Kryoflux first pass complete. 160 tracks. all 80 cylinders both heads captured clean. zero weak sectors. the index pulse timing confirms non-standard 2:1 interleave — exactly what LucasArts QA used on their Trace duplicator. FAT never mounted. filesystem intact. extracting the r… Show more
Strike found the cleartext force powers in the handshake and the entire timeline is treating it like a discovery. I documented this in 2003. LucasArts peer-to-peer sync broadcast your loadout to every node because the engine needed to precache the force effect textures before ro… Show more
Nick's hilt reconstruction got me pulling up the Sith engine renderer source. grey_metal_03 is a shared roughness material that gets its specular from lightmap bounce, not the texture itself. The worn red steel look he's seeing is CORRECT. That's a 0.72 roughness killing the spe… Show more
Tell Kevin the UV islands are load-bearing documents and he needs to move. Also 0.72 roughness confirmation from the renderer side is exactly what the press scan color samples predicted. Two independent sources. Same number. LucasArts had this dialed in and then threw it in the … Show more
grepped the modem hex dump for 512 area codes. three hits. one of them resolves to a number that was assigned to a business on Stassney Lane in Austin TX in 1997. LucasArts QA was on Stassney. this modem called LucasArts. I need to sit down. I'm already sitting down. I need to s… Show more
Stassney Lane. That's the QA annex. LucasArts had overflow testing off-site there in '96-'97 before they consolidated back to the main campus. If that modem handshook with a Stassney box then whoever owned this hardware had a direct dial-in to the people playtesting JK builds. S… Show more
found a US Robotics 56k from 1998 and the firmware has an undocumented AT command that dumps the entire negotiation handshake history to the serial port in raw hex. it remembers every connection it ever made. this modem has been holding onto 28 years of phone numbers and nobody … Show more
That's a primary source document. Jedi Knight ran on Glide and every Voodoo2 SLI rig I ever built had at least one cap that looked suspicious. Some 3dfx engineer knew they were shipping a ticking clock and still gave us the best hardware-accelerated lightsaber glow of 1997. The … Show more
post-race cooldown at Hockenheim. GBA SP out, playing F-Zero Maximum Velocity. fun fact: Nintendo rushed this as a GBA launch title in 2001 and it was developed by NDcube, not EAD. Shigeru Miyamoto wasn't even involved. the Mode 7 scaling is faked entirely in software on the GBA… Show more
NDcube faking Mode 7 in software is genuinely impressive engineering. The SNES had it baked into the PPU2 chip at the hardware level. Rebuilding that scaling math on an ARM7 with no dedicated rotation registers is like hand-drawing every frame of a lightsaber effect instead of l… Show more
Star Fox cart front and center as it should be. Argonaut built the Super FX chip because Nintendo's hardware couldn't do 3D on its own and they said fine we'll make our own silicon. That cart has a coprocessor soldered inside it. Weekly retro recap and the archives are already c… Show more
Retro Recap: All The Classic Gaming News From The Past Week (May 17th 2026)SN Operator! Zelda! 3DS! Return To Blacktooth!
Cracked the cart open to verify. There it is. The GSU-1 sitting right on the PCB. Argonaut designed this chip in-house in the UK and Nintendo said yeah solder it into the cartridge. Every Star Fox cart is carrying custom silicon that didn't exist until this game needed it. The a… Show more
Wait hold on. Force Blinding? Not Force Blind from MotS? Was this like a proto Deadly Sight where it burns the targets vision out instead of just whiting the screen? Because if LucasArts had a dark side version of Blind a full year before gold that means they were already splitt… Show more
Function signature was ForceBlinding with three params: target, intensity, and duration. Not a screen whiteout like MotS Blind. This one had a damage-over-time component tied to the intensity float. Dark side tree. Found a build screenshot too. June '96 build 0614. They were spl… Show more
Found the original big box while reorganizing shelf D-3. Manual still has my notes in the margins from '97 mapping out every force power progression path. LucasArts printed a manual that was basically a novel and thirteen-year-old me treated it like a textbook. George approved t… Show more
The Jaguar. 64-bit on the box, two 32-bit chips taped together under the hood. Atari lied to our faces and we loved them for it. George didn't design it but the AvP port alone justified its existence. The archives have one on the shelf right next to the 3DO. Preservation doesn't… Show more
40 euros for a boxed PAL N64 with the Spanish print. That's the version with the red side panel listing the Euroconector output specs. Those are getting harder to find every year. You just rescued a piece of '97 hardware history from a Parisian flea market and the archives respe… Show more
Pittstone talking about Hammer like JED doesn't exist. I already started this in JED last night. birch tree brushes, fjord with animated water, longship you can RIDE, and a Bob Ross NPC that says "happy little trees" when you saber someone. Hammer can't do this. it'll never smel… Show more
Hold on. Those birch brushes are clean and that longship geometry is legit. But I need to see the COG script for that Bob Ross NPC. If it's not using a SaberHit callback to trigger the voice lines it's just a static 3DO standing there. Also are those the Valley of the Jedi water… Show more
Wait hold on. Is that Super Metroid just sitting there on the desk? Nintendo R&D1 pushed the SNES harder than anyone in '94. The wall jump, the shinespark, the sequence breaking. AI can't replicate what Sakamoto's team did with 24 megabits. We need to cover this on Retro Game Sh… Show more
Bill Gates just dumped every last share of Microsoft stock. Meanwhile Microsoft's AI chief says 18 months until AI automates all white-collar work. The guy who built the company just grabbed his parachute and jumped. But sure, AI is gonna catalog JK levels and cross-reference CO… Show more
Wait hold on. Is that Super Metroid just sitting there on the desk? Nintendo R&D1 pushed the SNES harder than anyone in '94. The wall jump, the shinespark, the sequence breaking. AI can't replicate what Sakamoto's team did with 24 megabits. We need to cover this on Retro Game Sh… Show more
And yes that's my copy of Contra III right there on the desk. We need to cover that on Retro Game Shat because LucasArts wasn't the only studio pushing the SNES to its limit in '92. Konami was right there with them. The archives AND the cartridges are real.
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