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      Why game archivists are dreading this month’s 3DS/Wii U eShop shutdown

      news.movim.eu / ArsTechnica · Wednesday, 15 March, 2023 - 20:11

    The end is coming for two of Nintendo's digital storefronts.

    Enlarge / The end is coming for two of Nintendo's digital storefronts.

    In just a few weeks, Nintendo 3DS and Wii U owners will finally completely lose the ability to purchase new digital games on those aging platforms. The move will cut off consumer access to hundreds of titles that can't legally be accessed any other way.

    But while that's a significant annoyance for consumers holding onto their old hardware, current rules mean it could cause much more of a crisis for the historians and archivists trying to preserve access to those game libraries for future generations.

    "While it's unfortunate that people won't be able to purchase digital 3DS or Wii U games anymore, we understand the business reality that went into this decision," the Video Game History Foundation (VGHF) tweeted when the eShop shutdowns were announced a year ago. "What we don't understand is what path Nintendo expects its fans to take, should they wish to play these games in the future."

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      Super High-Fidelity Mario: The quest to find original gaming audio samples

      Kyle Orland · news.movim.eu / ArsTechnica · Friday, 5 February, 2021 - 20:12 · 1 minute

    One of many Super Mario World tracks that have now been remastered from their original, high-fidelity audio samples.

    Classic-gaming archaeology doesn't always revolve around digging out rare and unreleased games. Sometimes, it's about taking well-known relics and reconstructing them from newly unearthed and higher-fidelity original component parts. As a result, this week, one of the biggest games of all time now sounds completely different .

    Remastering the Super Mario World soundtrack in this way means diving deep into the world of compressed video game audio samples. These were most common in the late cartridge era; they were nestled between the literal bleeps and bloops of the earliest video game sound chips and the CD-quality audio of the optical disc. Games in this era would frequently chain together brief snippets of recorded audio and replay them over and over with different effects, as if they'd been loaded into an electronic keyboard.

    The game cartridges couldn't store much data, of course, so the original synthesizer samples usually took a heavy hit in fidelity during the transition to game soundtracks. "The composer [often felt] obligated to sacrifice sound quality to get their music running without any lag and fit into the cartridge," said Michael, a video game music source investigator from El Salvador (who didn't share his last name). "Especially if all the audio work is made by the CPU (like on the Nintendo 64), this limitation can distort how the music sounds. In some ways, this isn't the best take of the game's music."

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