REDBURNER
A game that runs in a browser, drawn like 1995
What this is
A rail shooter down a wireframe corridor. One life, one tunnel, and a leaderboard at the end of it.
It runs at 60 frames a second in a browser tab, and everything you see and hear is generated while you play.
The machine it looks like
The Virtual Boy was Nintendo's 1995 headset. 770,000 sold, it never reached Europe, and it was gone inside a year.
Its display was not a screen. Each eye had one column of red LEDs, swept across your view by a vibrating mirror. One hue, four levels, and the darkest one is the LED switched off.
The picture
The scene renders in colour, then an 8x8 Bayer matrix dithers it and a hard quantisation snaps it onto four shades.
Wireframe has a flaw Red Alarm shipped with: lines behind a solid show through it. Every solid here is filled with faces that write depth and paint black.
The sound
A cycle-accurate Ricoh 2A03, the NES sound chip, running in an audio worklet. Duty sequences and a 15-bit shift register, clocked at the chip's own rate.
Music and gunfire share its four channels and fight over them, which is why the guns cut into the soundtrack.
There are no files
Not a texture. Not a model. Not one audio file.
The corridor is a curve, the ships are line lists, the palette is a shader, and the soundtrack is a few hundred lines of note tokens.
Who made it
Gwendall, 2026. Built with Three.js and WebGL, and written with Claude.
There is more about how all of it works, and what went wrong on the way, at: