A hardware enthusiast known as Throaty Mumbo has developed an experimental gaming system called GCVHS, which explores the possibility of interactive video games running on VHS tapes. While modern gaming has moved almost entirely to digital formats, GCVHS attempts to revisit a niche era of gaming history—specifically the late 1980s—where physical media and interactive video first intersected. The project aims to move beyond the limitations of early 'interactive' VHS games, which were often just pre-recorded movies where player inputs only affected a score rather than the on-screen action.

The Action Max represents the early era of interactive VHS games that the GCVHS project aims to improve upon.
The GCVHS system utilizes a unique hardware stack to bridge the gap between analog tape and digital logic. It connects a standard VHS player to a DE1-SoC FPGA development board and an RP2350-based microcontroller. The FPGA processes the incoming video signal from the VCR, while the microcontroller executes game code and manages player inputs. Crucially, the VHS tape itself contains the game data. Throaty Mumbo encodes executable data alongside multiple video streams into a composite video signal. When played back, the hardware decodes this information to run the game and display the appropriate video, effectively turning the tape into a data carrier for the system.

This image illustrates the core concept of the GCVHS system, which uses VHS tapes to store and stream game data.
Because VHS is a linear medium, the project employs different techniques depending on the game. For a demonstration of Doom, the system uses an 'on-rails' approach where eight different video streams run simultaneously on the tape. The player's timed inputs determine which of those eight streams the hardware displays, creating the illusion of branching paths without requiring the tape to physically jump between scenes. In a different experiment with Super Mario Bros., the tape provides a static background while the hardware generates the actual gameplay on top of it. While the project is still experimental and lacks the storage capacity or seek speeds of modern media, it serves as a technical exploration of how physical tape could have functioned as a more sophisticated interactive medium if the technology had evolved differently.
One significant technical hurdle remains the linear nature of the tape. While the recording includes timing information that could theoretically allow the hardware to seek forward or backward using an infrared blaster, the system currently relies on the continuous flow of the tape. This creates a trade-off: the project achieves interactivity that early systems like the Action Max lacked, but it remains constrained by the physical limitations of the VHS format, such as imperfect video quality and the need to manually wind the tape to specific positions. The project is currently hosted as a work-in-progress on GitHub, focusing on the firmware required to decode the encoded data streams.",