Artificial Intelligence
AI in service of the games we grew up with.
We use AI where it earns the spot, drafting guides and indexing thousands of codes. We write the human parts by hand.
How we use AI, including what our checks miss

AI across our products
AI drafts strategy-guide sections. Automated citation and code checks gate what can publish, and people decide when a game opens to readers.
AI drafts. Checks gate. People open each game.
An early prototype. RetroShark is designed to inspect emulator memory (the game's own state) so that overlays and coaching can respond to what's on screen rather than to your keystrokes.
Prototype. Built to read emulator memory, not your inputs.
AI drafts the book's first pass and indexes thousands of cheats. Editors rework every chapter, and Todd's stories are his own.
AI drafts. Editors rewrite. Todd tells the stories.
Principles
Nothing publishes itself.
Every section runs automated citation and code checks. A held section publishes only if a person overrides the hold, and that override is recorded. No auto-pilot.
No AI where it doesn't earn its keep.
The human parts stay human. AI is a tool, not a substitute.
What's next
Tooling that lets a small team ship like a big one. Better archival methods for the parts of gaming history that are getting lost. Research threads that surface when the work is ready to talk about, never before. Quiet, careful, durable.