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All images in this article are from the internet, used only to illustrate the era. Copyright belongs to the original authors. The stories are all my own real memories.

This is not a review, and it's not a recommendation. It's a personal memory of a platform that once truly existed and now survives only as a shadow in emulators. For readers in English-speaking countries, this is probably a piece of internet archaeology from a parallel world.

I first brought this up with a friend online. He said he'd come across many platforms, but had never heard of Bubble Games. That surprised me, and it's partly why I decided to write this memory down.

When people talk about internet memories, many think first of dial-up. But in China there was a period when many people's internet memories came from a game platform on shanzhai phones — Bubble Games.

Shanzhai phones could suddenly go online, and that itself was an accidental experience. They were very different from the regular armies like Nokia and iPhone. Back then many Chinese shanzhai phones were based on the MTK platform. We generally had no concept of specs. We thought a loud speaker, a touchscreen, long battery life, durability, a flashy look, and a low price were the biggest selling points — not whether the system was easy to use or how powerful the hardware was.

In 2009, Bubble Games was launched and operated by Sky Mobi, and it could run on these shanzhai feature phones. Many middle-aged migrant workers in rural areas couldn't afford a computer or a Nokia phone, but they still wanted to get online. All they had to do was type *#220807# into an off-brand phone and they could enter Bubble Games. You could use your SIM card's data to download all kinds of games, and there were even chat, web browsing, and music apps. You can think of Bubble Games as an app store.

My first phone that could go online wasn't a Nokia or an iPhone — it was a Changhong Hummer, a feature phone from a home appliance brand. Changhong no longer makes phones. Its selling points were low price, good quality, and long battery life. It was not a smartphone, cost less than about $150, and became the most popular phone in my small town.

There were two versions. The upgraded version could run J2ME (Java) games; the standard version didn't have that function but had a built-in Bubble Games entry, so you didn't need to type *#220807# to play. As a kid I didn't understand any of this. I thought the upgraded version couldn't play Bubble games and that downloading games was a hassle, so I chose the standard version without hesitation.

Back then mobile data cost 5 yuan for 30MB (about $0.70 at the time). Bubble games took up less than 1MB, and their graphics and gameplay were relatively simple, but they hold a lot of Chinese people's mobile internet memories.

The billing traps of that era, and users' cat-and-mouse games with them

Most of the games on Bubble were shanzhai works and ports from other platforms; only a small portion were original. They used an in-app purchase model — mainly selling game items.

I was in elementary school then. I really liked a shoot-'em-up game, even though it had a lot of shanzhai elements. I remember one level I could never get past. After failing, it offered to revive me immediately for 2 yuan (about $0.30), upgrade equipment for 5 yuan (about $0.70), or unlock the best equipment for 10 yuan (about $1.40). I really wanted to get past it and spent 10 yuan — but it only worked for one round. It wasn't a one-time purchase.

I also remember a side-scrolling action game. Its tutorial level drew me in, but then it said I needed to pay 2 yuan to unlock the next level. I didn't have much phone credit at the time. I wanted to choose "cancel payment," but another pop-up appeared asking me to confirm whether to pay. I didn't understand the trick back then. I didn't know that in Chinese grammar, a double negative means an affirmative. I thought I was choosing not to pay, but it turned out I paid. I saw "processing payment" and, to avoid the payment going through, I panicked, turned off the phone, and pulled the battery — but it was too late. After that, whenever this happened, I would turn off the phone or pull the battery in advance. Tech-savvy users back then had cracked the billing, but I never went through that. I could only use the dumb method to deal with the charges. The following method comes from the internet.

Change the phone's SMS center number to a specific overseas number. Among them, +447785012998 was a "code" almost everyone in player circles knew back then. It apparently stopped working later — of course, I only looked this up recently when recalling all this.

"Some readers might ask: what if I had chosen the upgraded Changhong Hummer back then? My dad used the upgraded version. It came with Plants vs. Zombies, and it didn't seem to charge via SMS — I vaguely remember it being charged through data traffic, but I'm not even sure. I just couldn't understand how a single-player game could cost me money at all. I also remember other off-brand feature phones that charged for Bluetooth transfers too, without clearly telling you, let alone having any payment password."

Back then, there was no payment password. Even if you complained to the carrier, as a kid, you had no way to get the money back. So pulling the battery was our only "physical defense."

Big fun on a small screen: Fantasy Three Kingdoms OL gave me a whole new experience

Before Bubble Games, I played FC and MD games on a compatible console. Because Chinese pirates often picked games with no save function, I thought every game had to start over from the beginning. But Fantasy Three Kingdoms OL gave me a whole new experience. It had a built-in save function — close the game and open it again, and your progress was still there. For me, used to "starting from scratch every time," that alone was a shock. To be clear, though, this is my personal memory, not a shared experience of most Chinese players.

First, it was a turn-based RPG online game. You could create a character and team up with other players to fight enemies. These designs seem ordinary now, but to me back then they were amazing. So I could actually make friends with strangers. Besides the Three Kingdoms theme, how could there be no Journey to the West? For Chinese people, their status is important. Journey to the West OL gave me a feeling that emphasized strategy more. I even gave myself some very domineering names, though my skill level was very limited.

Epilogue: How I see Bubble Games, and can you still play it now? In my view, Bubble Games was a special product of China's national conditions, a way of getting online during a period when mobile internet was underdeveloped. Maybe many people look down on it and think it's a scam, very low-end. But I want to say it did let some people come into contact with the internet. I'm not saying it was good — it's an experience from China's mobile internet era that needs to be remembered.

Unfortunately, now you can only play it through Mrpoid2, an MRP emulator. You ask me whether these games are still worth playing? I'd say apart from nostalgia, it's more about curiosity. As for the game ROMs, you can look them up yourself.

Just to add a bit of context: a friend told me it might have been running on MTK's Nucleus OS with a custom layer. But I'm still completely clueless about how the Bluetooth billing worked.

To all the hardware and software geeks here: I still don't know how they managed to charge via GPRS data for a single-player game (this is just my guess), or how Bluetooth transfers could trigger phone bills. If any devs know the trick, please enlighten me! I'd love to hear the technical magic behind this 2009 Shanzhai ecosystem.

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Today's little retro gaming article (just on my NeoCities, no big feature article on my regular site this time) is about the newly released English translation of The Legend of Xanadu, Falcom's 1994 PC Engine RPG, which has finally become accessible to English-speaking players after nearly 15 years of work.

Just a little look beyond the release announcement and explore the people and effort behind it, particularly John Brandwood (Elmer) and SamIam, who've spent literal years working through the game's technical challenges, translating its enormous amount of dialogue, and even attempting a full English voice dub at one point.

I dug through some of their old development discussions and found a few interesting comments from years ago, including one from 2018 where SamIam insisted the project was never dead, despite the long periods of silence. There's also a little about Falcom's history, the original game's development and why projects like this are such an important part of game preservation. Really enjoyed learning more about this one! Hope this is the right space to share it :)

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For anyone unfamiliar with it, DroidDeck is a relatively new, open-source Android application that lets you run Valve's actual Steam client, along with PC games from your Steam library, on supported Android phones and handhelds. Rather than just launching individual Windows games through something like Winlator, it brings much of the familiar Steam Deck experience to Android, including Steam's interface, Proton compatibility, controller integration and more. It does all this without needing to root your device or replace Android with another operating system. It's still experimental, but the progress has been pretty amazing so far.

So I've been chatting with the people behind DroidDeck over the last couple of weeks, and I've finally put together what turned into a pretty lengthy feature about the project, its history, and the people making it happen.

I interviewed The412Banner, Max, xXJSONDeruloXx, Kimchi and Astro Sky, digging into everything from their earliest experiences with gaming and development to how their separate experiments with Linux, Gamescope and Steam eventually came together. What started as a way of getting the actual Steam client running on Android has grown into something way more ambitious, and I really wanted to tell the story of how that happened rather than just write another overview of what the software can do.

We also got into the technical challenges, the ridiculous pace of development (it updated and changed a few times while I was writing this!), their approach to AI-assisted coding and automated testing, the importance of open source, and where they hope to take DroidDeck in the future. There are some personal stories in there too, particularly about the early breakthroughs and the excitement of finally seeing things work. It's a long read, admittedly, but I wanted to give everyone involved the space to tell their side of the story. I'm really grateful to all five for taking the time to answer my many, many questions, and I hope you enjoy getting to know a little more about the people behind a project that's quickly become one of the more interesting developments in Android handheld gaming!

And just to be transparent, since I know it's a subject people have strong feelings about, DroidDeck does make use of AI-assisted development.

We discuss that openly in the article, including how the developers use AI tools, automated testing and code reviews as part of their workflow.

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I'm not a Commodore 64 gamer myself (the system was a little before my time!), but I've really grown to appreciate just how passionate and active the community still is. This is the second C64 story that's caught my attention this week, following my piece on Steel Ranger 2. Most of my usual writing on my site is about retro handhelds, emulation and interviews with developers, but I've recently started experimenting with my own little corner of NeoCities too, and it's been a lovely place to share some of the more unusual things I come across. It felt appropriate in a 'hacky' way to add this article there.

This time, I found it fascinating that two completely independent Sabre Wulf remasters arrived for the C64 within just four days of each other, with their developers taking quite different approaches to a 42-year-old game. I've written a little about both projects, their development and the people behind them. I know this probably isn't news to anyone here, given how closely you all follow the scene, but I hope you enjoy reading it anyway!

This will probably be my second and final C64 news article for now, but I've thoroughly enjoyed learning more about the community and the work people are still putting into these old machines.

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I've been reading through Finnish developer Lasse Öörni's development notes for Steel Ranger 2, his enormous new Commodore 64 action adventure. Which is pretty damn niche, since who runs a C64 these days (I know I don't, but I find it all interesting regardless!)

He's spent over four years making it, handling almost everything himself, from the programming and graphics to the music. The finished game has over 800 screens to explore and a 45-minute soundtrack, all running on hardware from 1982.

I put together a super little article about the game, the technical challenges Lasse encountered along the way, and how wonderful it is that people are still making games of this scale for the C64 in 2026. This isn't on my usual site, just my curiosity with NeoCities which I've been enjoying the last couple weeks or so.

I guess this article is for just a handful of folk, but no better space than retro gaming to share it!

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We have modernism and also post-modernism that are tied to a specific range of dates. I'm wondering if people feel the same way for "retro"

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The two developers behind Azahar have announced that they're dropping official support for Anbernic retro handhelds, following the company's decision to promote its upcoming 3DS-esque dual screen RG DDS using AzaharPlus, an unofficial fork of the 3DS emulator.

I spoke at length with Azahar's two lead developers, OpenSauce and PabloMK7, some time ago for a separate interview, and looking back through their answers, I realized a few were particularly relevant to what's happening now. I've included some of those comments in this article, alongside a look at what prompted the decision, the differences between Azahar and AzaharPlus, and what it might mean for Anbernic owners.

Again, this is a much, much shorter 'article' than my usual work, so it is on my NeoCities page/experiment this time, rather than my usual site :)

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Recently made a close friend with similar tastes in my uni dnd group and I remembered I have retroarch. Anyone knows fun 2 player retro games we can try? Fantasy and rpg games especially. Thank you!

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Some of the ports we're seeing in the retro handheld community lately have been great, and I love seeing developers push these little devices beyond what they were ever intended to do. But I've definitely noticed what feels like a growing amount of 'port-slop', with new projects appearing seemingly every few hours, many of them feeling more like quick experiments than anything particularly worthwhile.

I'm not against the experimentation at all, but I do wonder if we're reaching a point where quantity is starting to overshadow quality. Anyway, I put together a short opinion piece about it, just my own thoughts on something I've been noticing lately, especially here with my favorite old system: the PSP.

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Yes, you can dodge, parry and riposte now.

Click here for more info, .ips patch and a video

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Almost four decades after Wizball arrived on the ZX Spectrum, one developer has set about giving it the version it perhaps always deserved, with a little help from someone who worked on the original.

This isn't even an article-article, and if you've been following my posts at all you'll see it isn't for my site. This is just a bit of a ramble on a fun (yet super niche!) topic for my newly semi-formed NeoCities page I've been tinkering with.

If you're old enough for the ZX Spectrum, then you might find it vaguely amusing :)

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I've been filling out my emulator collection and thought I'd poke my head into the world of Sega consoles, which I have no experience with.

What classic Master System/Genesis/32x/Game Gear/Sega CD games should I try? I'm more of an RPG guy, but I'll play a good retro platformer or whatever.

What I've found so far from my own research (mostly Genesis):

  • Altered Beast

  • Beyond Oasis

  • Castlevania Bloodlines

  • Comix Zone

  • Crusader of Centy

  • Death and Return of Superman (I just really liked this comics arc)

  • Earthworm Jim 1+2

  • Gauntlet 4

  • Golden Axe 1+2

  • Landstalker

  • Might and Magic - Gates to Another World (I think this is MM2?)

  • OutRun and OutRun 2019

  • Phantasy Star 1-4

  • Shadowrun

  • Shining Force 1+2

  • ToeJam and Earl

  • Ys - The Vanished Omens

What I have no interest in:

  • Sonic

  • Fighting games

  • Sports games

EDIT: I'll definitely take note of any Saturn/Dreamcast recommendations too, but my plan is to start with the older consoles and work my way up.

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I've been looking into a lovely little preservation project involving EverQuest Online Adventures, the PlayStation 2 MMORPG that shut down way back in 2012.

Developer Ahmad Hassan (B-Ted) has been working on something called EQAI: an effort to bring the game's original 2003 character models back into its later Frontiers version. It turns out this is way more complicated than simply swapping a few files, involving all sorts of reverse engineering of the PS2's graphics and memory systems.

It's still a work in progress, but I find something really appealing about people putting this much time and effort into preserving the little details of online worlds that disappeared years ago. So I've written a short piece about the project and the wider community working to keep this forgotten corner of gaming history alive :)

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Really sad to hear that BioWare is closing its doors after 31 years. I can't say it's entirely surprising given how difficult the last decade has been for the studio, but it's still a shame to see another enormously influential name disappear from the industry. This was the developer behind Neverwinter Nights, Knights of the Old Republic, Dragon Age: Origins and Mass Effect 2, among so many others. What an incredible run of games they had :(

I've written a little piece looking back at BioWare's history, some of my favorite games from their glory days, and how depressing it's becoming to see so many studios shutting down. Whatever you think of BioWare's more recent output, I think gaming is a little poorer without them.

Clearly the news has been covered and re-covered, so this is just a brief look over their work.

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Remember Z, the original from 1996, not Steel Soldiers? The RTS where time was the only resource: no mining, no base building, just flags, territory and factories that build faster the more ground you hold. It turned 30 this year, so I rebuilt it in 3D in Unity with several of the classic levels. Version 1.1 just came out with a jungle level, a flying shuttle and Alan and Brad as a hero squad.

It's free and open source (code GPL-3.0, assets CC BY-NC-SA), nothing is sold, and it's not affiliated with Rebellion or The Bitmap Brothers.

https://github.com/playopenz/OpenZ

Would love to hear from anyone who played the original. What did you love or hate about it?

z
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cross-posted from: https://programming.dev/post/58318406

Extremely useful for games that only run in full screen. There are many tweaks you can apply to them, such as hooking XInput or mapping a X360 controller to specific keys, force screen size and several other things

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Well here's my Retroid Pocket Duo review! Retroid, the company, has released their higher-end Android-running retro handheld. AMOLED displays in a dual-screen form factor which can handle emulating Nintendo DS and 3DS games, and some more above that.

As part of it, I've been chatting with the developers behind Eden, Eden Duo, SeedlessDS and Cocoon about their work, the challenges of dual-screen gaming on Android, and where they see things going from here. I've incorporated their perspectives throughout the review, alongside my usual hands-on testing and thoughts about the hardware itself.

I've also spent plenty of time testing everything from Nintendo DS and 3DS through to PSP, GameCube, PS2, Switch and PC gaming, seeing where the Duo does well and where the limitations start becoming apparent. There are some fun things I found when reviewing, and a few things I'd still change. Above all, though, Retroid has once again managed to make a handheld that feels nicely playful (something I love about their handhelds), and 'Nintendo-like', and I've had an absolute blast reviewing it.

As ever, this is a written article (and a very long one at that!), so if you're a fan of older gaming-style sites and features that aren't videos, this might be your kind of read. Hope some of you enjoy this!

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Back in the day, I would power off my hardware. My computer would tell me when it was safe to power off, my Genesis and PS1 you pressed the power button and that was it.

But when I got my PS2, turning it off wasn't just turning it off. The power button didn't turn anything off, it just reset the system. So I always hit the power switch on the back.

It wouldn't be for a while before we learned we can turn it off and back on faster by pressing and holding the power button. Rather than killing the system. And newer systems like the PS3 didn't like it at all when they were powered off completely.

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A few years back I was fortunate enough to be a part of a rescue mission that took a group of arcade collectors to France to remove multiple arcade cabinets from a run down building. If you missed …

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