New to retro?
The Glossary
The words that get thrown around when people talk about old games — in plain English, no gatekeeping. New to all this? Start here.
- 8-bit
- The generation of machines built around 8-bit processors — the NES, Master System, Spectrum, C64. Chunky pixels, bleepy music, and where a lot of us started.
- 16-bit
- The next leap — the Mega Drive (Genesis), SNES and Amiga. Smoother sprites, richer sound, and the console wars of the early '90s.
- Abandonware
- Old software no longer sold or supported by anyone. Still copyrighted in most cases — 'abandoned' is about commerce, not law.
- Attract mode
- The looping demo an arcade cabinet plays when nobody's feeding it coins — high-score table, a snatch of gameplay, 'INSERT COIN' blinking away.
- Boot sale
- A car-boot sale — the great British Sunday-morning ritual where a Mega Drive and ten games can still turn up in a cardboard box for a fiver.
- Cartridge
- A game in a plastic shell you slot straight into the machine. Instant loading, and you could blow in it when it played up (don't, actually — it doesn't help).
- Chiptune
- Music made with the actual sound chips of old machines — or in that style. The reason a level theme can live in your head for thirty years.
- CRT
- Cathode-ray tube — the heavy glass telly old games were made for. Scanlines, a soft glow, and pixel art that looks how the artists intended.
- Demoscene
- A subculture of coders and artists making jaw-dropping audiovisual 'demos' to show off what a machine can really do. Pure craft, no game attached.
- Emulator
- Software that pretends to be an old machine so its games run on a modern one. Legal grey areas live in the ROMs, not the emulator itself.
- Homebrew
- New games (or tools) made by hobbyists for old hardware, long after the shops moved on. Proof the scene never really stopped.
- Light gun
- A plastic pistol you point at the screen — Duck Hunt, Time Crisis. It works by reading the CRT's beam, which is why most won't fire at a flat modern telly.
- NTSC / PAL
- The two big TV standards. NTSC (US/Japan) ran faster; PAL (UK/Europe) often ran a touch slower with black borders. Why some ports felt sluggish over here.
- Peripheral
- Anything you plug in that isn't the machine or a game — a light gun, a steering wheel, a memory card, that mad Power Glove.
- Pixel art
- Images built deliberately, pixel by pixel. A constraint born of tiny memory that became an art form all its own.
- POKE
- A line of code that writes a value straight into memory — famously typed in from magazines to give yourself infinite lives. The original cheat.
- RF / SCART
- How old consoles hooked to the telly. RF (the aerial socket) was fuzzy; SCART, the big rectangular plug, was the good stuff — a proper picture.
- Region lock
- Hardware or software stopping a game from one part of the world running on a machine from another. The reason import gaming got fiddly.
- ROM
- Read-only memory — and, loosely, a file holding a copy of a cartridge's data. The chip that held the game that never changed.
- Speedrun
- Finishing a game as fast as humanly (or inhumanly) possible, often with routes and tricks the makers never dreamed of. A whole sport now.
- Sprite
- A single moving image the hardware draws on top of the background — your character, an enemy, a bullet. Machines could only push so many before they flickered.
- Tape loading
- Loading a game off a cassette — a screech of data, wobbly loading bars, and a five-minute wait that occasionally ended in 'R Tape loading error'.
- Type-in
- A game printed as pages of code in a magazine that you keyed in by hand, bug for bug, then saved to tape. Retro Delights runs on that spirit.
Missing a word you keep tripping over? Write to the Postbag and we’ll add it.