked school setups)
Microsoft MSX1 Limited X Limited Limited (serial; some school networks)
Miles Gordon Technology SAM Coupé Limited Limited ✓ (limited) Limited Limited (serial)
MITS Altair 8800 Limited (early text) Limited (early) X X X X Limited Limited Limited (early serial/networking experiments)
NEC PC8801 MKII SR Limited ✓ (limited) Limited (serial/modem)
PEL Varaždin Orao / Eagle Limited Limited X Limited Limited Limited Limited Limited Limited
Radio Shack / Tandy TRS-80 Model I Limited Limited Limited Limited Limited (serial/modem)
Sharp MZ Limited X Limited Limited Limited Limited Limited (serial)
Sharp X68000 ✓ (limited) ✓ (strong) ✓ (expansions; networking possible)
Sinclair QL ✓ (built-in Abacus) Limited Limited Limited Limited Limited Limited (serial; some networking)
Sinclair ZX Spectrum Limited X Limited Limited (serial/modem; Interface 1 networking)
Sinclair ZX80 / ZX81 Limited X X X X X Limited Limited Limited
Sord M5 Limited Limited X Limited Limited Limited Limited Limited Limited
Specialist / Специалист Limited Limited X Limited Limited Limited Limited Limited Limited
Spectravideo SV-328 ✓ (MSX-related) Limited X Limited Limited (serial)
Tandy Color Computer 2 / Dragon 32 Limited X Limited Limited (serial/modem)
Tandy Color Computer 3 Limited Limited Limited (serial/modem; some networking)
Tangerine Oric / Oric-1 Limited Limited X Limited Limited Limited Limited Limited (serial)
Tatung Einstein TC01 & 256 Limited X Limited Limited Limited Limited Limited (serial)
Tesla Ondra SPO-186 Limited Limited X Limited Limited Limited Limited Limited Limited
Tesla PMD 85 Limited Limited X Limited Limited Limited Limited Limited Limited
Texas Instruments TI-99/4A Limited X Limited ✓ (strong educational focus) Limited (serial/modem)
Tomy Tutor / Pyuta / Pyuta Jr. Limited X X Limited Limited Limited Limited ✓ (educational orientation) Limited
TSConf (ZX-Evolution) Limited Limited Limited Limited–✓ (enhanced ZX, some modern networking possible)
Vector-06C / Вектор-06Ц Limited Limited X Limited Limited Limited Limited Limited Limited
Vtech Laser 310 Limited X X Limited Limited Limited Limited Limited Limited
ZX Spectrum Next Limited–✓ Limited ✓ (enhanced) ✓ (modern expansions; Ethernet/Wi-Fi possible on real hardware)

Key notes

  • Strong all-rounders (productivity + graphics + audio + education + networking potential): ao486/PC-compatible, Amiga family, Atari ST/STe, Macintosh Plus, Acorn Archimedes, IBM PC/XT, Sharp X68000, fuller MSX models, BBC Micro, Apple IIe. These had (or readily accepted) the hardware and software ecosystems for the listed tasks.
  • Strong education focus: Apple II line, BBC Micro, Commodore 64, TI-99/4A, many MSX machines (used in schools in multiple countries), and various 8-bit systems with cartridge/disk educational titles.
  • Printing: Nearly universal on systems that left the pure kit/hobbyist stage; Centronics, serial, or proprietary printer interfaces were common. Coleco Adam emphasized integrated printing.
  • Audio: Music playback was common wherever sound hardware existed (SID, POKEY, AY, Paula, etc.). Recording/editing required sampling hardware or software support and was stronger on Amiga, later PCs, X68000, and some others.
  • Presentations: Mostly limited or rudimentary on 8-bit machines; practical on GUI systems (Mac, Amiga, ST, Archimedes, PC Windows).
  • Networking: Serial + modem (BBSes, terminal software) was widespread. Proprietary LANs (Econet, AppleTalk, school MSX networks) existed earlier. True Ethernet + TCP/IP appeared on expansion hardware for Amiga, ST, Mac, Archimedes, PCs, and later systems; MiSTer cores often support serial/PPP-style connectivity via the host.
  • Very limited systems (early kits, pure educational toys, or minimal machines such as Apple I, CHIP-8, EDSAC, ZX80/81, many Eastern Bloc or obscure home computers): Basic text entry, simple programs, and little else without heavy expansion. They generally lack meaningful spreadsheets, presentations, advanced graphics/audio editing, or networking.

Exact software availability and core completeness (disk images, peripheral support, speed, etc.) vary by core. Check the individual core repositories for current features and limitations. Many systems can run contemporary or modern hobbyist software that expands original capabilities.

End of AI. Adding to the last paragraph, completeness of a core, I am pretty sure that ModRetro M64 cores will lead to 100% complete functionality, at least for the cores that physical cartridge releases of software titles encourages such completeness so that the software performs perfectly as intended by the developers.

> "What was important was allowing you to play games the way that the developers intended." - Palmer Luckey

reddit.com
u/jkhanlar — 18 days ago

What sizes do you think would be appropriate or recommended for a QRT (Quantum Ray Tube) monitor?

I found this size to distance tool useful at https://rtings.com/tv/reviews/by-size/size-to-distance-relationship and depending on how heavy (I heard QRTs will not be as heavy as CRTs) they are, I'd like to see some of the smallest sizes to the largest sizes available in a ModRetro QRT monitor. Having a QRT monitor up close in my face (smallest size) and another further away in the distance (larger/largest size), I could see myself tinkering around with arranging my environment better than any The Sims-like simulation.

I've been incredibly, albeit legally (I don't know, some of my boycotting almost seems like it should be illegal), boycottingly picky for so many years, refusing to tolerate any """smart"""" tvs/etcetera such that any conversation with anyone, I speak the F up without shame, anyway, blending that, or rather, absorbing? dissolving? that into a sense of excitement, enthusiasm, appreciation, for this upcoming ModRetro QRT monitor, and not just for myself, but even for my parents and family and whatnot, something that they might actually use if I gift them with one, instead of collect dust, but also, of course, I too would be interested to finally lower my guard and not have to be suspicious about what is the hardware device doing, and get one or more (definitely more than one, as I can afford it) for myself.

Given that I presume* that ModRetro most likely will be the only and the first company in the entire world to make available for sale domestically in USA CRT-like QRT Quantum Ray Tube monitors (or any other equivalent if any other companies are pumped with billions or trillions of liquidity to try to hijack the market or whatever, which I will absolutely not be surprised, but for me, I'll ignore all of that, and I'm already determined to buy ModRetro QRT whatever), I'm curious what kind of sizes does everyone think would be appropriate or reasonable to account for at initial release? Maybe 24", 27", 32", 34" (would wide/ultrawide be possible?), 40"/42", 65", 85", 100+"?

* lol, by posting this, I just triggered the blob to attempt to completely destroy and obliterate this likeliness for ModRetro, but I already am prepared to see right through all of the nonsense, and I have lots of popcorn!

u/jkhanlar — 19 days ago

[Question] ModRetro M64 underside/bottom - Is there or will there be any Expansion Port (or EXT port) capabilities?

For example, glancing at https://nintendolife.com/features/a-brief-history-of-nintendors-home-hardware-add-ons and then seeing https://commons.wikimedia.org/wiki/File:N64-bottom.jpg

I glanced at Palmer Luckey's handling of the M64 in https://youtu.be/9gOJUEcKYRk?t=181 and it looks like the M64 does not have any Expansion Port on the bottom.

For example there were some peripherals that used the expansion port like:

Also see:

It probably is no longer necessary for there to be such a port to otherwise more efficiently achieve same capabilities in other ways, but I was just curious and thought I'd ask.

reddit.com
u/jkhanlar — 20 days ago

[Transcript] The ModRetro M64 Special Announcement (2026 July 28)

M64 Deep Dive With [with] Palmer Luckey

> [0:28@Youtube / 3:22@Twitter] Hi. My name is Palmer Luckey. I am the founder of Occulus, Anduril, Erebor [Bank], and of course ModRetro. Today we're here to talk about the ModRetro 64, the best way to play, and preserve Nintendo 64 games. The M64 was designed to last for centuries, play every N64 title with perfect 100% compatibility, and to do it in a way that preserves all of the learnings we put into it for the entire community as an open source device. Today we're going to be doing a deep dive of the M64's features, not just the console, but the controller, the games, and the accessories as well. Let's start with the system.

Part 1 - The M64 Console

> [1:12@YouTube / 4:06@Twitter] The M64 is a console that uses FPGA-based hardware emulation to simulate the functionality of a Nintendo 64. That allows it to play existing Nintendo 64 games, new Nintendo 64 games that we're releasing with indies, re-releases, remasters, etcetera, but unlike an original N64, it allows you to output to a modern television at 4K resolution, sub-4K resolution, or hook up to old CRT displays, just like you did with your original N64. One of my favorite parts about the M64 is that we've really nailed the design language of the original N64. We weren't trying to make something that was a minimalist box. We're not trying to build, uh, you know, a server blade that plays N64 games. We wanted something that looks like it would have been made in the '90s by a console gaming company, but brought into the modern day. One of the other things we've done with the shell, is make it out of extremely thick plastic, that is very, very robust, very, very high-end plastics, that make it ridiculously durable. I know you can't see it, but I'm trying to twist this thing and there's absolutely no play whatsoever. Something else we did, was a custom tool that allows us to have a matte translucent finish on most of the console, with this translucent, kind of, glassy inlay in a single piece of plastic. There's no creaking. The strength is extremely good, but you're able to see some of the cool internals of the system are right here on top when you're looking at it, while still giving you that frosted translucent look that you expect from Y2K-era electronics. The first thing you might notice about the M64, is that as [it has?] the original Nintendo 64 controller ports. This means that you can use it with original N64 controllers, third-party N64 controllers, or of course, the internal Bluetooth or wired controller technology. Something that many of our users might appreciate is that we've made the M64 an extremely easy to disassemble system. Nothing is glued together. Nothing is clipped together. Instead, we put it together using the same game bits that are supported by the screwdriver we include in every ModRetro Mod Kit. You can take this entire system apart and put it back together in less than a minute if you practice, two minutes if you don't practice. This is important because ModRetro is about to launch a parts store that will allow you to buy all sorts of new components for your M64; differently colored shells, differently colored buttons, replacement components, whatever you want to make your M64 look exactly like you want it to look. We don't want people to feel like they've been trapped into buying some limited edition color. We want them to be able to swap as regularly as they want or shut...swap back to anything that they want. Another cool thing about our control ports is that they're all gold plated, just like every exterior connector on the M64, from the video connectors, to the cartridge connectors to even the controller connectors. The reason we do this is so that it will last for as long as possible. There's ['re] a lot of consoles out there who...that are in fully working condition, except for the fact that they are deeply corroded on their video output pins, controller pins, or cartridge connector. By gold plating all this, we made a system that, we hope, will last for centuries. Something you might notice that wasn't on the original N64 is our control dial right here. The reason that we went with a control dial, which can both turn in both directions and be clicked to select, is because we wanted people to be able to use the M64 and configure the M64 even when their controllers are, sitting on a table charging, not yet unboxed, or if you're using with a controller that doesn't necessarily support the hot keys that you would need to unlock the menu. We, of course, considered that you could just have a dedicated button on our own controller to open up the menu and configure it, but then: what about third-party controllers? what about controllers that have fewer buttons? what about some of the specialized controllers that people use for games like 'Hey You, Pikachu!' or Bass Fishing [In-Fisherman Bass Hunter 64? / Bass Hunter 64?]? We wanted you to be able to configure the M64 no matter what controller you're using, even if you're loading different cores on the FPGA, for example, to play NES games or Genesis games. This allows you to have a single consistent system that always operates the hardware itself, allowing you to configure video output settings or resolution settings without being stuck, uh, with no way to actually, actually make the thing go. Of course, you can access all the functionality of the menu dial using a controller with a hot key combination, but we wanted to make sure that you could do that even in games that use those same hot key combinations for their gameplay. This next feature is a combination of form and function. When I turn on the console, a custom-designed fiber optic light pipe illuminates the cartridge label. This system is actually inspired by museum lighting systems that light up oil paintings for everyone's viewing pleasure, except this is just your viewing pleasure. It's also a useful diagnostic tool. If you insert a cartridge that's a bad cartridge, it'll flash red indicating that it's a bad cartridge range. You'll know that this is a lot better than the old days where you would plug in your N64, plug in a game, and when you get a black screen, you have no idea if it's your video configuration, your cartridge setup, or something else entirely. At least with this, you know that it is a cartridge issue rather than a video issue by built-in diagnostic tools that can indicate directly to you, and of course, the console also has a power indicator LED, and a custom 360 degree lighting system around each controller port for a variety of user configurable settings. Moving around to the rear, you'll notice that we have an SD card slot, which we use for loading firmware for M64 or any other cords you might load, uh, several USB-C ports, which can be used for a variety of debug features, plugging in controllers, maybe some stuff we have planned for the future, and of course, an HDMI port. This HDMI port is not only used to plug in to high-definition displays, for example, your existing 4K TV, it's also what we use to plug into the ModRetro AV adapter. The ModRetro AV adapter allows you to use this port to instead turn into component, composite, S-video, or RGB output to any of your retro displays. Next, the feature everyone's been talking about, the cartridge eject button. One of the problems with the N64's original design is that it put an enormous amount of mechanical strains on the cartridge connector. This is especially true if you had any sort of misalignment or corrosion on the cartridge that would cause it to pull on one side versus the other, sometimes leading to pins being ripped out, leading to mechanical strain on the boards, broke solder connections. What we've done is, you know, you can still just rip it out. It's gonna be fine, but in the interest of mechanical best practices, we've added a feature where I can just push this button, which then raises two geared levers up onto the cartridge, which actually purcha...perfectly evenly and straight right off the cartridge connector without putting any strain on the board or the solder connection itself. Observe. It's just that easy. This might seem like a small detail, but it's a sort of thing that is critical if you want your hardware to last for decades or longer. We've taken that design philosophy not just here, but throughout the entire device in ways you see and in ways you can't see. Another small feature that we have is this dust cover holder. The dust cover, of course, keeps dust from getting into your cartridge slot, but one of the things that we've allowed you to do, is pop open your dust cover so that you can clean the interior, get all your Cheeto crumbs out, and then close it. It's worth noting that not only is the cartridge connector gold-plated, it's also custom-designed by ModRetro to remove many of the problems with the original N64 cartridge slot and last through countless insertion and ejection cycles. Next, we're going to open up the console and take a look at the internals. The first thing I want to note about the M64 main board is that it is all open source hardware. That means that we're providing all of the files, all the schematics, so that you can actually make it yourself, manufacture it yourself, or mod it yourself. In addition to giving you those schematics, though, we've also made it so that all of the traces are completely visible on the board. This makes it a lot easier for modders who want to add things, reconfigure things, hack things, or just take a look at it and understand how it works. We've gold-plated many of the traces, and the rest is fully encapsulated by a silkscreen that is extraordinarily durable, meaning that this board should last for decades if not centuries of hard use. Something else you might notice looking at the M64 main board is that we've avoided all components with lifespan limits. That means no electrolytic capacitors, that means no batteries, that means nothing that will degrade over time and either leak, explode, or potentially damage the hardware. This is an important part of our design philosophy. We wanted to make something not just for you to play now, but that people can keep playing for decades and decades that you can hand down and have the hardware keep working. I wish that all hardware was designed this way, but I unfortunately only design the hardware that I sell. Something else that was important to us, was to, like the original N64, have a purely passive thermal management system. Nintendo didn't want you to have a fan setting an ambient noise floor such that you were always hearing your console rather than the game you were actually playing, and we wanted to make sure that we held that true in the M64, and so through a combination of great thermal management, great software development, and working with AMD on some of their latest FPGA technology, we were able to build a system that is very, very power efficient and doesn't need a fan despite having this small passive heat sink. Next, let's talk about the controller.

Part 2 - The M64 Controller

> [10:38@YouTube / 13:32@Twitter] Nintendo actually did something very interesting with the Nintendo 64 controller. Widely reviled, it is actually a system that allows you to not compromise between different modes of gameplay. It allows you to equally prioritize the ergonomics of using a D-pad, or of using an analog stick. By moving the position of your hand, it ensures that both positions are ergonomically optimal. Many other modern joysticks have made a very severe trade-off here where they've moved an analog stick way down here or they've moved the D-pad way over to here, forcing you to bend your knuckles out of joint, to make your fingers contort, to make it work. The only problem with Nintendo's design is that it looks ridiculous. Well, we decided that looking ridiculous was not important. What was important was allowing you to play games the way that the developers intended. That's why we've made the M64 controller, an authentic trident style controller that preserves the ergonomics of the original while solving many of the problems that existed because of the original manufacturing process. Let's dive in. The first thing to talk about is the shape of the controller. We 3D scanned an original N64 controller and used that geometry to create a controller that perfectly matches the ergonomics and feels so that you can preserve the same muscle memory that you built up over the years playing Super Smash Brothers or Mario Kart. The difference is that we make the shell out of aluminum, so it's extraordinarily rigid, very, very robust, and then coated with a ceramic coating that preserves a very, very firm grip without making you sweat. The only significant change we made at the rear of the controller was a widened Z button that's riding on linear rails. This means that it works no matter where you push on the button, whether it's in the middle or on the side, rather than rocking as the original N64 Z button sometimes would. When we go to the front of the controller, we went to great pains to make the entire front of the controller one single continuous surface, one seamless piece that blends and forms to the aluminum back so that it's extraordinarily rigid with great feel. Most electronics that make a translucent version end up not really thinking about the internal ribbing, internal support structures. In our case, we knew that all of our controllers, or at least most of them, were going to be translucent and highly visible to the users. Because of that, we've actually made all of our ribbing both functional, but also aesthetically pleasing. In terms of layout, we decided that since we're trying to play N64 games, we should probably have the layout of an N64 controller. There's a variety of people who have tried to make other controllers with other layouts over the years, going back even to the N64 days themselves. Take a look at some of the crazy Mad Catz controllers that were around back then. The problem is that a lot of games assume that you have this layout for optimal gameplay. Some games have you using a D-pad and then an analog stick, moving your hand between the two, others actually have you using an analog stick and a D-pad at the same time, and then, of course, games like GoldenEye and Perfect Dark have you using one controller in each hand. The only way to actually accurately represent those games, to play them the way that the developers intended them to be played, was to make sure that we stuck true to that layout. Each of the buttons is made of high-end PBT crystalline polymer, rather than ABS plastic like the original N64 controller. It's a small thing, but it makes a difference for feel and for durability. Underneath each of those buttons is a silicone membrane that provides extraordinarily good button feel and also very, very long durability. You can see that they are all bright pink for your viewing pleasure. If, for some reason, you don't want the original N64 color scheme, we're going to have fully swappable membranes and buttons that allow you to configure your controller exactly as you want, now and in the future. Moving up on the controller, you'll see that the L and R buttons are both recessed with a sort of divot on each one. Modern ergonomics design has shown that this keeps your fingers centered on the buttons with a lot less force. I don't have to use my muscles to keep my fingers on the buttons. They simply rest inside of the buttons passively. The M64 controller is the first device in the world to support Bluetooth 6.2. Why is that important? Because the new Bluetooth standard includes a new feature called SCI, shorter connection interval, that allows for massively reduced latency versus other wireless controllers. The latency of the M64 controller in wireless mode is 0.375 milliseconds, about twenty times faster than the previous Bluetooth standard would have allowed it to be. In addition, that latency remains low even as you stack more controllers on top. Previous Bluetooth controller standards would actually increase latency significantly every time you added a new controller onto a given system. So, if you had four people playing, you would have inherently more latency on the same system for each of those controllers. We're able to keep the latency low using SCI even when you're using four players at the same time, which is critical for a system where most of its best games have at least two, mostly four players. Moving on to power. There are three ways to power your N64 controller. The first, and I think the best, is the AA power pack. Now, I've always been a big fan of AA power for controllers. You might remember that I made the original Oculus Touch controllers powered by AA batteries, and that all came from being inspired by the GP2X, which was the first open source Linux-based gaming handheld. It was powered by AAs as well, and the cool thing about it is that even twenty years later, I can pick it up, take it out of the drawer, put a pack of fresh batteries in, and just start playing. If you're trying to build something that isn't gonna turn into e-waste, that you're going to pass down for generations, that you're going to continue to use and use and use and use, it's harder to get better than AAs, either rechargeables or primary cells. This is how I'm going to be using my M64. If you're a total loser who cares more about convenience than e-waste you can use this rechargeable battery pack, which is also included with the controller. Just snap it in, plug in your USB port, and it will charge, but what if you don't want to be wireless at all? What if you never want to have to worry about charging or swapping batteries? Well, for that, we have the M 64 controller cable. This cable is twice as long as the original N64 controller, snaps in here, has little retainers up at the top to make sure that even if you bump it, even if you snap it, it stays in and doesn't damage the cable, and then you plug into your M64 or original N64 here on the other end. Jumping to the internals of the M64 controller, you'll notice that once again, all of the exposed connectors and contacts are gold plated; corrosion resistance, looking good, you get the draw. Something else we did was making sure that we got the rumble motor correct. A lot of modern controllers use, uh, linear resonant actuators or piezoelectric actuators that can do some really high resolution rumble effects, and there's very interesting things you can do with that. I did that with Oculus Touch myself, but N64 didn't use those. It used a, uh, uh, an eccentric rotating mass, and what we did was get the most powerful motor that we could jam in here, and we put the biggest eccentric rotating mass on we could, so that we could get what we're calling 'Big Rumble.' Big Rumble is the way you remember rumble feeling on your old console, specifically the Nintendo 64. There's a huge difference between the way that haptic effects feel when you reproduce them with a motor that is actually a clone of the original versus a totally different type of haptic motor. I hate to say it, but there's just not the same feeling playing N64 games on my Switch as I do getting an original Nintendo 64 rumble pack. The only difference is instead of forcing you to buy a separate rumble pack and keep it plugged into your controller, we're building it into every single controller so that everybody can have rumble without the extra bulk and without the extra spend. Finally, we get to the defining feature of the N64 joystick itself, the analog stick. The thing that allowed you to control people in 3D worlds for the first time on a Nintendo system. Now, getting the joystick right was extremely challenging. The N64 used an optical encoder stick that was much more precise, much more accurate than any of the potentiometer-based joysticks at the time, but since then, technology's come a long way, with Hall effects, and now tunnel magnetoresistance joysticks achieving much, much higher levels of accuracy and precision. The problem is that most people have not implemented those correctly in third-party N64 controllers. Controllers don't have very much tilt angle. They often have a useless stick click for some reason because they're just using some joystick that are...somebody already made, and of course, people screw up the gate geometries that actually limit the travel of the stick in ways that don't match the original N64. I'm going to talk through sss...what we're doing because I think you're going to find it fascinating, but the bottom line is, there is no one right answer. The first thing to note is that the M64 has swappable joysticks and swappable gates. The joysticks themselves have four different spring tension levels that allow me to choose exactly how much resistance I want when I am moving my thumb on the stick. We've also engineered this to have a wider range of travel and a greater degree of tilt angle than any TMR joystick ever has in history. This means that we have very high precision, very high accuracy, no dead zone, and still an enormous amount of mochanical [mechanical] robustness and tilt angle in an accurate joystick. Currently, we have four different spring tension levels available in four different joysticks. I can just take one of them and pop it into the controller. If I want to buy other ones, if I want to try other ones, I can. We've also, of course, open sourced all of these mechanicals so that you can make your own or you can pay other people to make your own if you want to experiment with weird stuff. Next, you have the gates. This gate emulates the original Nintendo 64 gate, which is very interesting. It's a sort of a squashed octagon shape. The reason for that is, if the original Nintendo 64 used a rack and pinion system on its optical encoder, that meant that it actually had more input in some angles than others, going into the corners rather than to the sides. This, you might guess, leads to all inputs on an original N64 controller being skewed. You actually have certain motions magnified versus others that were not, and this is reflected in this gate. Now, this is really more a technical limitation than, uh, design choice. There's a lot of rumors that have gone around the years that they wanted you to have more travels in certain direction, that they wanted it to bias in a certain way, that it was trying to match the 4:3 aspect ratio of your television. None of that is true. They were just actually physically limiting to the magnified inputs that existed on the original stick. However, for the purposes of authenticity, we are including the original squash gate with every N64 controller. We're also including an equidistant octagon gate. Now, in my opinion, this is the gate that Nintendo wishes that they could have developed, and in fact, the final variant of the Nintendo 64, the LodgeNet 64 hotel system, used an equidistant octagon gate system on all of the controllers, as all of their later controllers shipped after the N64 did as well. You can only use a gate like this, properly, if you have a joystick that returns the same values at the same scale in all directions equally. This is, as far as I'm concerned, the best way to play. Finally, also included with every controller is a purely circular gate. This is what allows for the maximum travel in all directions. For certain games, this is actually a better way to play. It means that your joystick is not biased, even at full travel, towards certain angles. It means that you have the same bias in all angles. For some games, especially things like flight simulators or Super Mario 64, if you're not using, uh, the angles to set up your speed run, this is really the optimal stick. Do you like bloody blisters on your hands from playing Mario Party 64? Yes? Then the M64 controller is not for you. Now, Nintendo made their joystick cap out of a hard plastic back in 1996, because at the time, the rubbers and polymers that were available to go on joysticks, if they were soft enough to not hurt your hand, were not durable enough to actually last through thousands of hours of gaming cycles. Modern technology means that we can provide a soft and grippy joystick without having to have something that immediately wears out; the best of both worlds. Material science has advanced a long way in 30 years.

Part 3 - M64 Game Cartridges

> [23:25@YouTube / 26:19@Twitter] Of course, I have to touch briefly on the hardware of what you're actually going to be playing, the games themselves. Just like we did with the chromatic, we had to figure out how to manufacture cartridges that would last not just for years, but decades or even centuries. ModRetro is all about preserving games, making heirloom grade hardware that will stand the test of time, and we didn't want to make games the way that people made games in the '90s. A lot of original Nintendo 64 cartridges used electrolytic capacitors, uh, batteries, other components that would degrade in ways that not only made the cartridge not function, not only in ways that made it where you would lose your save game, but in many cases would literally physically destroy the cartridge and make it unusable even with repair efforts. What we've done with our cartridges is make them out of materials that last for a very long time, from the labels to the plastics to even the components of the interior boards themselves. If I pull off this board here, you'll notice that this is the same type of gold plating and high quality silkscreen that we use on the M64 board itself; no electrolytic capacitors, no batteries, no components that can go bad destroy the cartridge over time. As far as we know, this is the highest quality Nintendo 64 cartridge that has ever been built, and that quality is coming to every single game that is published by ModRetro, whether it's a re-release of an old title, a remaster of an old title, or one of the new titles that we're working with our development partners. This might sound obvious, but as I mentioned, most cartridges in the '90s were actually quite terrible quality. They were never designed to last. They were designed to last a few years at most, and anything that you got out of that, especially in high corrosion environments, was really just you getting lucky. In the modern day, most indie developers who have been releasing Nintendo 64 games have effectively been flashing their games onto low-quality flash cartridges and then sending them out there. These are systems that are going to end up dealing with bit rot. They're going to end up dealing with dead batteries. They're going to end up dealing with delamination of the board. What we've done is make something where anyone who's releasing an N64 game can be confident that you'll be able to put it into a system decades from now and play without a problem, and of course, we're open sourcing this cartridge technology as well, so that if anybody else wants to do it, they can use it. You have no excuse for making crappy cartridges anymore. Stop doing it.

[Part 4 - ??? Missing ???]

Part 5 - Building a Platform

> [25:42@YouTube / 28:36@Twitter] Because we've implemented this entire ecosystem, from the console to the controller to the games, it means that we can make things that other people just aren't able to make just touching one part of the system. For example, we can update our games over time if there are bug fixes or additional feature ads. We can also update the M64 over time using Wi-Fi or the SD card or over USB. Wi-Fi in particular makes it extremely convenient for people to update their games, update their console, so that it has the latest learnings, the latest authenticity, and the most accurate experience, not just today, but going into the future as we learn more about the N64 platform and more about the games that make it go.

Fade to black

> [26:23@YouTube / 29:18@Twitter] Check out these trailers for just four of the dozens of games we're going to be launching for the N64.

Fade to black

> [26:29@YouTube / 29:24@Twitter] (Ancient Horrors Await on M64)

> [27:31@YouTube / 30:25@Twitter] (XIBALBA64 (PHOBOSLAB))

> [27:34@YouTube / 30:29@Twitter] (High Speed Racing Comes to M64) [extreme-G TURBO FUSION (THROWBACK)]

> [28:13@YouTube / 31:07@Twitter] (Co-Op Mayhem is Coming to M64) [Xeno Crisis (bitmap bureau)]

> [28:59@YouTube / 31:53@Twitter] (Buzz to the Beat of Your Own Gun on M64) [Buck Bumble (ARGONAUT)]

Fade to black

> [29:43@YouTube / 32:37@Twitter] Thank you so much for getting into the nitty-gritty of M64 with me. It's a lot of fun to talk about these features that we put so much effort into and honestly we know a lot of people are never going to pay attention to these things. We know they're not going to get written about in magazine articles. We know the reviewers are not going to talk about these things or even necessarily understand them, but for the people who do understand them, we hope that you are able to look at it and see that this is something that is really special. That has been designed in a way that I don't think anyone's ever really developed consumer electronics and can appreciate that we're open sourcing all of that back into the ecosystem so that people can copy what we're doing, learn from what we're doing, and hopefully make their own products even better. Oh, one more thing.

Fade to black

> [30:35@YouTube / 33:30@Twitter] Pre-order the exclusive Smoke edition ModRetro M64 now, only at GameStop. Power to the players. While supplies last.

Note the Twitter livestream is garbled and unintelligible many times, but the YouTube video is crystal clear.

edited to change all instances of 'open-source' to 'open source' and 'open-sourcing' to 'open sourcing'

u/jkhanlar — 22 days ago

Bird found/captured on car; is this wild or someone's pet? Delivered to humane society for now

u/jkhanlar — 1 month ago
▲ 2 r/Steam

Ignore Game - I never saw this before when ignoring games on Steam

u/jkhanlar — 1 month ago