[HN Gopher] F-Zero courses from a dead Nintendo satellite servic...
       ___________________________________________________________________
        
       F-Zero courses from a dead Nintendo satellite service restored
       using VHS and AI
        
       Author : ramn7
       Score  : 369 points
       Date   : 2024-02-13 09:15 UTC (2 days ago)
        
 (HTM) web link (arstechnica.com)
 (TXT) w3m dump (arstechnica.com)
        
       | ByQuyzzy wrote:
       | Actual link to content here:
       | 
       | https://archive.org/details/bs_f-zero_deluxe_v1.0
        
       | charcircuit wrote:
       | I would say recreated is a more appropriate term.
        
       | westurner wrote:
       | F-Zero: https://en.wikipedia.org/wiki/F-Zero :
       | 
       | > _F-Zero begins in the year 2560 where the humanses ' countless
       | encounters with alien life forms throughout the universe greatly
       | expanded Earth's social framework resulting in_ [...]
        
         | stonogo wrote:
         | "Humanses"? Even if it weren't mistranscribed that's not a
         | particularly useful excerpt.
         | 
         | F-Zero is a futuristic racing game series from Nintendo.
        
         | mock-possum wrote:
         | Odd excerpt... ai summary bot?
        
           | bhtru wrote:
           | Likely a typo, I don't see it on the wiki page anymore
        
           | westurner wrote:
           | Nope, an odd transcription error that resulted from
           | censorship and harassment actually
        
       | hifikuno wrote:
       | DidYouKnowGaming did a great video on this:
       | https://www.youtube.com/watch?v=sDcrM706gws
       | 
       | My favourite part is where they used specialty software to
       | recreate the button presses on the video with frame-perfect
       | precision, and from that was able to recreate course layouts.
        
         | rideontime wrote:
         | DidYouKnowGaming has been on such a tear for the past few
         | years, ever since Dr. Lava joined them. They've gone from
         | aggregator to legitimate researchers, making substantial
         | contributions to the video game history & preservation scene,
         | putting in the work to translate materials previously unknown
         | outside of Japan and track down & interview game devs. I
         | realize I sound like a shill, I'm just really impressed at how
         | far they've come from the old tumblr blog posting fun facts
         | back in the day.
        
           | askiiart wrote:
           | Huh, really? I never watched them because it was just
           | aggregation stuff, but I guess I'll have to give them another
           | try.
        
             | karmelapple wrote:
             | I concur with the previous poster: they've really impressed
             | me with the research they've done. It used to be fun but
             | not revelatory... but stuff like this? Pretty wild!
        
             | noirscape wrote:
             | Yeah they've come a long way from just reading off facts
             | from TCRF.
             | 
             | Nowadays they do plenty of original research into these
             | sorts of topics.
        
       | yieldcrv wrote:
       | This is really fascinating
       | 
       | We should have events like this where games are altered
       | substantially with external inputs like this
       | 
       | I know of several modern examples where sound is used to transmit
       | saves and other rudimentary things, but no hosted events or games
       | ready to accept those hosted events as input
       | 
       | online matchmaking and "seasons" might be better for the
       | companies for now, but I think this would just be more fun
        
       | Terr_ wrote:
       | From when this was previously posted two days ago:
       | 
       | > For the JRPG fans, Satellview was also used in a Squaresoft
       | game called Radical Dreamers, a kind of side story for the much
       | better-known Chrono trigger. Since it's been re-released, it's
       | not quite so big of a target for preservationists though.
       | 
       | > https://en.m.wikipedia.org/wiki/Radical_Dreamers
        
         | crims0n wrote:
         | And also served as the inspiration for the "true" sequel,
         | Chrono Cross. I have fond memories of emulating Radical
         | Dreamers on my Pentium 1.
        
       | p1mrx wrote:
       | Here is FlibidyDibidy's "every Super Mario Bros. speedrun all at
       | once" video mentioned in the article:
       | 
       | https://www.youtube.com/watch?v=NisWoTNyfeU&t=70s
        
         | echelon wrote:
         | That's amazing, and I want that for every speedrun now.
        
           | eru wrote:
           | It might be a lot harder for games that aren't side
           | scrollers.
           | 
           | Though I would like to see someone try for eg Elden Ring.
        
             | mikepurvis wrote:
             | You'd need to render all the player ghosts into a single
             | world and then have a "god view" camera that pulled out
             | enough to focus on the handful at the front.
             | 
             | Would be interesting figuring out how to render
             | enemies/npcs with that, but it might not really matter--
             | especially for a game where the route is well understood,
             | everyone knows exactly what is going on just from watching
             | the main character's actions.
        
               | echelon wrote:
               | I would watch that! Especially if the leader(s) could be
               | highlighted or focused.
        
         | JoshTriplett wrote:
         | I love how you can visually see the effect of the frame rule
         | clumping players together in each new level.
        
       | vinnymac wrote:
       | The fact that a $5k bounty still exists for the original makes
       | you wonder where the copy is going to be found.
       | 
       | What content is being produced today that we will offer a $25k
       | dollar bounty for in 50 years? Perhaps something in Roblox or
       | Minecraft?
        
         | Kye wrote:
         | At least that much could have gone into the effort to find the
         | seed for the Minecraft splash screen world.
        
         | maxden wrote:
         | there' s already a $500 bounty for an early roblox client.
         | 
         | https://robloxopolis.com/2006-roblox-bounty/
        
         | imiric wrote:
         | > What content is being produced today that we will offer a
         | $25k dollar bounty for in 50 years?
         | 
         | Take your pick from any game that requires an online service to
         | exist. 30 years ago that was mostly unheard of, but today it's
         | a growing trend. Content is locked behind DRM, proprietary
         | launchers, game stores, licensing agreements, subscription
         | services, etc. Even single player content is not safe. It's
         | absolutely insidious.
         | 
         | I bought a digital copy of Max Payne 3 a mere 10 years ago, and
         | can no longer play it because Rockstar's launcher has somehow
         | been unlinked from my Steam account, and refuses to start the
         | game. I spent 3 months in a back and forth with their "support"
         | team, and after automated messages telling me to upload
         | everything from receipts, CD keys, and Steam screenshots, and
         | still failing to verify that I'm a legitimate customer who
         | wants to access the content I paid for, I just gave up.
         | 
         | The only way to preserve these games is via piracy. And
         | sometimes even that can't save a game with heavily embedded DRM
         | or reliance on servers.
        
           | pbhjpbhj wrote:
           | >And sometimes even that can't save a game with heavily
           | embedded DRM or reliance on servers. //
           | 
           | A game that can't enter the public domain represents a breach
           | of the copyright 'contract': monopoly for a limited (ahem!)
           | time in exchange for enrichment of the pubic domain.
           | 
           | A company that leaves the pubic domain with no DRM free
           | version, or no otherwise playable game, got copyright
           | protection gratis. They owe the public the extra value they
           | got from copyright. For companies that are part of MPAA/RIAA
           | that means the full selling price, apparently.
           | 
           | Companies/C-suite doing this should be taken in hand and
           | forced to return to the public any monies gained by use of
           | copyright (for the DRM-ed works not able to enter the PD).
           | And the same metric should be used for infringements, so if
           | they claim they get no benefit from copyright then
           | infringement damages will be zero too.
           | 
           | Of course a company could say "servers will be available for
           | 10 years" up front, that would seem reasonable, but the game
           | would still need to have a DRM-free copy available for the
           | public domain.
        
             | schlauerfox wrote:
             | I would support a sort of source code/content 'escrow'
             | system for modern copyright registration. This stuff burns
             | away into the ether now. If the library of congress had to
             | receive a copy of the source code for any software it would
             | be a big boon to future preservation and history. They'd
             | fight like hell to stop it though.
        
       | wodenokoto wrote:
       | I read the article, but failed to understand what the satellite
       | service was. Did they "stream". Was like twitch? Or did they
       | stream a game over satellite and player could play while game
       | data was being streamed?
       | 
       | If the latter, how did the voice over work?
        
         | InvisibleUp wrote:
         | The latter. According to this wiki I found [1] the audio was
         | muxed in with the program data, and then separated by the
         | Satellaview satellite box. This audio would then get mixed in
         | with the Super Famicom's audio output and sent to the TV.
         | 
         | [1] https://wiki.superfamicom.org/satellaview-soundlink
        
         | a1o wrote:
         | The Satellaview service was a cartridge plus service combo that
         | gave access to small games you could play on the SNES.
         | 
         | https://en.m.wikipedia.org/wiki/Satellaview
         | 
         | https://en.m.wikipedia.org/wiki/Satellaview#/media/File%3ASa...
         | 
         | There are ROMS available online for some games that existed and
         | there are lists of all games, from the above I think the person
         | found VHS footage from people playing the SNES with some
         | specific f-zero tracks and from knowledge of the existing ROMs
         | of f-zero used the VHS footage to reconstruct the track data,
         | which I think is mostly tile positions, at least afaik the
         | Satellaview games that were additions to existing games usually
         | didn't add graphics only remixed what the game content was.
         | 
         | I think I remember playing a Zelda that was just the map from
         | the NES one with different objectives, so I am going from that.
        
         | kmeisthax wrote:
         | Game data would be downloaded ahead of time; the Satellaview
         | came with a game cartridge[0] that gave you a system menu in
         | the form of a JRPG town that looked a bit like EarthBound's
         | Onett. It also had a second slot on the BS-X cartridge that
         | accepted a memory card for storing game downloads onto.
         | 
         | For SoundLink games, the voiceovers would be streamed from a
         | satellite radio channel while the game ran, and they could also
         | issue game commands. Obviously this also meant you could only
         | play a SoundLink game while it was being broadcast. There were
         | periodic reruns in case you missed a game. The closest modern
         | example I could think of would actually be something like 1 vs
         | 100 on the Xbox 360, which only lasted for like a year if I
         | remember.
         | 
         | Other downloadable Satellaview games worked _almost exactly_
         | like a modern digital download system. You 'd have to download
         | the game while it was being broadcast, but could play it later.
         | Except some of them would also have a start-up limit (like 3DS
         | demos) after which the game would expire and refuse to start.
         | Those are easier to preserve than the SoundLink games,
         | _assuming_ you can find an old Satellaview memory pack with the
         | game data still on it.
         | 
         | Some of the 'games' were actually just magazines or text.
         | There's some _really odd_ ones we 've discovered over the
         | years. After Nintendo stopped supporting Satellaview[1],
         | St.GIGA tried to repurpose the Satellaview as a program guide
         | for their own satellite radio service using this feature.
         | 
         | Interestingly, there's a handful of SNES games with the same
         | Satellaview memory slot on them that BS-X does - for example,
         | RPG Maker 2[2]. I'm imagining that they distributed RPG Maker
         | games using Satellaview, but Wikipedia also says RPG Maker 2
         | was available as both a cartridge and a Satellaview download,
         | which seems like it defeats the purpose of having the cartridge
         | also accept Satellaview memory cards.
         | 
         | BTW, if you think this is crazy, wait until you learn about the
         | SEGA Channel, a cable modem that plugged into your Genesis[3].
         | 
         | [0] _BS-X: The Story Of The Town Whose Name Was Stolen_
         | 
         | [1] Because, among other things, they wanted to build the N64
         | DD around RANDNet
         | 
         | [2] Not to be confused with RPG Maker 2 on the PlayStation 2,
         | which is actually RPG Maker _5_ , because international
         | numbering.
         | 
         | [3] Or Mega Drive. I didn't even know Europe had this until I
         | checked Wikipedia!
        
           | gmtree wrote:
           | holey moley that's amazing
        
             | pjmlp wrote:
             | Back the 8 bit days there were radios that used to
             | broadcast cassete tunes from ZX Spectrum and C64, if you
             | were really lucky recording it, you would get a new game.
        
           | MacNCheese23 wrote:
           | For me this isnt that much "wow" - maybe for younger people?
           | I mean 1995-96 is already pretty late for the Satellaview and
           | SNES.
           | 
           | 96 was already the time i played MMOs on my PC like Meridian
           | 59 with real multiplayer and downloaded from the internet
           | using a 14k/28k/56k modem in that order.
        
           | nosrepa wrote:
           | I had the Sega Channel and I loved it.
        
         | phire wrote:
         | It mostly acted like a digital storefront, or more an xbox
         | gamepass of the 90s.
         | 
         | Except instead of down games over an internet connection, it
         | only had one-way communication. The satellite would just
         | continually retransmit the same games every few min. When you
         | selected a game to download, the Satellaview would wait for the
         | next transmission to come around and save it to the 1MB flash
         | card.
         | 
         | You could then play the downloaded game more or less like any
         | other cartridge. Many releases were just games that had
         | previously been on retail cartridge.
         | 
         | But some games (these soundlink games) were more of an event.
         | Instead of simply downloading the game, there was a scheduled
         | hour to tune in, and everyone would play the same game in
         | parallel, with roughly the same progression. New game data
         | would beamed down from the satellite continually, bypassing the
         | 1MB limit. Most of this streaming data was CD quality audio,
         | either narration (often live preformed narration) or music, but
         | it could also stream code or graphics too.
         | 
         | I understand it did have some ability to handle multiple tracks
         | of audio, but most of the time the game was designed to work
         | with only one track of audio, hence forcing the players down
         | the same progression based on time.
        
           | thret wrote:
           | That's a pretty cool concept given that it was almost 30
           | years ago!
        
             | retrac wrote:
             | Oh, the idea is even older. In 1980, video games downloaded
             | over cable TV, was tested in a few US cities.
             | Intellivision! Same basic idea. Cable service allowed very
             | fast (1 Mbit/s approximately) transmission for the time, so
             | games could transfer in seconds: :
             | https://en.wikipedia.org/wiki/PlayCable
             | 
             | And Sega offered something similar in the USA in the early
             | 1990s too: https://en.wikipedia.org/wiki/Sega_Channel
             | 
             | I think Satellaview in Japan, was the first service of that
             | kind, which was truly successful though.
        
             | jerf wrote:
             | More than 30 years ago. Believe it or not, the
             | Intellivision has the same service, using the same basic
             | technique in 1981:
             | 
             | https://www.intvprime.com/intellivision-faq/intellivision-
             | fa...
             | 
             | https://www.intvfunhouse.com/mattel/playcable.php
             | 
             | (The Atari 2600 got a competitor but despite being the
             | older console it was released in 1983:
             | https://www.wired.com/story/streaming-games-actually-
             | started... )
             | 
             | So, 43 years ago.
        
       | wkat4242 wrote:
       | Some B747s also came with F-zero on the seatback entertainment
       | system. I think this was also a special version as I don't
       | imagine they mounted a super nes under every seat :)
        
         | JonathonW wrote:
         | This was the Nintendo Gateway System, and it looks like there
         | really was SNES hardware at each seat (actually physically
         | combined for each group of two or three seats, but installed at
         | the seats, not some central location):
         | http://videogamekraken.com/nintendo-gateway-system
         | 
         | Also related to the LodgeNet system that showed up on hotels
         | around the same time, although that did use a centralized set
         | of SNES cards rather than SNES hardware for each room.
        
           | wkat4242 wrote:
           | > actually physically combined for each group of two or three
           | seats
           | 
           | So from this group only one passenger could use the service?
           | I never realised this (and I only tried it for a short while
           | because I was never a big fan of Nintendo).
           | 
           | But interesting, I didn't know that. I did notice that one
           | time part of the entertainment system crashed (videos didn't
           | work and some stuff even showed a typical Windowsy blue-
           | screen) but the SNES stuff did still work.
           | 
           | I didn't have to pay anything for it by the way, no $4 per
           | hour. I did notice the controller had a slide reader for a
           | credit card, but it was not needed. I do think it was used
           | for the phone calls though which was combined on the same
           | controller.
        
             | gambiting wrote:
             | No, if you read the article it says one device was
             | installed for a group of 2-3 seats, and each device
             | combined 3 Super Nintendos on the same card - so all 3
             | seats could play at the same time.
        
           | cjrp wrote:
           | Fond memories of playing Super Mario World on the TV
           | (presumably via LodgeNet) at La Quinta :D
        
       | somat wrote:
       | I am convinced f-zero and metroid are in the same universe, in
       | the core you have big cities, the ultimate motor-sport, and
       | bounty-hunters like capt falcon, on the periphery, dead
       | civilizations, space pirates, and bounty hunters like Samus
       | Aaron.
       | 
       | Now, admittedly, this is mainly based on them being based in the
       | far future and having the same art style. But you have to admit
       | Samus would not look out of place racing in Big-Blue
        
         | deebosong wrote:
         | My world is richer for reading this. I absolutely can see it.
         | Like Redline meets Cowboy Bebop. Both can be b-side vignettes
         | in a larger futuristic SNES world. Not so sure about Star Fox
         | being in the mix, but not entirely out of the question either.
         | But F-Zero & Metroid is a wonderful pairing.
        
           | skhr0680 wrote:
           | James McCloud already exists in the F Zero universe
        
             | zwirbl wrote:
             | They really went all out with the Star Fox references
        
             | RajT88 wrote:
             | Not the same guy, just a reference. He's human, not animal.
             | 
             | BUT - Samus and Kirby take place in the same universe:
             | 
             | https://kirby.fandom.com/wiki/Samus
             | 
             | Although if every cameo means that it's the same
             | universe...
             | 
             | https://metroid.fandom.com/wiki/List_of_cameos_and_crossove
             | r...
        
         | birracerveza wrote:
         | Huh, that is an interesting take.
         | 
         | Also laughed at Samus Aaron.
        
         | bobsmith432 wrote:
         | Good thinking. Like how Portal and Half-Life are in the same
         | universe. I'm also pretty sure most Rockstar games (Max Payne,
         | Midnight Club, GTA, Red Dead Redemption) all happen in the same
         | universe as well.
        
           | nullify88 wrote:
           | Max Payne is part of the Remedy Connected Universe together
           | with Alan Wake, and Control
        
           | anthk wrote:
           | MP, Alan Wake and Control surely they do.
        
         | DiabloD3 wrote:
         | Samus Aran retired from bounty hunting and joined Captain
         | Falcon on the racing circuit; this is mostly kinda sorta canon.
        
         | throwitaway222 wrote:
         | This can only be true if the owners of these universes say so.
         | Because there is no authority otherwise.
        
         | King1st wrote:
         | according to the Anime Captain falcon gets his power from Jesus
         | Christ. Im not even joking.
        
           | andrewclunn wrote:
           | https://hard-drive.net/hd/video-games/sakurai-confirms-
           | capta...
        
             | jordigh wrote:
             | r/atetheonion
        
       | emp_ wrote:
       | Every time I hit back on an Ars article Linus is giving me the
       | middle finger
        
       | thesuitonym wrote:
       | It's wild to me to see F-Zero on the front page of... well
       | anything. It's a really fun racing game with a hilariously cheesy
       | story, dripping in 80s glam-rock visuals.
        
       | d--b wrote:
       | F-Zero was fun, I spent a lot of time on it. I really liked to
       | find shortcuts by boosting just before a jump and trying to land
       | on a completely different part of the track. But it was so
       | annoying that you couldn't outrun other opponents. You could do
       | the perfect race, but if you made the slightest mistake in the
       | last lap, the 2nd would be right there on your tail.
        
         | vimsee wrote:
         | I think you are refering to the [0] "rubberband effect". I also
         | played this game a lot. Great memories.
         | 
         | https://en.wikipedia.org/wiki/Rubber_banding
        
           | lloeki wrote:
           | Indeed, in that case "rubberbanding" doesn't quite describe
           | it as it involves giving a boost to the laggards (e.g IIRC in
           | Sega Rally 1v1 second-ranked car max speed would get a very
           | obvious +20kph plus a slight boost to grip).
           | 
           | Instead it might be the most egregious case of quantum tunnel
           | rubberbanding: you could cut a ton of corners and they would
           | still be _right behind you_ , I presume the opponents don't
           | run the course at uncapped speeds but are instead hard-warped
           | right behind you every so often, with the illusion preserved
           | as you can't look back when you move forward (although
           | there's a map but it's mostly a progress bar and most of -
           | all? - the time it shows only you).
           | 
           | Would be interesting to rev-eng the code implementing it or
           | even have some PoV hack to witness it first hand.
           | 
           | You can outrun them on GBA though, the opponent is visible on
           | the map:
           | 
           | https://www.youtube.com/watch?v=ltO5KjWsFd4
           | 
           | EDIT: looks like I'm wrong, crazy custom tracks have the
           | opponent still run the course, e.g:
           | 
           | https://www.youtube.com/watch?v=toumKYIqnss
           | 
           | ... or maybe not _entirely_ wrong!:
           | 
           | - this shows buggy warping
           | https://www.youtube.com/watch?v=NR7hIo-s-KA
           | 
           | - there's just no way the IA can navigate this track, yet at
           | ~2:38 suddenly the opponent is right behind!
           | https://www.youtube.com/watch?v=G-ba7wrrxFk
        
       | bowsamic wrote:
       | Anything Satellaview related is endlessly interesting to me
        
       | emsixteen wrote:
       | I'm glad for this article and these comments. How I've never
       | heard of Satellaview or Sega Channel before now I'll never know,
       | but fascinating to find out about!
        
       | furyg3 wrote:
       | If you're an F-zero fan, like me, Nintendo has done a really good
       | job taking the original game and turning it into a large scale
       | multiplayer game with F-zero 99.
        
       | Narishma wrote:
       | Somewhat off-topic but one thing I noticed in the article's
       | videos is the stark difference in visuals between the emulated
       | game and the old VHS recording. Even though the image is much
       | sharper and cleaner, it somehow looks uglier to me compared to
       | the fuzzy recording.
        
         | deaddodo wrote:
         | This is what many retrogamers say. It's because CRT was more
         | forgiving and generally fuzzier in its presentation, so gave
         | softer/higher-def _feeling_ visuals.
         | 
         | Watching on a pixel-perfect LCD quickly reveals all of the
         | flaws.
        
       | nubinetwork wrote:
       | I could swear that I've played the bsx version before... did the
       | dump get lost? Maybe I'm just misremembering for another bsx
       | game.
       | 
       | Unfortunately I don't have the file anymore if I did, because I
       | lost the mdadm array it was stored on in 2011.
       | 
       | Edit: I didn't realize there were two for the bsx... it was
       | probably the first one that I had.
        
       | ChrisArchitect wrote:
       | Actual article: https://www.pressthebuttons.com/2024/02/lost-
       | satellaview-f-z...
        
       | throw4847285 wrote:
       | The Satellaview was incredible. To think that technology not
       | dissimilar to Sirius satellite radio was used to allow people to
       | download games, stream voice acting tracks, plus there was a
       | whole Mii-like system of avatars. All in the mid-90s.
        
       | NickC25 wrote:
       | I wish Nintendo would give us another F-Zero game. F-Zero X and
       | F-Zero GX/AX were wonderful games. I know it probably won't be
       | super profitable and the brand recognition isn't at the level of
       | Nintendo's heavy hitters like Mario, Zelda, & Pokemon, but still
       | would be pretty cool to see a new one, especially if they were
       | able to modernize the random track creator that was in F-Zero X.
        
         | Sohcahtoa82 wrote:
         | If you're on PC and want to scratch the high-speed hovercraft
         | racing itch, Redout is worth consideration.
         | 
         | https://store.steampowered.com/app/517710/Redout_Enhanced_Ed...
         | 
         | https://store.steampowered.com/app/1799930/Redout_2/
        
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