Games – Maryland Institute for Technology in the Humanities https://mith.umd.edu Thu, 08 Oct 2020 20:03:20 +0000 en-US hourly 1 https://wordpress.org/?v=5.5.1 Alexandrina Agloro Digital Dialogue https://mith.umd.edu/dialogues/dd-fall-2017-alexandrina-agloro/ Tue, 07 Nov 2017 17:00:25 +0000 http://mith.umd.edu/?post_type=mith_dialogue&p=18874 How can interactive media supplement and support justice-related social movements? Alexandrina Agloro, media artist and assistant professor, will discuss the landscape of design and digital humanities projects geared toward social change, and share some of her current projects. Each of these projects incorporate pieces of reimagining archives, culturally relevant education, game development, and tools [...]

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How can interactive media supplement and support justice-related social movements? Alexandrina Agloro, media artist and assistant professor, will discuss the landscape of design and digital humanities projects geared toward social change, and share some of her current projects. Each of these projects incorporate pieces of reimagining archives, culturally relevant education, game development, and tools for reproductive justice. These projects were developed through a participatory design methodology and model how we think about organizing and implementing activism. The second part of this talk will turn to community-engaged game development and discuss two games, The Resisters, an alternate reality game about social movement history, and Vukuzenzele, a videogame about reblocking informal settlements in South Africa. These games are examples of the opportunities and challenges in applied game design and how game mechanics can be utilized as instruments for engagement and action.

See below for a Storify recap of this Digital Dialogue, including live tweets and select resources referenced by Agloro during her talk.

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Kishonna Gray Digital Dialogue https://mith.umd.edu/dialogues/dd-spring-2017-kishonna-gray/ Mon, 30 Jan 2017 14:30:48 +0000 http://mith.umd.edu/?post_type=mith_dialogue&p=18150 As racial projects, video games legitimize white masculinity and hegemonic ideology through the ‘othering’ process. This is performed via pixelated minstrelsy by depicting Black and Brown bodies as objects to be destroyed and women as bodies to be dominated. The mediated story of Black characters is limited and situated within buffoonery (comedy) or crime [...]

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As racial projects, video games legitimize white masculinity and hegemonic ideology through the ‘othering’ process. This is performed via pixelated minstrelsy by depicting Black and Brown bodies as objects to be destroyed and women as bodies to be dominated. The mediated story of Black characters is limited and situated within buffoonery (comedy) or crime and gaming is not exempt. Media outlets have created essentialist notions about Blackness and what it means to have an ‘authentic’ Black experience. And because there are limited counter-narratives, this singular story only confirms hegemonic notions of what it means to be Black.

See below for a Storify recap of this Digital Dialogue, including live tweets and select resources referenced by Gray during her talk.

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Rachel Donahue: “It’s too dangerous to go alone! Take this.” https://mith.umd.edu/dialogues/rachel-donahue-its-too-dangerous-to-go-alone-take-this/ Tue, 26 Feb 2013 09:30:26 +0000 http://mith.umd.edu/?post_type=mith_dialogue&p=10132 Videogame preservation has made great strides in the last four years, from having the Art of Video Games on display at the Smithsonian Museum of American Art to making the program of the annual Game Developers conference. As with any other type of preservation or conservation, preserving videogames requires some fairly esoteric knowledge and specialized [...]

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Videogame preservation has made great strides in the last four years, from having the Art of Video Games on display at the Smithsonian Museum of American Art to making the program of the annual Game Developers conference. As with any other type of preservation or conservation, preserving videogames requires some fairly esoteric knowledge and specialized implements to do well. In this talk, Donahue will present some of the tools (hardware, software, and other) she used and helped create to benefit videogame preservation during her work with the Preserving Virtual Worlds project.

 

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Preserving Virtual SNES Games https://mith.umd.edu/preserving-virtual-snes-games/ https://mith.umd.edu/preserving-virtual-snes-games/#comments Thu, 25 Oct 2012 13:00:15 +0000 http://mith.umd.edu/?p=9674 I had originally planned to use this post  to log my adventures in desoldering the CPU from the Nintendo Entertainment System (NES), but, alas, the campus couriers are holding the all-important solder sucker hostage.  Instead, I'll talk a little bit about the work we've done with the Super Nintendo Entertainment System (SNES), which involves significantly [...]

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I had originally planned to use this post  to log my adventures in desoldering the CPU from the Nintendo Entertainment System (NES), but, alas, the campus couriers are holding the all-important solder sucker hostage.  Instead, I’ll talk a little bit about the work we’ve done with the Super Nintendo Entertainment System (SNES), which involves significantly less molten metal.

One goal of the Preserving Virtual Worlds 2 (PVW2) project is to provide videogame curators with information and tools to make their job easier.  One small but important step in any digital preservation workflow is auditing the files–making sure that the bitstream you have in your repository is the same as the bitstream on the original media (or, down the line, making sure that the bitstream in the repository is the same as the bitstream you originally ingested). This is sometimes referred to as an integrity check, and with files stored and accessed on ordinary media is a relatively trivial matter of calculating a checksum at ingest and  checking that the same number is still derived when the same algorithm is applied to the bitstream at regular intervals.  When data is being migrated into a new format, it is also wise to make sure nothing is lost when accessing the file in  the new format, which is why you’ll find color strips in the toolkit of digitization QCers.

When we migrate SNES games to a media neutral format, we’re taking code that was originally burned into a read-only chip (ROM) and creating a digital file. We then access that digital file using a software emulator instead of proprietary hardware designed to do nothing but read those cartridges. This raises two questions:

      1. How do we know that the file we save matches the file originally burned on the ROM?
      2. How do we know that the emulator is correctly interpreting the ROM?

To answer these questions, we’re using a nifty device called the Retrode2.  The Retrode allows you to play SNES cartridges with original SNES controllers through an emulator on your computer. As a side effect, it also allows you to extract ROM files and savegames (SRAM) and to write new files to the SRAM. The following workflow is based on the assumption that

      1. A ROM file which will read an original savegame  from an SNES cartridge is likely an accurate representation of the game.
      2. An emulator which produces a savegame which can be loaded by the game on the original cartridge likely presents an accurate representation of gameplay.

 

Setting up the Retrode2

Retrode2 device, miniUSB cord, instruction booklet

The Retrode box contains the Retrode unit, a Mini-USB cable, and a simple sheet of instructions. SNES cartridges are inserted in the rear slot, facing backwards. Controllers are plugged into the side ports.

Before using the Retrode, it is necessary to flash the firmware (the firmware it ships with is known to have some errors with SNES controllers). The latest firmware, along with some basic instruction, are available here. If you’re using Windows and have difficulty with FLIP, try running it as Administrator.

Once you’ve successfully updated the firmware and reset the device, open up the Retrode in a file manager. Note the datestamp–files on the Retrode will always display this datestamp, even if you have updated them (when the device has been reset after any file changes).

File-listing for the Retrode2

Open the file RETRODE.CFG in a text editor. Your filenames may include a number after the game title. If you’d like to disable this, change the value on line 15 for

[filenameChksum] from 1 to 0. In order to write savegames to the cartridge, it is also necessary to change the value for [sramReadonly] on line 17 from 1 to 0. Only change this value if and when you are writing a savegame to the cartridge. Leaving it on provides some small security against accidentally corrupting your save file. Save. If for some reason saving the config file fails, refer to procedures for writing an SRAM (save) file  to the cartidge.

  1. ; Retrode .17g – Config
  2. ; Remove any line to revert setting to factory default
  3. [HIDMode] 1 ; 0: Off; 1: 4Joy+Mouse; 2: 2Joy; 3: KB; 4: iCade
  4. ; Hex codes for KB mode (in this order):
  5. ; SNES gamepad: B Y SEL STA ^ v < > A X L R
  6. ; In NES mode: A B SEL STA ^ v < > x x x x
  7. ; SEGA gamepad: B A MOD STA ^ v < > C Y X Z
  8. ; See usb.org/developers/devclass_docs/Hut1_11.pdf (pp.53ff)
  9. [kbL] 06 1b 28 2c 52 51 50 4f 09 07 04 16
  10. [kbR] 10 11 05 19 33 37 36 38 0e 0d 0a 0b
  11. [nesMode] 0 ; 1: NES gamepads; 0: SNES
  12. [filenameChksum] 0 ; checksum in filename? 0,1
  13. [detectionDelay] 5 ; how long to wait after cart insertion/removal
  14. [sramReadonly] 0 ; write protect SRAM?
  15. [segaSram16bit] 0 ; use 16bit words for SRAM?
  16. [sramExt] srm
  17. [snesRomExt] sfc
  18. [segaRomExt] bin
  19. ; Override autodetect:
  20. [forceSystem] auto
  21. [forceSize] 0
  22. [forceMapper] 0
  23. ; Optional plug-ins:
  24. [atariRomExt] a26
  25. [tg16RomExt] huc
  26. [vbRomExt] vbr
  27. [n64RomExt] n64
  28. [gbRomExt] gb
  29. [gbaRomExt] gba

Here it is, set up and running Super Mario Kart:

Mario Kart running on an emulator through the Retrode2

Setting up an Emulator

SNES9x is an emulator available for all major platforms. To run it, simply extract the contents of the zipfile to a directory of your choice.

The SNES game pad must be setup as the input device within the emulator. To do this, select Input->Input Configuration in the top menu or press Alt+F7. Click your mouse in the “Up” textbox, and then press the corresponding buttons on the SNES controller until all buttons have (J0) or (J1) values. Ignore the  buttons after the R-button.

SNES9x's Input Configuration Screen

Select File->Load Game or type Ctrl+O and navigate to the Retrode directory. Open the *.sfc file; opening the *.srm (save) file will just cause the emulator to hang. When you play the game, it should reflect any data currently stored in the cartridge’s SRAM. The *.sfc file can be copied to SNES9x’s  Roms directory for later play without the Retrode.

Extracting and Injecting Battery Saves

To extract a save file, simply copy the *.srm file to a local directory (for instance, SNES9x’s Saves directory).

Ensure that [sramReadonly] on line 17 is set to 0 in RETRODE.CFG. If you get “Access denied.” or a similar error message when attempting to inject a save, this value is set to 1.

Some command-line work is necessary to inject a new savefile onto the SRAM. In Windows, type “cmd” in the Start Menu, right click the program that shows up, and select “Run as Administrator.” On other platforms, use the Terminal. Note the location of the NEW save file as well as the drive letter/location of the Retrode. The new save file must have the same name as the file you are replacing. Case is important. In this example we will be placing a new save file onto a Super Mario Kart cartridge. At the command line (in Windows), type:

type C:PathtoNewSaveGame.srm > D:SaveGame.srm

so, for Super Mario Kart

type  Z:DocumentsMITHPVWSNESsnes9xSavesSuperMarioKart.srm > D:SuperMarioKart.srm

 on Mac/Linux you can either use

cat /path/to/New/SaveGame.srm > /path/to/SaveGame.srm

or

dd if=/path/to/New/SaveGame.srm of=/path/to/SaveGame.srm

 When you look at the Retrode in a file manager, the srm file should now reflect today’s date. After the Retrode has been reset, even if you were successful, the datestamp will revert to the standard 1990 date. To see if the transfer was successful, clear out any files in SNES9x’s Save directory (it has a tendency to privilege local save files) and open the *.sfc file from the Retrode. The game data should now reflect the new savegame rather than whatever was originally on the cartridge. The easiest way to check this in Super Mario Kart is to look at Time Trials.

If for some reason you get a CHKSUM error and SNES9x hangs, fear not! Playing the game with an original SNES console should fix the problem. This is most likely to happen if you use the OS’s GUI copy command rather than writing over the file at the command line.

Mario Kart Time Trial Data (Original Save)

The save data originally on the cartridge.

Mario Kart Time Trial Data (New Save)

The new save data.

 

The drawback to this workflow is that it only works with SNES cartridges that support saving. It also depends on the battery which powers those saves being live, though it is easy to replace that battery with a little technical know-how. It does, however, give us a way to audit a fair subset of SNES games and it’s a lot of fun!

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“Archive Ahoy!”: A Dive into the World of Game Preservation https://mith.umd.edu/archive-ahoy-a-dive-into-the-world-of-game-preservation/ https://mith.umd.edu/archive-ahoy-a-dive-into-the-world-of-game-preservation/#comments Fri, 04 Nov 2011 16:28:10 +0000 http://mith.umd.edu/?p=4023 Preserving Virtual Worlds 2 is an ongoing project funded by the IMLS that builds on the work of Preserving Virtual Worlds. Rachel Donahue, doctoral student at the University of Maryland iSchool and research assistant at MITH, recently wrote a post outlining the work of PVW2. As Donahue states, PVW2 focuses on "what exactly accessing [...]

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Early Editions of Harpoon

Preserving Virtual Worlds 2 is an ongoing project funded by the IMLS that builds on the work of Preserving Virtual Worlds. Rachel Donahue, doctoral student at the University of Maryland iSchool and research assistant at MITH, recently wrote a post outlining the work of PVW2. As Donahue states, PVW2 focuses on “what exactly accessing a videogame “meaningfully” entails.”

Within the diverse group of research partners, which also includes University of Illinois at Urbana-Champaign and Rochester Institute of Technology, the University of Maryland and Stanford University have partnered to review Harpoon, one of PVW2’s several case studies. (Other case studies include Super Mario Bros., Oregon Trail, Civilization, Typing of the Dead). PVW2 has a special emphasis on educational or so-called “serious” games. This is where Harpoon comes in: originally created by Larry Bond for training naval officers, Harpoon first appeared as a pen and paper tabletop game in 1981; the first version of the computer game was issued eight years later. (Along the way Chris Carlson also joined Bond as a co-designer). In addition to writing games, Bond, a former naval officer, also writes novels. Interestingly enough, Bond got his start working with Tom Clancy; in turn, several of Clancy’s best-selling novels are partly based on playing Harpoon.

Last week, amidst the crisp covers of Harpoon game boxes, displaying submarines and smartly dressed officers peering through their Aviators, Henry Lowood from Stanford University, and Matthew Kirschenbaum and Rachel Donahue from the University of Maryland, combed through boxes of meticulous documentation Bond has loaned to MITH. Henry Lowood, Curator for History of Science & Technology Collections and Film & Media Collections in the Stanford Libraries, and creator of How They Got Game explains, “most of the documentation that archives have collected up until now has focused on high-level design documentation, which does not end up being what the game actually is.”

Larry Bond

In an effort to dig into the game, the team is navigating through the hundreds of documents, spreadsheets, design sketches, and playtest reports outlining each aspect of the game’s creation. Donahue focuses on these game “manuscripts” in her personal research. “Often overlooked, these materials from game developers can provide valuable insight and help build context around the game,” Donahue says. “Just as film studies students today might visit the archives of a movie studio, it’s easy to imagine future game developers and game scholars learning from the documents generated during game development in addition to the final retail product. “

Harpoon Cover

Matthew Kirschenbaum, Associate Director of MITH and a co-principal investigator on the project comments, “Harpoon is a fascinating case study to work on and Larry Bond’s been a terrific help in lending his personal records. It’s a game that has had a long history in both tabletop and computer formats, has both a recreational hobbyist following as well as a professional application, and has been used as a tool for plotting best-selling novels. It is without question a significant artifact of its era.”

Even though the research of PVW2 is currently from the point of view of game creator, the player perspective equally factors into the research, especially given the researchers also consider themselves players. Lowood explains, “If we bias the way we’re assembling the collection towards one group or another, we bias the research. By taking into account all of these views, we develop several approaches to the collection.”

While the preservation process of digital games up to now has been mostly ad-hoc, currently there is a huge interest among libraries to build an archive of digital games. By asking what the artifact is, and what aspects of the game must be documented, PVW2 is coming up with a set of best practices for the preservation of digital games for those institutions that seek to archive and collect these significant digital materials.

If PVW is categorized as focusing on technical and legal questions, PVW2 may be seen as more theoretical. “We’re trying to get towards the significant aspects of these objects we are preserving, that a repository can monitor, to ensure that the project is saving something worthwhile,” Lowood says. “We’re stepping back, and asking, what needs to be in this archive of data? And what instructions need to be appended to the data?”

Kirschenbaum and Lowood Sort Through Bond

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Born-Digital Materials at UVA’s Rare Book School https://mith.umd.edu/born-digital-materials-at-uvas-rare-book-school/ Mon, 25 Jul 2011 16:22:48 +0000 http://mith.umd.edu/?p=2988 It's a privilege and thrill to be returning this week to teach for a second time at the University of Virginia's Rare Book School. My course, which I'm co-teaching with Naomi Nelson (Director of Special Collections at Duke) is on Born-Digital Materials. That may sound strange, but RBS has had the vision to recognize that [...]

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It’s a privilege and thrill to be returning this week to teach for a second time at the University of Virginia’s Rare Book School. My course, which I’m co-teaching with Naomi Nelson (Director of Special Collections at Duke) is on Born-Digital Materials. That may sound strange, but RBS has had the vision to recognize that the same intimate knowledge of the materiality of books and printed matter we associate with the School’s mission is also essential to the digital artifacts of the computer age. My teaching at RBS is a fantastic opportunity to influence the cultural heritage professionals who are charged with preserving this material for future generations, and builds naturally on our work at MITH on the Deena Larsen Collection and the Preserving Virtual Worlds project, among others.

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Ghosts of a Chance: A Museum-Based Alternate Reality Game https://mith.umd.edu/dialogues/ghosts-of-a-chance-a-museum-based-alternate-reality-game/ Tue, 15 Dec 2009 05:00:56 +0000 http://mith.umd.edu/?post_type=mith_dialogue&p=4018 The Smithsonian American Art Museum implemented the world's first museum-based Alternate Reality game titled "Ghosts of a Chance" in 2008. The game ran for three months, both on-line and in the real world, and attracted over 6,000 players. Goodlander will present an overview of the game, from a tattooed bodybuilder to the display of fake [...]

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The Smithsonian American Art Museum implemented the world’s first museum-based Alternate Reality game titled “Ghosts of a Chance” in 2008. The game ran for three months, both on-line and in the real world, and attracted over 6,000 players. Goodlander will present an overview of the game, from a tattooed bodybuilder to the display of fake artifacts, with a discussion of the successes and failures encountered along the way. The talk will also include a sneak peak at the museum’s plans for a future ARG.

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The Harlem Renaissance in Second Life https://mith.umd.edu/dialogues/the-harlem-renaissance-in-second-life/ Tue, 29 Sep 2009 04:00:58 +0000 http://mith.umd.edu/?post_type=mith_dialogue&p=4141 This talk will address various aspects of teaching in Second Life. Drawing on their two-year experience co-teaching courses on the Harlem Renaissance that have brought together students from the University of Maryland, the University of Central Missouri, and the Sorbonne, Bryan Carter and Zita Nunes will discuss the pedagogical opportunities afforded "in-world."

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This talk will address various aspects of teaching in Second Life. Drawing on their two-year experience co-teaching courses on the Harlem Renaissance that have brought together students from the University of Maryland, the University of Central Missouri, and the Sorbonne, Bryan Carter and Zita Nunes will discuss the pedagogical opportunities afforded “in-world.”

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A Glance at the Current State of Video Game Preservation https://mith.umd.edu/dialogues/a-glance-at-the-current-state-of-video-game-preservation/ Tue, 15 Sep 2009 04:00:26 +0000 http://mith.umd.edu/?post_type=mith_dialogue&p=4089 A number of cultural institutions have begun to take an interest in videogame preservation--but before materials make it to the archives, they are managed by their creators. Understanding what the videogame industry itself is doing with the concept art, tools, and other records they create is an important step to ensure that these increasingly important [...]

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A number of cultural institutions have begun to take an interest in videogame preservation–but before materials make it to the archives, they are managed by their creators. Understanding what the videogame industry itself is doing with the concept art, tools, and other records they create is an important step to ensure that these increasingly important artifacts are preserved for future generations. In this talk Donahue will discuss findings from her preliminary survey of videogame industry (and player community) preservation and records management practices.

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The Videogame Text https://mith.umd.edu/dialogues/the-videogame-text/ Tue, 14 Oct 2008 04:00:26 +0000 http://mith.umd.edu/?post_type=mith_dialogue&p=4178 The word 'text' in this title does double duty. First, it identifies the videogame itself as a text in the general sense: the object of study, the type of artifact which is here subjected to analysis. Second, the specific textual phenomenon which will be the focus of this presentation is, literally, videogame text—that is, the [...]

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The word ‘text’ in this title does double duty. First, it identifies the videogame itself as a text in the general sense: the object of study, the type of artifact which is here subjected to analysis. Second, the specific textual phenomenon which will be the focus of this presentation is, literally, videogame text—that is, the design, appearance, and uses of alphanumeric characters within videogames. By situating videogame typography in an appropriate historical, cultural, and technological context, an analysis of letter and number forms and their uses on the videogame screen can yield insights into the design history and dissemination of videogame texts. Further, the aesthetic properties of videogame text are shown to be one means by which specific videogame platforms express their influence over videogame discourse. This presentation, which summarizes the major research of my dissertation, will focus on typography in early videogame systems. It will also include a demonstration of a data-mining tool developed for this purpose.

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