Celebrating 40 Years of the Master System: Unveiling the Overlooked Legacy of Sega’s Underrated Console

TThere’s an enduring saying that history is penned by the victors, and this is just as true for video games as it is for any other arena. It’s easy to think of the Nintendo Entertainment System (NES) as the sole gaming console of the mid-to-late 1980s. For those who grew up in Nintendo’s key markets of Japan and North America, this bulky device was essentially the only option available, especially with its iron grip on third-party developers that crafted a monopoly on prominent titles. However, in Europe, where home computers thrived, the NES struggled against superior competitors.

The Sega Master System first made its debut in Japan in the fall of 1985, originally branded as the Sega Mark III. Powered by the renowned Z80 CPU (which was also utilized in home computers like the Spectrum, Amstrad, and TRS-80) and a robust Sega-designed video display processor, it comes equipped with 8kb of RAM, boasts a 64-color palette, and can render 32 sprites on-screen simultaneously, making the NES (which uses the antiquated 6502 processor) look like an antiquity.

Initially marketed in Japan as an extension of Sega’s SG-1000 series, this device resembled a budget-friendly home computer rather than a pure gaming console, complete with optional keyboard and printer. Nonetheless, as the NES surged in popularity across Japan and the United States, Sega reassessed its strategy, stripping away some computer functions before reintroducing the Mark III as the Master System in 1986. This sleek, angular console stood in stark contrast to the beige Betamax aesthetic of the NES.

Sega Master System titles were available in two formats: cartridges and Sega cards for shorter, more affordable games. Photo: booksR/Alamy

Included with the Master System was a light gun, and Sega also introduced 3D glasses compatible with specific games. “We refer to it as a 3D version of Outrun,” says programmer Chris White, who later developed the Master System emulator for Sega’s PlaySega website. “It definitely gave me a headache, and the flashing lenses caused mild disorientation, but it was a reflection of Sega’s willingness to experiment boldly.”

Initially, Sega managed the distribution of the Master System in the U.S., but they sought local partners to navigate the more fragmented European market. In the UK and France, later expanding to Spain, Virgin Mastertronic took on that role. “Sega’s partners had a stronger marketing position in Europe,” noted Nick Alexander, Virgin Mastertronic’s managing director during that time. “They also established better retail and distribution relationships compared to Nintendo. There was a running joke in Computer Trade Weekly, a video game trade magazine, stating that Nintendo viewed Europe as a land of dragons. They were out of touch and concerned, which is why they focused primarily on the U.S.”

Alexander, who led Virgin Games since 1983, embraced the company’s innovative, youth-oriented marketing approach. “We envisioned video games as equivalent to a band on tour,” he shared. “Thus, we procured a double-decker bus and traveled across the country, visiting school playgrounds and shopping centers. This garnered significant press attention. While Nintendo targeted family entertainment, we understood that in Europe, it resonated primarily with Germany. We aimed at teenagers, knowing that if we won them over, their younger siblings would also be drawn to the Master System. That was our formula for overshadowing Nintendo in Europe.”

While Nintendo had Mario, Sega possessed a significant asset: arcade heritage. The company ported many of its popular arcade hits to the console, including Space Harrier, Outrun, Golden Ax, and Afterburner, marketing it in the West as a home arcade experience. Even though these weren’t perfect conversions of the original games, they were notably faster and more vibrant than those previously available on home computers. For teenage arcade enthusiasts at the time, this felt revolutionary.

“Game center in my living room”… Shinobu of Sega Master System. Photo: ArcadeImages/Alamy

“Thanks to the impressive hardware of the Master System, games visually surpassed other Z80-based systems,” White asserts. “It gives developers the ability to create scrollable tilemaps and dynamically position sprites, which makes programming straightforward and alleviates a lot of processing demands from the CPU. This design shared numerous similarities with Sega’s arcade technology; in fact, it was originally derived from the graphics chip used in Sega’s arcade machines, the TMS9918. ”

For European developers, mastering the hardware was a dream. “We had been developing for the Spectrum and Amstrad, and our titles were being ported to the C64,” recalls Andrew Oliver, who, along with his brother Philip, created Dizzy games for Codemasters. “I vividly remember attending the CES show in Las Vegas, where Sega had an extensive booth that stood alongside Nintendo, promoting their message of ‘speed.’ Back then, computers were all about vibrant visuals and rapid execution. Ultimately, Codemasters signed a licensing agreement and obtained a development kit for the console. It operates on a Z80, similar to the Spectrum, yet the graphics chip is reminiscent of the C64, resulting in fast performance with impressive parallax scrolling and sprites. The programming process was quite straightforward.”

Additionally, British developers believed that Sega offered a more useful platform than Nintendo. Mike Simpson, a programmer at the British publisher Personal Software Services, later acquired by MirrorSoft, shared, “We established a small in-house studio in Coventry, employing around 20 people to port various titles.” He continued, “Someone approached us about porting Xenon 2, a top-tier 16-bit Amiga game, to the Master System. It seemed like an impossible task, but we had to give it a shot. I was even invited to Japan for training in programming. I spent a week at Sega in Tokyo, getting insights from Mark Cerny,” [the later lead architect of PlayStation 4 and 5]. “I recall rows of tightly packed desks and conference room chairs being used as makeshift beds.”

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A classic console… Sonic the Hedgehog. Photo: Sega

Even with the arrival of the Mega Drive, the Master System maintained its popularity in Europe (and later in Brazil) and continued to be supported with simplified versions of Mega Drive hits like Sonic the Hedgehog. Sonic Chaos, a beloved offshoot developed for both the Master System and Sega’s handheld devices (which shared the same hardware), stands out as a highlight of the series. Subsequently, Sega released a revamped Master System 2 at a budget-friendly price of £50, bundled with Sonic.

However, the Master System offered more than just ports and arcade classics. It has a rich legacy with iconic platformers like Wonder Boy III: The Dragon’s Trap, Psycho Fox, Fantasy Zone, Alex Kidd’s Miracle World, the groundbreaking role-playing adventure Phantasy Star, and the excellent Zelda-like Golbelius: Valley of Fate. These titles, as well as many often overlooked from the NES era, remain true gems. Unlike many classic Nintendo games, Master System titles are now more accessible to modern collectors.

Indeed, while the NES dominated in America to the point where “Nintendo” became synonymous with gaming, the Master System emerged victorious in Europe, Brazil, and elsewhere. Historical accounts may be harsh, but for those of us who lived through it, who read European gaming magazines or flipped through Sega catalogs in the annual Argos and Grattan Christmas sales, the Master System was more than a console; it was an arcade experience that foretold the future of gaming. A promise that the Mega Drive would continue to uphold.

Source: www.theguardian.com

Happy Birthday to the Beloved Childhood Friend of Millions: The Nintendo NES Game Console

TThe Nintendo Entertainment System made its debut in the United States on October 18, 1985—about a year after my arrival, marking 40 years today. It’s almost as if the company sensed there were individuals ready to drop significant sums on plastic contraptions and electronic games. Truly, the entire company seemed to anticipate that a new generation of enthusiasts like me was about to enter the scene. That was indeed the moment to launch. With birthdays and Christmas gifts in hand, we were primed to spend every dollar, even when my dad urged us to keep certain things from my mom. (Perhaps I was the only one uttering that last sentiment.)

Although I’m not much younger than the NES, it felt as though that console had always been part of my life, only now am I confronting its complexities as I type this out. My childhood memories are a blur, focused on mastering the coordination of my hands and eyes, but “Nintendo” was always synonymous with gaming in my world. If a friend inquired whether there’s a Nintendo in the house, it was akin to asking if there was Coca-Cola in the fridge—no additional articles needed.




Pac-Man for the Nintendo Entertainment System. Photo: ArcadeImages/Alamy

My sister and I relentlessly pleaded with our parents for two years to get us an NES. While my mom and dad weren’t overly concerned about the potential pitfalls of gaming—those would emerge later in titles like Doom, Mortal Kombat, and even Stardew Valley—they were wary of investing in pricey toys that required even pricier accessories to function. The Nintendo Entertainment System was touted as cutting-edge technology in the U.S., despite noticeably echoing the design of the VHS cassette player, which ultimately everyone understood it was meant to be. Played. Touching my dad’s home theater triggered quite a reaction, but this was finally a gadget we kids could enjoy.

It’s also important to note that I am part of the first generation to entirely miss the Atari home video game craze of the early ’80s. The Atari system still existed during my childhood, but kids my age recounted it with a historical lens similar to discussing World War II. Just looking at Atari felt like peering into a relic of the past that none of us could fully grasp and cherish. Watching my neighbor turn on an Atari was nothing short of eye-opening. In basketball, a square was practically represented as the ball. No, thank you. I need a moment to recuperate.

But the NES—oh, the NES!—actually showcased graphics reminiscent of arcade games. Was it flawless? Certainly not! Some visuals appear quite rough by today’s standards. Yet, even at five years old, a somewhat blurred version of Pac-Man still felt like Pac-Man. My parents never let me engage in shooting games at carnivals (the reasoning remains a mystery), but duck hunting was the next best thing. No, it was even better! We quickly discovered that all we needed to do was press that silly plastic gun right to the screen and hit the target every single time. It’s a close-range approach you only learn from four-decade-old video games or by becoming a mafia hitman.

NES games also felt much more expansive. Super Mario Bros. seems unusual at present, but do you recall the first moment the plumber stepped through that pipe? My heart melted into something finer and purer. It was a game featuring a vibrant world brimming with surprises and mysteries. While secrets had been part of games before, it felt as though they were there to be discovered. They were not frustration meant to poke fun at developers but instead aid your exploration. We were traversing a fictional kingdom, something akin to a living cartoon, soaring around in quest of a hidden, unobtrusive “?” box.




“Games felt more open”…NES. Photo: Gary Heider/Alamy

Let’s also remember that the NES introduced us to the Mario we so fondly recognize today. Yes, he began as a construction worker confronting Donkey Kong. Luckily, he transitioned to a plumber, becoming the face that adorned every folder, backpack, lunchbox, flask, and bedsheet of mine and most of my friends’. Long before every gaming reference became a viral internet meme, it was part of Nintendo’s internal dialogue. We often quoted the line from the original Legend of Zelda: “It’s dangerous to go alone! Take this with you!”

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Each generation encounters its own cultural landmarks. Yet, the Nintendo Entertainment System played a pivotal role in solidifying gaming culture, particularly in America, where the ZX Spectrum and various home computers didn’t capture the same popularity as they did in Europe. It became a shared language, a toy allowing us to unleash our imaginations, and surely a way for my parents to take a momentary break from their children. I still possess the NES they gifted me, and regardless of what the Man says, you still need to blow into the cartridge to make it work.

Source: www.theguardian.com

Is the Nintendo Switch the Best Console of Its Generation, or Just the One That Resonates Most with Me?

this gaming console lifespan has greatly expanded since my childhood. In the 1990s, new technology became outdated in just a matter of years. Almost immediately, fresh and enticing devices began appearing, sparking fierce competition to stay ahead. The Game Boy and Sega Genesis/Mega Drive debuted in 1989, soon followed by the Game Gear in 1990 and the Super NES in 1991.

Now, we’re looking at a ten-year span. The Nintendo Switch 2 is set to launch in just a few weeks. This comes over eight years after I first unboxed the original Switch and was amazed by its instant switch to portable mode. Game consoles often seem to mark different milestones in my life: the Nintendo 64 defined my childhood, the PlayStation 2 was central to my teenage years, and the Xbox 360 accompanied me during my early career, coinciding with my first experience covering a console launch as a young journalist. The Nintendo Switch arrived shortly after the birth of my first child.

Reflecting on my time with the Switch, I recall moments in *Breath of the Wild* when I would grab some gaming time while my baby napped beside me. On our inaugural family holiday, we played a quirky match of *Splatoon* on the balcony of a French villa. And as I strolled around the house with my second baby in a sling, I tried to negotiate the care of my virtual animals while he fought off sleep (he never did). When they’re old enough, my kids will get to share the first games I played on the Switch with me. We recently enjoyed *Pokemon Sword and Shield* together, and I’ve revisited *Princess Speech Showtime* with just minimal help from my little one.




Hello to Moo… The Nintendo Switch has carved out a unique space in gaming. Photo: Justin Lane/EPA

Over these past eight years, my living room TV has become a stage for characters like Bluey and Moana, and recently (God help me) Alvin and the Chipmunks. The Switch offered me a time capsule, letting me escape into gaming even amidst the chaos. Eight years is a long time, enough for life to shift dramatically. I’ve experienced loss, relocation, and new friendships. Additionally, we all navigated a pandemic, with *Animal Crossing: New Horizons* emerging as the defining game of that period. The Switch isn’t just a console; it’s a cherished retreat.

Since 2017, my life has changed, as I assume yours has too. The console feels like a companion, especially portable devices like the Switch and Game Boy. My children are older now, enjoying the same Switch games that once captured their younger selves’ imaginations. The Switch 2 seems poised to herald a new stage in our gaming journey.

Recently, I gathered all my Switch consoles, games, controllers, and accessories, from family favorites to my partner’s special Zelda Edition. This console serves as our family gaming hub, complete with spare Joy-Cons for those spontaneous gaming sessions. It’s not quite time for it to join the forgotten consoles under my bed. I’m ready for the Switch 2, but I’m not in a rush to retire my family console just yet. I genuinely don’t want to. The Switch remains my favorite console to date—not just for its legendary games likely to be remembered for two more decades, but also for its unprecedented hybrid design that transformed my gaming habits and created a special place in my heart.

As this era comes to a close, I feel a pinch of nostalgia. Soon, the conversation will revolve around new consoles, questions of sales, their value, and top strategies in Mario Kart, as fans compare them to their groundbreaking predecessor. For the moment, I’m not fixated on what the Nintendo Switch signifies for the industry; rather, I’m pondering its personal significance for me.

What to do




Be the person you aspire to be… The latest RPG, *Fantasy Life I: A Girl Who Steals Time*, offers numerous lives to choose from. Illustration: Level5/

Are you familiar with Fantasy Life? This cult classic from 2014 on the Nintendo 3DS allowed players to switch between 12 different jobs, from a blacksmith to a fighter, cook, and more. Its long-awaited sequel, Fantasy Life I: A Girl Who Steals Time, has finally been released today after several delays.

You can now become an artist, farmer, magician, carpenter, fisherman, alchemist, or whatever you can dream of. It seamlessly blends aspects of *Animal Crossing* and *Harvest Moon*, offering a charming Japanese life simulation vibe akin to *Dragon Quest* or *Ni No Kuni*. I can’t wait to dive in! Special shout-out to my group chat friends who have been eagerly awaiting this for over a decade.

Available on: Switch/2, PS4/5, Xbox, PC
Estimated playtime:
Over 30 hours

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What to read




Broom broom… Crescent County home delivery system. Illustration: Electric Saint
  • Check out some exciting games launching on Kickstarter this week: Crescent County is a colorful game centered around witches, deliveries, broom racing, and charming small-town intrigue. Also, don’t miss the ghost story venture in Paisley, near Glasgow, titled Crystal Garden.

  • If you’re looking for something to fit into a quick break, try this Satire Simulation Text Game called You Are a Generation AI. You take on the role of an increasingly self-aware leading language model that field random queries, often ones that people are too lazy to research. I discovered three different endings, and one left me genuinely sorrowful.

  • Developer Bungie, creators of Destiny and the forthcoming shooting game Marathon, are embroiled in controversy over alleged plagiarism after promotional materials revealed uncredited designs from a creator named Antireal. Bungie claims a former employee is responsible for the oversight. For more details, see VG247’s overview.

  • Six months later, the PlayStation 5 is in a tight race, with sales nearly matching those of the PlayStation 4, which has reached 78 million units across its lifecycle. Check out the detailed insights on Video Game Chronicle’s data.

What to click

Question block




What’s the name?… Play video games using the Nintendo Wii U controller. Photo: Jae C Hong/AP

Some great suggestions for reader names for Travis’s Book Club Style Video Game Club were put forward: select/start (thank you, Alex), long play (from Eva), and Doki Doki VideoGame Club (thanks to Nickey references from Chris). Special kudos go to Kenny for brainstorming some beautiful names, like those for co-op and multiplayer games shared by friends.

Lucas, who participated as well, shared an excellent suggestion last week with itch.io where you can find quirky little free games to play and discuss with friends! Indie developers sharing games here often welcome the feedback and attention from our gaming community. (You may also encounter the generative AI I mentioned earlier, along with numerous other intriguing games worth discussing).

We also received a timely question from reader Ali:

“In contrast to Sony’s sequential naming system and Microsoft’s jump from the 360 to the Series, I’ve always admired Nintendo for creating unique names for each console, right?”

Indeed, aside from perhaps a few iterations, Nintendo typically opts for distinct names for each console, like the Game Boy, NES, and Super NES, Wii and Wii U, as well as the current Switch and upcoming Switch 2. It’s the first time they’ve embraced numbers, likely due to the poor reception of the Wii U. However, it also indicates the evolving and cautious nature of the gaming industry as we approach 2025—or it might reflect Nintendo President Furukawa’s background in finance.

If you have a question for the block, or feedback about the newsletter—email pushbuttons@theguardian.com

Source: www.theguardian.com

Nintendo Switch Game Console Release Threatened by Tariffs

For months, Nintendo, the maker of famous video game series like Super Mario Bros. and Donkey Kong, had expected the morning of April 2nd to be a celebration.

For many fanfares, the company has announced the price and release date for the Switch 2, a new video game console for eight years. At an event in New York City, Nintendo’s US President Doug Bowser took to the stage as fans cheered on the arrival of the new game to accompany the console. Mario Kurt, Donkey Kong, Kirby.

That same day, President Trump announced tariffs that piqued the global stock market and put the Mario Party at risk. The new switch took place in Vietnam, one of the countries on the tariff list.

Two days later, Nintendo said it could delay pre-orders for the Switch 2 and raise the price from $450. It was unclear how expensive it was. But on Wednesday, Trump said he has been slowing the expansion of tariffs in Vietnam and many other countries for 90 days. Nintendo has yet to say how delays will affect the price of the Switch 2.

Nintendo’s Whip Saw Experience shows the wider disruption Trump has caused for technology makers and the uncertainty of what the market will look like for consumer technology in the coming months.

In a statement before Trump delayed the expanded tariffs of countries other than China, Nintendo said it plans to release the Switch 2 in June, but did not set a date on whether to resume pre-orders or announce new prices.

Gamers had already taken thousands of people to social media sites like X and Reddit to complain. It is a common practice in the industry for gamers to blame the high costs of corporate greedy consoles and games, but instead they have denounced Trump.

Gamer and Philadelphia writer Jake Steinberg visited New York last week to perform a Switch demonstration.

“People were always saying this modest and they always said, ‘we’re going to keep politics out of the game,’ so the irony is extreme,” Steinberg said. “Well, I’m here.”

For years, Nintendo has been making game consoles in China. However, it moved most of its production to Vietnam during Trump’s first term in 2019, moving into tariffs and the threat of trade war between China and the United States.

These operations appeared to be nothing as Trump’s plans announced last week threatened heavily new tariffs on goods from Vietnam (46%), Japan (24%), Malaysia (24%) and Cambodia (49%).

However, due to the delay announced Wednesday, Nintendo may be one of the lucky ones. The majority of home appliances, including smartphones and other gaming consoles, are still made in China. And they are expected to be subject to a 145% tariff, which is larger than a few days ago. Like most countries, products made in Vietnam still suffer from 10% tariffs.

According to Wedbush Securities analyst Michael Pachter, the delay will increase production and inventory over 90 days, and increase inventory in US inventory. However, for other tech companies like Apple that normally don’t start producing new iPhones until a few months before the release date, that may not be an option.

Nintendo has ended up playing a sensitive game where they decide how much they can raise prices without chasing away gamers who already feel $450 is steep enough, or ultimately, how much they can raise prices without retaining hope that they won’t be hit by the expanded tariffs.

For gaming companies like Nintendo, Sony and Microsoft, selling consoles is just one aspect of their business. If a customer chooses not to purchase a new console, they will not be able to purchase software for the game itself that sells at a higher margin than the hardware.

Pachter added that the cost of consumer tech products could rise all the way, but he added that prices for buzzy items people have been waiting for for years, like the Switch 2, the first console Nintendo released since 2017. He estimated that if the Trump administration proceeded with tariffs, the new costs for Switch 2 could increase by up to $100.

“No one is waiting for a TV to buy on June 5th, so you’re not sure if the TV prices will go up,” Patter said. “They will notice it gradually, but it’s different with the launch of such a product.”

In an interview with news media before Trump’s tariffs were announced, Nintendo’s Bowser said the expected costs of future tariffs were not taken into account at the console’s $450 price. However, analysts are primarily disputing the claim, referring to the $340 price for Switch 2, which is sold in Japan. (Nintendo spokesman said that Japanese models are limited to Japanese, so some are low cost reasons.)

Nintendo will likely wait for the dust to settle down in Trump’s tariff disruption before announcing new prices, said Doug Creutz, an analyst at investment firm Cowen. He added that there is still a possibility that Trump will withdraw from tariffs entirely.

“They don’t need to change prices again,” Krutz said. In the decision, he said he weighed the company: “Are we willing to make less profits in the US? Do you want to protect our profit margins?”

Nintendo has not delayed pre-orders for Switch 2 elsewhere in the world, where costs vary from region to region. $442 in the UK, $435 in Australia and $450 in Canada. Nintendo still does about 30% of its manufacturing industry in China, which it uses to supply non-US buyers, says David Gibson, an analyst at MST Financial.

In the short term, it helps offset some of the costs by the end of February, Nintendo had already shipped 746,000 units of Switch 2 to the US.

“It protects them in a quarter,” he added. “But then the price will be total duties.”

Nintendo is not just a high-tech company that places importance on the trade-off of increasing product prices. Similarly, Apple moved part of its manufacturing industry from China to Vietnam in 2019. Other console manufacturers, such as Sony and Microsoft, will face a similar dilemma when they manufacture their next console, scheduled to be released around 2027.

“We’re going to be attacked by all the big appliance companies, including Samsung, LG, Apple, major TV makers, gaming consoles,” Gibson said. “That’s everything.”

Source: www.nytimes.com

Relax and Unplug: Gamers Embrace Nostalgia with Retro Console Resurgence

nThe original Donkey Kong Arcade machine, Mint Condition Outrun Race Simulation Game, Esterified between Gamer Cube and Nintendo 64-wired booths, Luke Malpass, engineer dismantling a broken Nintendo Wii.

I brought old game consoles to the house for repairs and fixes, and there was a steady stream of people, a retro gaming arcade of elephants and castles, transformed into a gaming clinic for two days.

Gabriella Rosenau, 35, brought in a broken Wii that had been in the garage “for years.” “I'm still playing my older brother, my older Nintendo 64, and I love it, but I really want to get it [the Wii] Repaired. “

“I've done something weird about Call of Duty and PlayStation, but I'm more interested in retro games,” she adds.

Rosenau is part of a growing community that has abandoned modern video games and picked up consoles since or before childhood. According to a Pringles investigation, Gen Z Gamers are proceeding with lawsuits, with 24% owning retro consoles.

What began as a Malpas passion project, restoring the consoles of its former glory quickly evolved into a full-time business. During the peak during lockdown, his company Retrosix hired 16 people to deal with demand. He places this, in part, on people stuck at home. “People were bored, they were finding things at home and looking for things online.

“We originally only sold on eBay and didn't even have a site. eBay was limiting sales because they thought it was fraudulent,” he says. “It literally took over.”

Luke Malpass modify consoles from the 80s to the 2000s. Photo: Teri Pengilley/The Guardian

Retrosix receives hundreds of requests each month from people who want their console to be fully functional, playable or upgraded. This is “stable,” says Malpas, but the community is still expanding.

“There are a lot of people who are obsessed with this right now. The older generations than me tend to be PC-based for Amigas and Commodores, in their late 40s and early 50s. And then my age, so 30 People in the world are very interested in Game Boys, Mega Drive, Super Nintendo's entertainment system, such as.

“And there's a younger generation that's either one. [the] Nintendo DS, what they've played is beginning to be retro or really hooked on the whole retro. So you get people in their 20s who are more obsessed with than we do.

Malpass has gained massive supporters on social media, with 44,100 followers and 61,700 subscribers on its YouTube channel, Angelsix and Tiktok on Retrosix.

Young people engaged online say they reach for retro games for unique gameplay, and for the opportunity to “switch off,” Malpass says.

“You're turning on the console at the top and playing games. No stress. There's no internet. You're not competing with the world. You have your own in the game, you're going to go I feel a sense of accomplishment in, and that was what you used to do,” he says.

“I think the younger generation is feeling more stressed they are now. Growing up in the world of social media is very mentally challenging. [Retro video gaming] It's their safe place. It's like their escape,” he says.

Matthew Dolan, a software developer in his 40s, brought some of his game gear consoles. His passion for retro games and technology comes from nostalgia and childhood memories, playing games his father wrote for him at BBC Micro. “It was a great introduction to technology,” he says.

“You get all that joy from playing it literally. You go through the battery and plan a long, long car journey,” he says. “They don't rely on equally flashy graphics. [as contemporary games]. ”

Going it a step further, Dolan says he revised and adapted the console, spending £7,000 on his hobby last year. “We've regained some of it from selling things, but it's not cheap.”

He got stuck trying to repair some of the game gear chips and needed Malpas' expertise. Retrosix's repaired Prestige Edition Game Gear Console is £298.80. The LED edition costs £334.80, and mods or services on the console start at £36.

game boy

A handheld game console developed and manufactured by Nintendo. It was first released in Japan in 1989 and in Europe in 1990. It is estimated that over 118.7 million Game Boys and Game Boy colors are available for sale all over the world, making it one of the most successful handheld consoles of the era. Its compact design and affordable price.

SNES

Super Nintendo's entertainment system, also known as Super NES, was Nintendo's second home video game console to release internationally. It was first released by Nintendo, Japan in 1990 and arrived in Europe in 1992. It is estimated that SNES sold 49.1m units worldwide when it was cancelled in 2003.

Xbox Original

The Xbox console was Microsoft's first gaming console offering and the first installment payment for the consoles of the Xbox series, which was first released in Europe in 2002. The second generation Xbox 360 was released in 2005.

Amiga

A series of personal computers created by Commodore International from 1985 to 1994. Other companies continued to produce Amiga after this. The Amiga 1000, also known as the A1000, was the first personal computer released by Amiga Line's Commodore International. It was known for its advanced graphics and sound. Popular games include Alien Breed, Syndicate, Wise Football, and Eye viewers.

Game Gear

A handheld game console was released by Sega in Japan in 1990 and released in Europe the following year. Game Gear competed mostly with Nintendo's Game Boy, Atari Links and NEC's Turbo Experez. In 1991, around 520,000 game gear was sold in Europe, of which over 130,000 were sold in the UK.

Source: www.theguardian.com

Nintendo reveals new game console “Switch 2” for future release | Games

Nintendo has officially unveiled the Nintendo Switch 2, the highly anticipated successor to the popular Switch console that has sold 150 million units. The release date is set for the second half of 2025.

The original Nintendo Switch made its debut on March 3, 2017, introducing hybrid gaming consoles to the market. Players could enjoy gaming on the go with the detachable controllers or connect to their TV at home. The Switch 2 follows a similar concept, featuring a larger screen and a redesigned controller that attaches magnetically to the side. The versatile controller can be used like a mouse or held in hand like a traditional joystick, and also offers motion control capabilities.

A brief trailer showcases the new Mario Kart iteration running on the console.

This release marks a significant evolution for Nintendo, known for its history of innovation in the video game industry over the past 40 years. The Nintendo 64, released in 1997, introduced analog sticks for 3D character movement control, while the Wii in 2006 revolutionized home gaming with motion control games like Wii Sports. The Virtual Boy in 1995 dabbled in early VR technology, and the Wii U was the first console with a screen in the controller. Nintendo’s consoles have always been distinct in design, name, and features with each new generation.

The Nintendo Switch 2 will be compatible with all existing Nintendo Switch games, allowing players to carry over their Marketplace purchases to the new console upon launch later this year.

The gaming industry has faced challenges recently, with layoffs, longer development cycles, and uncertainty over business models. Analysts and commentators anticipate that the release of the Nintendo Switch 2 will reinvigorate sales and excitement in the sector.

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More details will be revealed on April 2nd, with Nintendo hosting events worldwide later in the month for fans to experience the new console. A lottery will open on January 17th at 2pm for the chance to win tickets to attend.

Source: www.theguardian.com

Thirty years of PlayStation: How the iconic console revolutionized the world of gaming

IIf you were an avid video game fan in the summer of 1994, you probably remember where you were when the August issue of Edge magazine went on sale. By that time, Sony had already announced its intention to develop a PlayStation console (in October of the previous year). But it was the cover of the world’s most advanced gaming publication that really opened up this machine’s potential. Edge not only listed the specs in full, but also attached glowing endorsements from Capcom, Namco, and Konami. One developer breathlessly told the magazine: “This will revolutionize the way computers work today.” Suddenly, the entire structure of the console gaming business was under threat. All I needed was a boost.

Sony’s entry into the video game industry has become the stuff of legend (and will probably be fodder for a regular Netflix movie one day). In the late 1980s, the company was keen to gain a foothold in an increasingly lucrative business after the failure of its MSX gaming computers. So when the opportunity arose to build a CD-ROM drive for the soon-to-be-released supercomputer, Nintendo (SNES) console, Sony jumped at it. But behind the scenes, Sony’s engineering genius Ken Kutaragi was also designing a standalone system. playstationit can play not only SNES games, but also the new CD format controlled by Sony itself.

Nintendo felt a threat to its supremacy. As a result, when Sony announced the PlayStation at the big Consumer Electronics Show in Chicago in 1991, Nintendo actually canceled the deal and instead partnered with Philips to create a SNES-based CD add-on. It was immediately announced that it would be produced. Sonny was shocked and humiliated. Jilt Bride in the Cathedral of the Tech Industry. Various theories have been proposed about Nintendo’s motives, but the most obvious was that it was a highly protective company wresting control back from an ambitious consumer electronics rival. Whatever actually happened, the PlayStation was over. Or was it?

Some of PlayStation’s first games. Photo: Lou Benoist/AFP/Getty Images

No, no. It wasn’t. Instead, an enraged Sony scrapped the Nintendo-based technology, and Kutaragi began work on a new console codenamed PS-X. This game console is designed around a powerful 32-bit Risc processor and includes a co-processor named Geometry Transformation Engine. Fast and detailed real-time 3D visual mathematics. At this stage in the early 1990s, the company made two important decisions. One was a development deal with arcade legend Namco to create new PS-X exclusive titles. The other was to send engineers on a worldwide developer tour to recruit developers. Support your console with exciting 3D graphics demos. Sony successfully capitalized on widespread dissatisfaction with Sega and Nintendo, which had bound publishers to restrictive and complex licensing agreements for years, while also captivating programmers and artists with its thrilling technology. By early 1994, 250 companies had signed up to create games for the machine, beating out the meager support gained by rival multimedia consoles such as the Philips CDi and 3DO. I could feel the momentum building.

When the PlayStation launched in Japan in December 1994, it launched Sega’s long-awaited 32-bit CD-ROM machine, ostensibly a similar 32-bit CD-ROM machine that supported the company’s biggest arcade titles, Daytona USA and Virtua Fighter. I played against Saturn. At first, Sony seemed to balk, and the launch of this machine didn’t draw the same chaotic lines that greeted the Saturn a few weeks earlier. But as the US and European release dates approached, both the hype and the software library grew. Titles like 3D fighting game Toh Shin Den, platformer Jumping Flash!, and racer Motor Toon GP exploit the visual potential of machines with rich, detailed 3D environments and smooth vehicle and character animation. I showed off. By the end of that year, Wipeout and Tekken had joined that list. These beautiful and thrilling games pack attitude and perfectly embody Sony’s philosophy that if it’s not real-time, it’s not a game.

Starting in 1996, Sony began seriously promoting the PlayStation as a lifestyle accessory rather than just a children’s toy. Geoff Glendening, head of marketing at Sony London, famously introduced the console to nightclubs and music festivals. Advertising giant TBWA was hired to develop a fresh image of the machine as cool and desirable, culminating in an award-winning production in 1999. double life commercial. But more importantly, the console’s friendly development environment and Sony’s excellent support for third-party studios ushered in an era of enthusiastic experimentation.

Now, when we look back at titles like Resident Evil, Tomb Raider, Tony Hawk’s Pro Skater, and Driver, we see open, explorable worlds, genre-defying design, and cinematic storytelling. Discover the origins of modern 3D game design. We’ve seen Namco ease its role as a semi-first-party creator and push the Ridge Racer and Tekken franchises to new heights both technically and design-wise. We’ve seen Japanese publishers break away from restrictive relationships with Nintendo and Sega and bring out gorgeous blockbusters like Final Fantasy VII and Metal Gear Solid.

But importantly, PlayStation also brought with it an undercurrent of whimsy and playfulness. From PaRappa the Rapper to BibliBong to LSD: Dream Emulator, music and imagery were explored, sometimes to disconcerting effect. And while people in their 20s loved Tony Hawk and Tekken, kids weren’t left behind. This era was also the era of beloved comic book platformers like Jumping Flash, Spyro, Croc, and Crash Bandicoot. When Nintendo finally released the N64 in 1996, it found that PlayStation had already captured the majority of its potential users. Another layer of Sony’s long revenge.

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Something for kids… Crash Bandicoot. Photo: Universal Interactive

The original PlayStation went on to sell 100 million units over its 10-year lifespan. This broke the monopoly enjoyed by Sega and Nintendo and cemented a series of huge game franchises that still thrive today. At launch, there was uncertainty about the CD-ROM format, which provides slower access to data than cartridges, but Sony leveraged its music and film technology expertise to overcome obstacles and establish the format as the future. I did. Its industrial design was stunning, a sleek gray machine that fit next to my TV and video recorder in my living room. An innovative joypad. Those cute little memory cards. Start-up animation with music swells. The TV advert made me want it, and the launch price (£299 compared to the Saturn’s £399) made it more accessible.

However, looking back at the feature in Edge magazine that was published a few months before the game’s release in Japan, and which has since been followed by many similar reviews in the gaming press, it feels like something important is already happening. I did. Quotes, specs, and screenshots of demos seem to pop off the page. Even if PlayStation’s success wasn’t inevitable at that point, in the notoriously unpredictable video game business, it was as close as it gets.

Source: www.theguardian.com

30 years later, the Sega Saturn remains a groundbreaking console ready to be rediscovered in retro gaming enthusiasts.

IIt’s one of the biggest injustices in video game history that the Sega Saturn is widely considered to be a failure. The console was released in Japan on November 22, 1994, almost two weeks earlier than the PlayStation, but has always been compared disparagingly to its rival. We hear that while Sony built high-end machine lasers intended to produce high-speed 3D graphics, Sega engineers had to add extra graphics chips to the Saturn at the last minute. I read that Sony’s Ken Kutaragi has provided creators with an even easier to use development system. We know that Sony used its power as a consumer electronics giant to take a financial hit and drive down the prices of Sega’s machines. That’s all true, but what’s always left unmentioned is the huge success of Japan’s Saturn launch and the extraordinary legacy left by Sega’s 32-bit machines.

What I remember is this. The Edge magazine reported from Akihabara, Tokyo, that its Japanese correspondent joined a line outside a major Laox computer game center to pick up one of the thousands of machines that fans had not yet reserved. I was trying to get it. Two and a half hours later, the author showed up with my purchase. Among them was a copy of Virtua Fighter, the best arcade fighting game of the year. It was a lucky purchase. Shelves around town were quickly emptying. Sega shipped an unprecedented 200,000 units that day.




The Saturn brought the feel of arcade titles like Daytona USA into your home. Photo: Justin Layton/Alamy

The following September, I joined Edge as a writer and stayed there for two years, coinciding with the creative peak of Saturn’s short life. What was clear to me at the time, and what still rings true today, is that Sega’s first-party output on this machine was one of the best of the decade. Arcade megahits “Sega Rally” and “Daytona USA” set the challenge for a new era of stylish 3D racers, while “Virtua Fighter 2,” “Fighting Vipers,” and “The Last Bronx” challenge the 1-on-1 brings complexity and depth to fighting games. Sega’s platform-exclusive titles were similarly vibrant and groundbreaking. Panzer Dragoon, Night Into Dreams, and Burning Ranger reinvented stalwart genres for a new generation with imaginative and rich visuals. But I also loved wacky experiments. There’s the toy-like platformer Clockwork Knight, the weird and frenetic puzzler Bakubaku Animal, and the self-consciously stupid Virtua Fighter Kids.

It’s often said that what Saturn lacked was support from third-party developers, but that wasn’t the case in Japan. Veteran shooter creator Treasure developed two of their best titles for this machine, Radiant Silvergun and Guardian Heroes. If you still want to play classic 2D shooter games, the Saturn is the way to go. Batsugan, Battle Garegga, and Darius Gaiden are all considered staples of the genre.




X-Men vs Street Fighter: Sega Saturn was the beginning of Capcom and Marvel’s relationship. Photo: ArcadeImages/Alamy

Atlus adapted the arcade hit Donpachi and created the underrated role-playing adventures Shin Megami Tensei: Devil Summoner and Princess Crown. For horror fans, there’s Warp’s survival thriller Enemy Zero, and Capcom created a Saturn port of Resident Evil that included exclusive mini-games and new enemies and costumes. Capcom also produced many of the best fighting games of the time, including X-Men: Children of the Atom (originally a home exclusive), X-Men vs. Street Fighter, and Darkstalkers 3. I put it into Saturn.

Sega also had decent developer support in Europe, with programmers who grew up on home computers having experience programming in the assembly language supported by the Saturn (the PlayStation had a much rarer development environment based on C). Core Design originally targeted Tomb Raider for machines (and also made the unfairly forgotten action-adventure Swagman for consoles). WipeOut brought Psygnosis. Gremlins loaded top-down brawler for both consoles. And Knutsford-based Traveler’s Tales, who would go on to create the Lego series, co-created the underrated racer Sonic R with Sonic Team. This was a great technology showcase for Saturn, with smooth frame rates and gorgeous transparency effects.

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The Saturn was innovative in other ways as well. Saturn Bomberman remains arguably the best title in Hudson’s explosive series, especially considering its support for chaotic 10-player matches with two multi-taps. The Saturn was the first major console to offer online gaming via a Net Link modem, and in 1997 it allowed players to participate in direct sessions of Sega Rally Championship and Virtual-On over the Internet. A party title that supported this technology was Shadows of the Tusk, a deck-building strategy role-playing game (years before the genre became mainstream) that came with its own physical card pack. Additionally, Sega’s 3D Control Pad, an analog controller designed specifically for Nights Into Dreams, outperformed the Nintendo 64’s pad by several weeks by market launch.

There was a period, perhaps for a year or two, when Saturn’s disappearance was inevitable. It held its own and rivaled everything that Sony and its lead development partner Namco could offer. Daytona vs. Ridge Racer, Virtua Fighter vs. Tekken, Virtua Cop vs. Time Crisis. And this rivalry has been an absolute boon for gamers, driving 3D game design and creating the technical expertise needed for the next generation of open-world 3D console titles. There’s a reason why refurbished and modified Saturns are still being sold on eBay and retro gaming sites 30 years after its release. They are often region-free and come with a switch to toggle between European 50Hz or NTSC 60Hz TV options. And that’s because the games I’ve mentioned here are still worth playing in their original form, their original home. Although the Saturn never really caught on as a mass market device, it was successful in many ways. When we think about the history of video games, we need to talk more about it.

Source: www.theguardian.com

Sony reveals new PlayStation 5 Pro console priced at £700

Sony has officially announced the PlayStation 5 Pro console after months of speculation. This updated version of the current generation console boasts improved tech specs, a 2TB solid-state drive, and a price of £699/$699. The release date is set for November 7th, with pre-orders starting on September 26th.

Compared to the Digital Edition PlayStation 5 priced at £390, the PlayStation 5 Pro comes at a higher cost of £699. It’s a digital-only console, so if you want to utilize Blu-ray discs, you’ll need to purchase a separate Blu-ray player for an additional £100.

The PlayStation 5 Pro features an upgraded GPU with 67% more compute units, 28% more system memory, and enhanced graphics rendering for games. Sony claims these improvements result in a 45% boost in performance for games that support the updated machine, along with support for advanced ray tracing and 8K modes.

Games optimized for the upgraded hardware will be labeled “PS5 Pro Enhanced”, including first-party titles like Horizon Forbidden West and Marvel’s Spider-Man 2. Third-party games such as Alan Wake 2 and Assassin’s Creed: Shadows will also offer Pro enhancements.

The PS5 Pro also promises AI-driven game upscaling for back catalog games and a feature called PS5 Pro Game Boost, enhancing visual performance for over 8,500 backward-compatible PS4 games.

Analysts are split on the PS5 Pro’s potential success, with some expressing concerns about its high price and the lack of new games or technology to accompany its release. It remains to be seen how Sony’s latest console update will perform in the market.

Sony PlayStation 5 Pro Photo: Sony Interactive Entertainment

Industry watchers are awaiting Microsoft’s response to the PS5 Pro and rumors of a portable Xbox console to compete in the handheld PC gaming market. With prices for these devices reaching £800, consumers may face tough decisions in the console market.

This article was corrected on 11 September 2024 to reflect the actual price difference between the standard PS5 and PS5 Pro, which is over £300.

Source: www.theguardian.com

My undying affection for the distinctly uncool Amiga gaming console

I I told my wife that I wanted a Mini Amiga for Christmas. I know it’s only April, but she’s making what she wants in hopes that this is what her wife will think when she shows up unexpectedly at the house next week. she He bought it for me. I’ve used this method to discreetly purchase seven game consoles, a stuffed tarantula, and a fryer. In a world of contradictions, I like the way this institution of marriage works.

I read the review and was surprised to see two words that appeared that had no connection whatsoever to the original Amiga. They are “cool” and “cool”. Love. It may seem strange to say that the Amiga wasn’t loved, since so many people bought and used it. But people use things they don’t like every day: electric shavers, perseverance, door handles, trains.

people loved ZX Spectrum.They are loved mega drive. When I talked to the owner, Any Nintendo machines, from the Game Boy to the Switch OLED, now sound like Romeo talking about Juliet, like Meredith Gray talking about Derek Shepherd, or like Elon Musk talking about himself. Masu.

As someone who was actually there in the 80’s and 90’s, the Amiga didn’t enjoy that kind of love. why? Because it looked bad. The Game Boy looked like an alien artifact from a trendy 70s sci-fi show. The PlayStation is what you get when you combine a high-end vinyl turntable with the sexiest sandwich maker imaginable. The Xbox 360’s curves were the definition of glamor. He was one of those rare machines that looked just as beautiful lying down as standing up. Even now, when I see one in the wild, I run my finger along its curves.

The Amiga looked like something a bank teller would use. It’s not a cool bank-related job like stopping a robbery.

Amiga 500. It’s very dignified. So boring! It’s so gray! Photo: Felix Chu/Alamy

I know the Amiga is a computer, not a console, but so was the ZX Spectrum, and it looked tasty enough. The Atari ST didn’t look great either, but at least they angled the top row of function buttons to make it look that way. considered Its aesthetics.

They should have at least cut off the corner of the Amiga. That would have helped. It was also usable on Game Boy. (Actually, it first worked on the Fender Stratocaster.)

personally?I really did Love Amiga. I’ve had more great nights on this machine than any other in terms of play time and quality of that time. It gave us the best party game ever with Sensible Soccer, the best futuristic (and best-looking) sports game with Speedball 2, and the best time-consuming game with Championship Manager, which slightly beats Sim City. And I don’t know if there’s ever been a more mathematically accurate sports game than Jimmy White’s whirlwind snooker.

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Party time…soccer with flair. Photo: Wise Software

The Amiga provided Lemmings and Worms with the most originality and humor. In IK+, 3 player play fighting game. In the early ’90s, even whispering something like that could get you burned in a giant wicker box. I had never read the Dune books, so watching the Dune movie reminded me of my first introduction to that world, the amazing Dune 2 Amiga game.

Secret of Monkey Island is the best adventure game ever made, and it might just be the funniest game ever. “Cannon Fodder” was also interesting, but at the same time it was poignant and sad. Could there have been a better game developer than Sensible Software? Game development now sounds fun and cool, not the words we used to associate with game developers.

Amiga was solid. It was reliable. Even before I played the game, it felt good to put the floppy disk into the slot. That pleasant thunk sound. The way it grabbed the last few millimeters of the disc and pulled it in was very reassuring and believable.

Phwoar … Vintage 80s Commodore Amiga 500 Game Console. Photo: Neil Godwin/Future/Getty Images

I don’t remember anything breaking on my Amiga. I don’t remember any games that didn’t load. The peripheral equipment was also solid. I can’t believe my delicate little cheetah bug joystick took such a beating from Sensible Sucker alone and survived. All I have to do to break his R1 button on the Xbox controller is look at it with disapproval.

Like the Spectrum before it, the Amiga allowed people who couldn’t afford a PC to play games on their computers. Then the PCs killed it. Microchips were getting cheaper and the Amiga just didn’t work fast enough and seemed to die really quickly.

We couldn’t love the Amiga enough. We were like Andy getting Buzz Lightyear and then putting Woody in the cupboard. Unfortunately, Pixar doesn’t feature the Amiga in a single scene in the movie. Instead, Toy Story featured Speak and Spell. Have you ever played Zool? that?

Source: www.theguardian.com

Review: Commodore 64 Collection 3 – Classic games delivered in impressive style by retro console

IIt’s a strange feeling to have childhood memories constantly shot out of a game cartridge the size of a matchbox. That’s certainly been my experience with C64 Collection 3, the latest in a series of vintage game compilations put together by Blaze Entertainment for their Evercade retro console. Each of these little carts contains a dozen or so classic titles from various arcade manufacturers and home computers, all emulated to a fairly high standard. This is a must-see for me and probably many other C64 veterans as well. There are several reasons for this.

For one, it includes Paradroid, which I think is one of the best home computer games ever made. This is Hewson’s top-down, multi-directional sci-fi blaster with beautiful style and terrifying difficulty, one of the earliest examples of the now ubiquitous hacking mini-games.

Playing in 2024, nearly 40 years after its original release, I’m amazed at how well the game has held up in terms of visuals and gameplay when viewed on my LED TV via an Evercade VS console. It looks vivid. Exploring this game’s vast spaceship again on a big TV in your living room, rather than just a dodgy PC emulator, was a far more emotional experience than you’d expect from a very old game about shooting robots.

There are also two more true classics here. The cave exploration puzzle game Boulder Dash and the multiplayer sports sim Summer Games II. Like Paradroid, these hold up well to 21st-century scrutiny, but the latter is nothing like the visual delight I remember from my school days. It’s nice to be able to go to the pause menu and change the aspect ratio or add the traditional CRT effect scanlines. And, I won’t lie, the built-in save feature is nice too.

Elsewhere, the selection of compilations is a bit more vague, but that’s a nice thing about Evercade’s compilations. Even fans like me can find something new to discover. There are a lot of titles by Hewson (one of the great British developers of the time) that I’ve never played before. Among them is Netherworld, another multi-directional scrolling game. Golden Ax style side-scroller Deliverance: Stormlord II. And Cybernoid II combines Contra and R-Type with a great SID chip soundtrack.

But the most unexpected treat is still the inclusion of Epyx’s breakdancing. It’s a street dance game (a forerunner of the rhythm-action genre) in which you have to imitate the movements of computer-controlled performers. It’s very kitschy and totally awful, but I remember buying it because I was into hip-hop. I played it a lot while repeatedly renting Breakdance: The Movie from my local video haven. It was so strange to encounter it again so many years later.

C64 Collection 3 is a strange, endearing, and scattered compilation that not only fills in the gaps left by its two predecessors but also mines strange nostalgic seams. Even if you never owned a computer in the ’80s, these games are worth checking out as museum exhibits. These games show how much the original home computer contributed to arcade culture but also how far it was moving away in the mid-1980s. Based on these prototypes, we are experimenting with new ideas. Yes, you can find most of these games online for free if you know how to download and use emulators and find ROMs. But I like the ease and convenience of the Evercade. I appreciate the save feature, and I love that the game looks fine even on my stupid TV. These games hold special memories for me and probably many others as well. If I’m going to go back anyway, I want to do it in style.

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C64 Collection 3 is available now for £20

Source: www.theguardian.com