console prototype
26:38Ben Heck's Nintendo-Playstation Prototype Pt 1 Teardown
828K views • 10 years ago
element14 presents
A Ben Heck Show episode tearing down the Nintendo PlayStation prototype, one of the rarest consoles ever, with its owners Terry and Dan Diebold. Part 2 then gets it working again.
53:44Console Hacking 2016 (33c3)
166K views • 9 years ago
media.ccc.de
A 33c3 talk by marcan on reverse engineering the PS4 hardware to run Linux with 3D acceleration. It covers how the console differs from a PC and includes a story about tunneling PCIe over RS-232.
44:1127c3: Console Hacking 2010 (en)
33K views • 15 years ago
Christiaan008
The fail0verflow team (bushing, marcan, sven) present console hacking at 27C3, covering Wii, Xbox 360 and PS3 exploits. They explain how the PS3 was cracked after Sony removed Other OS.
0:51Sony PlayStation: The Price Heard Around the World - "299" - (E3 1995 Keynote)
1.2M views • 13 years ago
SoldierMWS
A one-minute clip of Sony's keynote at E3 1995, where Steve Race takes the stage, announces the PlayStation's $299 price and leaves. It followed Sega's Saturn announcement at a higher price.
10:30Building Prototypes Dan Gelbart part 1 of 18 Introduction
233K views • 13 years ago
Dan Gelbart
First of an 18-part lecture series by engineer Dan Gelbart on building prototypes. The series covers practical mechanical design and fabrication of precision machines.
45:32BlueHat Seattle 2019 || Guarding Against Physical Attacks: The Xbox One Story
7K views • 7 years ago
Microsoft Security Response Center (MSRC)
Tony Chen of Microsoft explains at BlueHat Seattle 2019 how the Xbox One was designed to resist physical attacks. He covers the security design and hypervisor-based OS architecture that kept the console uncracked for years.
9:01Super Mario World -- Credits Warp in 5:59.6 (First Time Ever on Console)
4.3M views • 11 years ago
SethBling
SethBling performs the first credits warp in Super Mario World on a real SNES console, a glitch that plays the ending without beating Bowser. The run relies on pixel-perfect positioning and tools such as a helper ROM hack.
12:55Building Prototypes Dan Gelbart part 10 of 18 Flexures
114K views • 13 years ago
Dan Gelbart
Part 10 of Dan Gelbart's prototype-building lecture series, covering flexures: flexible joints that give precise, frictionless motion. It shows how a cheap piece of aluminum can become a nanometer-accurate mechanism.
23:23Building Prototypes Dan Gelbart part 18 of 18 Design
99K views • 13 years ago
Dan Gelbart
The final part of Dan Gelbart's 18-part Building Prototypes series, focused on mechanical design. It opens with a demonstration of stiffness and covers practical design principles for prototype machines.
1:21:25Let's prototype a JavaScript JIT compiler!
49K views • 3 years ago
Andreas Kling
Andreas Kling live-codes a prototype JavaScript JIT compiler for the LibJS engine used in SerenityOS and Ladybird. He builds a standalone bytecode VM, a simple interpreter, and then a simple JIT in about 80 minutes.
4:31Boeing 707 Barrel Roll - Pilot Tex Johnston Performs Roll In Dash-80 Prototype Aircraft In 1955
3.2M views • 15 years ago
Aviation Explorer
Archival footage of Boeing test pilot Tex Johnston barrel-rolling the 707 prototype, the Dash-80, over Lake Washington in 1955 during a demonstration.
58:05Guarding Against Physical Attacks: The Xbox One Story — Tony Chen, Microsoft
95K views • 7 years ago
Platform Security Summit
Microsoft's Tony Chen explains how the Xbox One was designed to resist physical attacks, including secure boot, encrypted memory, a security processor and a hypervisor. The goal was to make any hardware attack cost more than the price of many games.
3:18A New Car UI: How touch screen controls in cars should work
473K views • 12 years ago
Matthaeus Krenn
Matthaeus Krenn presents a concept for car touchscreen UI where the screen controls only one thing at a time, designed to suit driving. A tablet prototype accompanies the short demo.
26:49Inside a Huge PCB Factory
3.7M views • 8 years ago
Strange Parts
Strange Parts tours JLCPCB's large PCB factory in Huizhou, China, walking through the printed circuit board manufacturing process step by step. It shows the machinery, quality checks and scale behind cheap prototype boards.
58:44TasBlock at AGDQ 2017: TASBot
398K views • 9 years ago
TASVideosChannel
A recording of the TASBot block at Awesome Games Done Quick 2017, where a robot plays games via tool-assisted speedruns, including Super Mario 64 and Portal on an SNES via arbitrary code execution, and ending with a Twitch Plays segment. It showcases console exploits and creative hardware hacking.
59:34PRACTICE 2018: Joseph White
21K views • 8 years ago
NYU Game Center
Joseph White, creator of PICO-8, retraces the design of the fantasy console and how tools can shape and guide creative work. He discusses cozy, constrained design spaces and the influence of user-made cartridges.
1:04:15The Untold Story of Online Gaming on Super Nintendo and Sega Genesis | XBAND
619K views • 7 years ago
Wrestling With Gaming
A one-hour documentary on XBAND, the 1994 modem network for the Super Nintendo and Sega Genesis. It covers matchmaking, chat, email, leaderboards and how games were patched at runtime to cope with lag.
21:01Self: The Movie;
21K views • 13 years ago
Jecel Assumpção Jr
A 1995 Sun Microsystems film about the Self programming language, a prototype-based Smalltalk relative, showing its live, graphical programming environment.
30:41Linear Book Scanner
408K views • 13 years ago
Google TechTalks
Google engineer Dany Qumsiyeh presents a prototype automatic, non-destructive book scanner that turns pages and captures high-resolution images, built in Google's workshops. The talk includes a live demo and a short technical overview.
6:08Super Mario Bros 3 PC Prototype from id Software
155K views • 10 years ago
usgamernet
A short clip of the Super Mario Bros 3 proof-of-concept PC port built by id Software's founders to pitch Nintendo on a PC version. Nintendo passed, and the same technology led to Commander Keen.
3:02Cave game tech test
10.5M views • 17 years ago
Nizzotch
An early 2009 tech test by Notch of an Infiniminer-style cave game running about 700 fps on a 256x256x64 tile map. It is the prototype that grew into Minecraft.
1:10:11Self and Self: Whys and Wherefores
30K views • 16 years ago
Stanford
David Ungar of IBM Research reflects at Stanford on the Self language project and argues the real legacy of ideas is the people. He covers its history, philosophy, successes and failures.
27:09Sega Saturn CD - Cracked after 20 years
4.4M views • 10 years ago
debuglive
A look inside Dr Abrasive's lab as he engineers a flash-card replacement for the Sega Saturn optical drive after cracking its CD protection 20 years on.
8:19Code Bubbles: Rethinking the User Interface Paradigm of Integrated Development Environments
284K views • 16 years ago
AndrewBragdon
A short demo of Code Bubbles, an IDE interface built around editable code fragments in bubbles instead of files. It was a research prototype for Java development.
44:40DCEmu Reviews - 27C3 - Chaos Communication Congress 2010 - fail0verflow - FULL VIDEO
47K views • 15 years ago
1KIND Reviews
The fail0verflow 27C3 talk on breaking PS3 security, covering how Sony's implementation failed, including its ECDSA mistakes.
24:30Bill Atkinson: Polaroids showing the Evolution of the Lisa GUI
13K views • 1 year ago
Computer History Museum
Bill Atkinson shows and explains his binder of Polaroids taken during Lisa development, documenting how its graphical interface evolved. Recorded at the Computer History Museum.
44:10Jan Willem Nijman - Vlambeer - "The art of screenshake" at INDIGO Classes 2013
386K views • 12 years ago
Dutch Game Garden
Vlambeer's Jan Willem Nijman shows how to make an action game feel great by stacking small effects like screenshake, recoil and particles onto a basic shooter. It was presented at INDIGO Classes 2013.
1:06:00CppCon 2017: Juan Pedro Bolivar Puente “Postmodern immutable data structures”
31K views • 9 years ago
CppCon
Juan Pedro Bolivar Puente explains immutable and persistent data structures in C++ and how they support value semantics. He presents the Immer library, rrb-trees, and a prototype text editor that opens a huge file instantly.
1:00:12Pitfall Classic Postmortem With David Crane Panel at GDC 2011 (Atari 2600)
76K views • 15 years ago
GameSpot
David Crane, designer of Pitfall for the Atari 2600, gives a GDC 2011 postmortem on the game's design challenges. He covers how he fit a large world into the console's tiny memory. The session ends with Q&A.
8:24TiTAN - Overdrive 2 (RGB 50fps) - SEGA Mega Drive - Revision 2017 (1st Place)
305K views • 9 years ago
Oerg866
Overdrive 2 by TiTAN, a Sega Mega Drive demo that won first place in the Oldskool competition at Revision 2017. It shows effects and 3D graphics on the stock console.
7:08How "oldschool" graphics worked Part 1 - Commodore and Nintendo
5.7M views • 11 years ago
The 8-Bit Guy
The 8-Bit Guy explains the color limitations of 1980s computers and consoles such as the NES and Commodore 64. It shows how sprites, attributes and palettes shaped the look of old games.
1:12:43Ocarina of Time TAS by dwangoAC, TASBot, Savestate, Sauraen in 53:05 - Summer Games Done Quick 2022
564K views • 4 years ago
Games Done Quick
A tool-assisted speedrun of Ocarina of Time at Summer Games Done Quick 2022, using TASBot and arbitrary code execution to reach an alternate ending in about 53 minutes. The run is introduced by its creators and followed by an interview.
36:14Barliman: trying the halting problem backwards, blindfolded - William Byrd, Greg Rosenblatt
8K views • 9 years ago
ClojureTV
A Clojure/conj 2016 talk demoing Barliman, a prototype smart editor that does program synthesis. Given a partial program and tests, it completes the program using a relational interpreter written in miniKanren.
1:00:34Pitfall: A Classic Game Postmortem
63K views • 10 years ago
GDC Festival of Gaming
David Crane's 2011 GDC postmortem of Pitfall, the classic Atari 2600 game. He explains how he created the game under the severe hardware limits of the console.
21:02Cody's Algae Panel
3.3M views • 4 years ago
Cody'sLab
Cody's Lab builds a prototype algae growing panel as an experiment before making more. The channel also shows growing algae for consumption.
8:51How I implemented MegaTextures on real Nintendo 64 hardware
398K views • 3 years ago
James Lambert
James Lambert demos a MegaTexture-style technique running on real Nintendo 64 hardware, built for an N64Brew game jam. It streams high-resolution textures onto stained-glass scenes on the console.
51:01Amiga Story | Nostalgia Nerd
1.7M views • 9 years ago
Nostalgia Nerd
Part 1 of a documentary on the Commodore Amiga, from the Lorraine prototype and the Atari and Commodore buyouts through the Amiga 1000 launch in the 1980s.
34:29The History of 3D Graphics on the Gameboy Advance | minimme
667K views • 6 years ago
minimme
minimme traces the timeline of 3D graphics engines on the Game Boy Advance, from early experiments to commercial 3D games, covering techniques such as voxel rendering. It is a history and showcase of what developers coaxed out of the limited hardware.
32:18(ninth RacketCon): Andrew Blinn – Fructure: A Structured Editing Engine in Racket
10K views • 7 years ago
Racket
A RacketCon talk presenting Fructure, a prototype extensible structured editing engine in Racket. Language providers define syntactic forms and refactorings as rewrite rules, and editing operates on program structure rather than on text.
43:13Erik Jansson - GPU driven Rendering with Mesh Shaders in Alan Wake 2
29K views • 2 years ago
Digital Dragons
A Remedy engineer explains how Alan Wake 2 moved to a GPU-driven rendering pipeline built on mesh shaders, culling and rendering meshlets for dense vegetation on PS5 and Xbox Series consoles.