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Hardware-craft game development · 1975 → 2005

Make a real game,
on a real old machine.

Pick a system. Work through complete games — not toy exercises — in the languages people used at the time. Direct hardware, no engines, no apologies.

Not sure where you fit? Find your way in → · Want the shape first? Open the map →

What's ready · what's next

/systems/

What's new

/updates/ →

Four decades · pick a year

/timeline/
27 machines
1975–79

Genesis

66 machines
1980–84

The home-computer boom

33 machines
1985–89

Where the curriculum grows

17 machines
1990–94

16-bit · the bridge

7 machines
1995–99

Edge of our range

3 machines
2000–05

The hardest cases

Learn in layers

curriculum and reference

Built in the open

github.com/emu198x

Our own emulator.

Emu198x — cycle-accurate cores for the machines we teach, modelled down to the pins and the timing. Headless and scriptable today; used for automated runs, screenshots, and accuracy work while learners use the native emulators.

Meet Emu198x →

An honest ask

≈153 machines catalogued. Dozens of games each. One of me.

This is free, open source, and forever — every page, every binary, every line of prose. The catch: I can't reach the full ambition alone. Author a game on a machine you love. Port the methodology to one I don't own. Fill a vault entry.

Ways to help →
WANTED