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[fzuend@inf.ethz.ch](fzuend@inf.ethz.ch)[ ](fzuend@inf.ethz.ch)Stefan Schmid†􀀃 schmist@inf.ethz.ch  \nPascal Bérard†􀀃 [pberard@inf.ethz.ch](pberard@inf.ethz.ch)  \n† Mattia Ryffel[mryffel@inf.ethz.ch](mryffel@inf.ethz.ch)  \nAlexandre Chapiro†􀀃 achapiro@inf.ethz.ch Markus Gross†􀀃 [grossm@inf.ethz.ch](grossm@inf.ethz.ch)  \nAmit H. Bermano†􀀃 Robert W. Sumner†􀀃  \n[amberman@inf.ethz.ch](amberman@inf.ethz.ch) [sumnerb@inf.ethz.ch](sumnerb@inf.ethz.ch)  \nABSTRACT  \nWe propose a hardware and software system that transforms 8-bit side-scrolling console video games into immersive multiplayer experiences. We enhance a classic video game console with custom hardware that time-multiplexes eight gamepad inputs to automatically hand off control from one gamepad to the next. Because control transfers quickly, people at a large event can frequently step in and out of a game and naturally call to their peers to join any time a gamepad is vacant. Video from the game console is captured and processed by a vision algorithm that stitches it into a continuous, expanding panoramic texture, which is displayed in real time on a 360 degree projection system at a large event space. With this system, side-scrolling games unfold across the walls of the room to encircle a large party, giving the feeling that the entire party is taking place inside of the game's world. When such a display system is not available, we also provide a virtual reality recreation of the experience. We show results of our system for a number of classic console games tested at a large live event. Results indicate that our work provides a successful recipe to create immersive, multiplayer, interactive experiences that leverage the nostalgic appeal of 8-bit games.  \nCCS Concepts  \n􀀏Computing methodologies ! Image and video acquisition; Image processing; Virtual reality;  \nKeywords  \ngames, panoramic stitching, virtual reality  \n􀀃ETH Zurich, Universitätsstrasse 8, 8092 Zürich, Switzerland †Disney Research Zurich, Stampfenbachstrasse 48, 8006 Zürich, Switzerland  \nPermission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for proﬁt or commercial advantage and that copies bear this notice and the full citation on the ﬁrst page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior speciﬁc permission [and/or a fee. Request permissions from permissions@acm.org](and/or a fee. Request permissions from permissions@acm.org).  \nCVMP 2015, November 24-25, 2015, London, United Kingdom  \n􀀍c 2015 ACM. ISBN 978-1-4503-3560-7/15/11 . . . $15 .00 DOI: [http://dx.doi.org/10.1145/2824840.2824848](http://dx.doi.org/10.1145/2824840.2824848)  \nFigure 1: Side-scrolling games unfold across the walls of the room to encircle the players, immersing them into the game's world. The games are played using the console, enhanced to allow up to eight players to participate, in the center of the room.  \n1. INTRODUCTION  \nVideo games are a cultural phenomenon. Through their unique combination of visual, narrative, auditory, and interactive elements, video games provide an engaging medium of expression within our society. The 8-bit era, dominated by the Nintendo Entertainment System (NES) [3], included a focus on side-scrolling graphics with pivotal leaps in game design, mechanics, and story that deeply inﬂuenced nearly every game that followed [23] . As a case in point, the original Super Mario Bros. series largely deﬁned the platforming genre and pioneered a new level of game feel characterized by loose and ﬂuid movement through an expansive world [20] . These games touched the lives of a huge number of gamers and their gameplay still holds up today.  \nAlthough 8-bit games have had a dramatic collective cultura","cbCaifzXrMk4WFkR","https://ap.wps.com/l/cbCaifzXrMk4WFkR","pdf",25451750,"English","# Abstract\n# 1. Introduction\n## Background of the 8-bit era\n## Limits of current 8-bit play setups\n## Proposed hardware-software system\n## System display and VR alternative","[{\"question\":\"How does the system allow multiple people to play an 8-bit side-scrolling game?\",\"answer\":\"It uses custom hardware that time-multiplexes eight gamepad inputs and automatically hands off control from one gamepad to the next based on time or game progress.\"},{\"question\":\"How is the console video turned into a panoramic display?\",\"answer\":\"The NES video output is captured and processed by a vision algorithm that stitches video frames into a continuous, expanding panoramic texture.\"},{\"question\":\"What happens if a 360-degree projection display is not available?\",\"answer\":\"The system also provides a virtual reality recreation of the experience so attendees can still participate immersively.\"}]","Unfolding the 8-Bit Era - read online free | PDF",25]