2025-12-19 00:30:17

Hopscotch is a game usually played with painted lines or with the aid of a bit of chalk. However, if you desire fancier equipment, you might like the interactive hopscotch setup from [epatell].
The build uses yoga mats as the raw material to create each individual square of the hopscotch board. The squares all feature simple break-beam light sensors that detect when a foot lands in the given space. These sensors are monitored by a Raspberry Pi Pico in each square. In turn, the Pico lights up addressable NeoPixel LED strips in response to the current position of the player.
It’s a simple little project which makes a classic game just a little more fun. It’s also a great learning project if you’re trying to get to grips with things like microcontrollers and addressable LEDs in an educational context. We’d love to see the project taken a step further, perhaps with wirelessly-networked squares that can communicate and track the overall game state, or enable more advanced forms of play.
Meanwhile, if you’re working on updating traditional playground games with new technology, don’t hesitate to let us know!
2025-12-18 23:00:07

Cartridge-based consoles have often been celebrated for their robust and reliable media. You put a simple ROM chip in a tough plastic housing, make sure the contacts are fit for purpose, and you should have a game cart that lasts for many decades.
When it comes to the Nintendo 3DS, though, there are some concerns that its carts aren’t up to snuff. Certain engineering choices were made that could mean these carts have a very limited lifespan, which could now be causing failures in the wild. It may not be the only Nintendo console to suffer this fate, either, thanks to the way modern cart-based consoles differ from their forebearers.

To understand why modern cartridges are at risk, we should first understand why retro consoles don’t have the same problem. It all comes down to how cartridges store their data. Old-school consoles, like the Sega Mega Drive or the Super Nintendo, stored their games on mask ROMs. These are read-only chips that literally have their data hard-baked in at the lithography stage during the chip’s production. There is no way to change the contents of the ROM—hence the name. You simply fire in addresses via the chip’s address pins, and it spits out the relevant data on the data pins.
By virtue of being a very simple integrated circuit, mask ROMs tend to last a very long time. They don’t require an electrical charge to retain their data, as it’s all hard-etched into the silicon inside. Indeed, there are a million old game carts from the 1980s that are still perfectly functional today as proof. Eventually, they may fail, like any other integrated circuit, but if treated properly, by and large, they can be expected to survive for many decades without issue. Game carts with battery-backed save chips will still lose that storage over time, unless the battery is regularly replaced, but this is a side issue. The mask ROM that stores the game itself is generally very reliable as long as it’s not abused.
The problem for modern cart-based consoles is that mask ROM fell out of favor compared to other rewriteable methods of storing data. To a certain degree, it comes down to economics. You could spin up a custom mask ROM design for a new game, and have many copies produced by a chip foundry, and install those in your carts. However, it’s far easier to simply design a writeable cart in various capacities, and have all your company’s games released on those formats instead. You can use standard off-the-shelf parts that are produced in the millions, if not billions, and you have the flexibility to rewrite carts or update them in the event there’s a bug or something that needs to be corrected. In contrast, if you’d relied on mask ROMs, you’d have to trash your production run and start again if the data needs to be changed by even a single bit.

This has become a particular issue for some Nintendo systems. Up to the Nintendo DS, it was still common for cartridges to be built with bespoke mask ROMs; only certain titles that needed greater storage used writeable chips like EPROMs. However, when the Nintendo 3DS came along in 2011, norms had shifted. Carts were produced using a product called XtraROM from Macronix. Flip through the marketing materials as one forum user did in 2021, and you won’t find out a whole lot of real technical detail. However, on the basis of probabilities and datasheets in the wild, XtraROM appears to be a technology based on NAND Flash storage.
Exact details of the technology used in Nintendo carts are unclear to a degree, though, as datasheets for those part numbers are not readily available. Carts would often also contain a small amount of user-rewriteable memory for game saves, but the main game data tended to be stored in XtraROM chips. It also appears from certain Nintendo leaks that the 3DS may have certain built-in commands used to refresh this storage regularly, to keep it healthy over time.
If you’re a video game archivist, or just someone that wants their old Pokemon carts to still work in 2030, this is a bad thing. It’s all because of the way Flash memories work. Data is stored as electrical charges that are trapped in a floating gate transistor. Over time, those charges tend to leak out. This isn’t a problem in regular use, because Flash memory devices have controllers that continually refresh the charges as long as they’re powered. However, if you leave such a device unpowered for long enough, then that process can’t take place, and data loss is the eventual result. This has become a particular problem with modern solid-state drives, which can lose data in just years or even months when left unplugged, particularly in warmer environments where charge loss occurs at a faster rate.


If they are indeed based on flash technology, Nintendo 3DS cartridges could be subject to the same phenomena of data loss after long periods without power. The same problem could affect the Nintendo Switch, too, which uses XtraROM chips from the same family. Fine details are hard to come by due to it being a proprietary product, but Macronix has claimed that its XtraROM-based products should offer 20 years of reliable storage at temperatures up to 85 C. However, these products haven’t existed that long. Those results are from accelerated aging tests that are run at higher temperatures to try and back-calculate what would happen at lower temperatures over longer periods of time. Their results don’t always map one-to-one on what happens in the real world. In any case, the fact that Macronix is quoting that 20-year figure suggests that XtraROM is perhaps a particularly long-lived flash technology. You’d expect a more robust mask ROM to outlast even the best EEPROMs that claim longevity figures in centuries.
Fears around widespread cartridge failures float around social media and gaming websites every now and again. It’s believed to be a particular issue with a certain Fire Emblem title, too. However, what we don’t have is a clear idea of the scale of the problem, or if it’s actually happening in the wild just yet. There are many people complaining on the Internet that they’ve grabbed an old cartridge that has failed to boot, but that can happen for a wide range of reasons. Without dumping the cart, it’s hard to definitively put this down to bit rot of the flash storage inside. There are other failures that can happen, for example, like bad solder joints.
There are hints that flash rot really could be affecting some Nintendo 3DS cartridges in the real world, though. A particularly interesting case from a forum concerned a copy of Mario & Luigi Paper Jam Bros. that completely failed to run. After some investigation, the owner decided to see if the 3DS’s cartridge refresh routine could possibly bring the cart back to life. This led them to develop a tool for “fixing” 3DS carts, with files shared on Github. It works in a simple fashion—using the 3DS’s built-in cartridge refresh routines when errors are detected in a given area of data.
This copy of Mario & Luigi Paper Jam Bros. was reportedly resurrected by using the 3DS’s built in cartridge refresh routines. It’s a very anecdotal piece of evidence that NAND flash rot could be affecting these carts. It also suggests that it can be guarded against by regularly plugging in carts so the console can run the refresh routines that keep them alive.

Ultimately, if you’re precious about your 3DS or Switch games, it probably pays to boot them up and run them once in a while. The same may go for games on the Sony PSVita, too. Even if the stated 20-year lifetime of these carts is legitimate, it’s helpful to juice up the flash every once in a while. Plus, at the very worst, you’ve spent some time playing your cherished games, so it’s hardly a waste of time.
We’d still love to see the issue investigated further. The best way would be to see some dumps and checksums of sealed 3DS games from over 10 years ago, but that’s perhaps unlikely given the value of these rare items. In the meantime, the best way forward is perhaps the cautious one—if you’re worried about data loss on your flash-based cartridges, boot them up just in case. Happy gaming out there!
2025-12-18 20:00:17

Once upon a time, transmutation of the elements was a really big deal. Alchemists drove their patrons near to bankruptcy chasing the philosopher’s stone to no avail, but at least we got chemistry out of it. Nowadays, anyone with a neutron source can do some spicy transmutation. Or, if you happen to have a twelve meter sphere of liquid scintillator two kilometers underground, you can just wait a few years and let neutrinos do it for you. That’s what apparently happened at SNO+, the experiment formally known as Sudbury Neutrino Observatory, as announced recently.
The scinillator already lights up when struck by neutrinos, much as the heavy water in the original SNO experiment did. It will also light up, with a different energy peak, if a nitrogen-13 atom happens to decay. Except there’s no nitrogen-13 in that tank — it has a half life of about 10 minutes. So whenever a the characteristic scintillation of a neutrino event is followed shortly by a N-13 decay flash, the logical conclusion is that some of the carbon-13 in the liquid scintillator has been transmuted to that particular isotope of nitrogen.
That’s not unexpected; it’s an interaction that’s accounted for in the models. We’ve just never seen it before, because, well. Neutrinos. They’re called “ghost particles” for a reason. Their interaction cross-section is absurdly low, so they are able to pass through matter completely unimpeded most of the time. That’s why the SNO was built 2 KM underground in Sudbury’s Creighton Mine: the neutrinos could reach it, but very few cosmic rays and no surface-level radiation can. “Most of the time” is key here, though: with enough liquid scintillator — SNO+ has 780 tonnes of the stuff — eventually you’re bound to have some collisions.
Capturing this interaction was made even more difficult considering that it requires C-13, not the regular C-12 that the vast majority of the carbon in the scintillator fluid is made of. The abundance of carbon-13 is about 1%, which should hold for the stuff in SNO+ as well since no effort was made to enrich the detector. It’s no wonder that this discovery has taken a few years since SNO+ started in 2022 to gain statistical significance.
The full paper is on ArXiv, if you care to take a gander. We’ve reported on SNO+ before, like when they used pure water to detect reactor neutrinos while they were waiting for the scintillator to be ready. As impressive as it may be, it’s worth noting that SNO is no longer the largest neutrino detector of its kind.
2025-12-18 17:00:41

Modern hospitals use a lot of computers. Architecturally speaking, they’re pretty typical machines—running the same CPUs and operating systems as any other PCs out there. However, they do tend to have some quirks when it comes to accessories and peripherals, as [tzukima] explores in a recent video.
The video starts by looking at typical power cables used with hospital computers and related equipment. In particular, [tzukima] talks about the common NEMA 5-15P to IEC-320-C13 style cable, which less sophisticated users might refer to as a kettle cord. In hospital-grade form, these cables are often constructed with translucent plug housings, with large cylindrical grips that make them easier to grip.
Digging further through business supply catalogs lead [tzukima] to discover further products aimed at hospital and medical users. In particular, there are a wide range of keyboards and mice that are designed for use in these environments. The most typical examples are regular peripherals that have simply been encased in silicone to make them easier to wash and disinfect where hygiene is paramount. Others, like the SealShield keyboard and mouse, use more advanced internally-sealed electronics to achieve their washable nature and IP68 ratings. These are peripherals that you can just throw in a dishwasher if you’re so inclined.
It’s a great look at weird hardware that most of us would never interact with.
2025-12-18 14:00:07

Over the years there have been a few CPUs designed to directly run a high-level programming language, the most common approach being to build a physical manifestation of a portable code virtual machine. An example might be the experimental Java processors which implemented the JVM. Similarly, in 1976 Itty Bitty Computers released an implementation of Tiny BASIC which used a simple virtual machine, and to celebrate 50 years of Tiny BASIC, [Zoltan Pekic] designed a CPU that mirrors that VM.
The CPU was created within a Digilent Anvyl board, and the VHDL file is freely available. The microcode mapping ROM was generated by a microcode compiler, also written by [Zoltan]. The original design could execute all of the 40 instructions included in the reference implementation of Tiny BASIC; later iterations extended it a bit more. To benchmark its performance, [Zoltan] set the clock rate on the development board equal to those of various other retrocomputers, then compared the times each took to calculate the prime numbers under 1000 using the same Tiny BASIC program. The BASIC CPU outperformed all of them except for Digital Microsystems’ HEX29.
The next step was to add a number of performance optimizations, including a GOTO cache and better use of parallel operations. [Zoltan] then wrote a “Hello World” demo, which can be seen below, and extended the dialect of Tiny BASIC with FOR loops, INPUT statements, multiple LET statements, the modulo operator, and more. Finally, he also extended the CPU from 16-bit to 32-bit to be able to run an additional benchmark, on which it once again outperformed retrocomputers with comparable clock speeds.
We’ve previously seen [Zoltan]’s work with FPGAs, whether it’s giving one a cassette interface or using one to directly access a CPU’s memory bus. BASIC has always been a cross-platform pioneer, once even to the extent of creating a free national standard.
2025-12-18 11:00:40

Over on ScienceDaily we learn that an international team of scientists have turned a common semiconductor germanium into a superconductor.
Researchers have been able to make the semiconductor germanium superconductive for the first time by incorporating gallium into its crystal lattice through the process of molecular-beam epitaxy (MBE). MBE is the same process which is used in the manufacture of semiconductor devices such as diodes and MOSFETs and it involves carefully growing crystal lattice in layers atop a substrate.
When the germanium is doped with gallium the crystalline structure, though weakened, is preserved. This allows for the structure to become superconducting when its temperature is reduced to 3.5 Kelvin. Read all about it in the team’s paper here (PDF).
It is of course wonderful that our material science capabilities continue to advance, but the breakthrough we’re really looking forward to is room-temperature superconductors, and we’re not there yet. If you’re interested in progress in superconductors you might like to read about Floquet Majorana Fermions which we covered earlier this year.