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RetroDefense

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Everything posted by RetroDefense

  1. Yep - those guides are very handy. I pretty much followed them verbatim when I began scanning for the site. I'm glad they're getting updated and will be made public again. Thanks, E-Day!
  2. They all look good but I like options 1 and 2 the best.
  3. I'd be glad to scan them and I'm located within the USA. Having copies I can de-bind would be immensely helpful. PM sent.
  4. I'm fairly certain this short-lived 'zine ran 5 issues. And yeah - with its CREEM roots - the magazine is a little nuts with music stars posing with arcade machines. I'll let one of the admins give you the scan standard details - I have everything macro-ed and can't recall the details at the moment - but wanted to chime in and thank you for the preservation work!
  5. Thanks for joining the scanning ranks here at RetroMags, Sean697! I'm relatively new to actual preservation work myself, but in answer to your questions, I would scan at the best possible resolution in a lossless format, then resize, convert and compress to something suitable for today's displays. But as E-Day discussed at some point, if you have the storage capacity, you may want to save your original scans for future re-archiving. 1600 is the (unofficial?) standard today but this may change as display tech improves. As for blemishes, my personal policy is to correct anything introduced by the scanning process but otherwise retain the original page. Doing so, the preserved magazine feels more like a magazine to me. So I'll correct for dust, lines, spine or staple removal, color - along with cropping and straightening, of course. But if some blemish already existed - either through the printing process or general wear from use - I'll usually maintain it.
  6. This is true. And if we saved future retro video game magazine enthusiasts a nightmare or two, it was well worth it. On deck to (potentially) be preserved: Video Games & Computer Entertainment #7 (August 1989). This will be something of a challenge as I won't be debinding the issue but will give it a try.
  7. I bid a few times on the VG&CE lot but didn't win. It would have made the process of preserving the issues much easier - I have most in my collection but don't want to debind them for scanning. I'm going to try scanning some by doing things the hard way but I hope an auction like this presents itself again someday.
  8. This may be related to the recipe - for lack of a better word - used to formulate Pepsi in a particular region. I had always thought Pepsi was Pepsi - the same everywhere. At least nationally. But I recently read an article discussing how Pepsi sold in the state of California is formulated differently than Pepsi sold in other states. The level of whatever chemical is used for the caramel coloring varies so as to avoid a cancer warning label. Might be something similar. Or even a universal roll out of an unannounced formula change to avoid a "New Coke" backlash.
  9. 3DS anymore - my PSP recently died for whatever reason. Never smartphone or tablet beyond trying something every now and again. I've not fond of touchscreen controls or the free-to-play business model so stay away from that stuff.
  10. Myself, it depends on whether the system is available new or used. If still on the market and available new from retailers, I'll always go that option. For used, it depends on the system. If it uses some sort of optical drive, I always try locally owned Mom & Pop retro game stores first. They usually offer some sort of limited guarantee - even let you test the system in store before purchase. And for systems notable for their fickle drives (original Xbox, etc), you have a better chance of examining the system before making a purchase. You may pay a bit more but I've found it's usually worth it. For cart and card based systems, I'm more comfortable buying from Ebay but still like to shop local if I can. But I'm more particular about condition than most gamers, I suppose. For the obscure stuff, you can't beat Ebay. Check seller feedback, return policies, etc, before taking the plunge though. Be careful with flea markets, garage sales, yard sales, pawn shops, etc. Especially with any optical drive system.
  11. Ditto. And as I understand it, RETRO VGS games will come in a clam shell case with full color instruction manual. As it should be.
  12. The adapters have their pros and cons, I agree with ya there. It sounds like each will be available separately so it could get even more expensive. But I do like the idea of how flexible the RETRO VGS is with its legacy system support. They've suggested a Game Gear adapter is possible. Also the Atari 2600, Colecovision, Intellivision - even an Amiga computer with USB keyboard support. So it may support adapters for systems the Retron 5 isn't capable of. This is why I'm most excited about the FPGA chipset. Along with the adapters, the RVGS will also play legacy games re-released in RVGS carts. So imagine WayForward re-releasing GBC Shantae, or Sega re-releasing SMS Golden Axe Warrior, or Capcom finally releasing Mega Man: The Wily Wars officially in the states. Games that are difficult to find or were never released. I think it'll take some convincing to get these larger publishers and developers on board, but if the process really doesn't amount to much more than providing an original ROM, it's an almost no-risk, no-cost proposition for these companies. For homebrewers and smaller developers, it's essentially a no-brainer. I know they have at least one Neo Geo developer on board - if you like Neo Geo games, a RETRO VGS would likely pay for itself after only one or two games. So yeah, for myself, it's the FPGA that'll likely make or break the sale. The newer, retro-homage titles are great and all, but I'm all for games that feel like they were designed for authentic retro systems.
  13. This price range was thrown around early on when the scope of the system was more limited. With expanding the system to accommodate the FPGA chipset (which I think has the possibility of blowing everyone's minds) and ARM processor, the price has jumped quite a bit, unfortunately. At a recent game convention panel, Mike suggested "north of three hundred." Which was shocking news to gamers interested in the system and caused quite an uproar on Facebook, I might add. I hope they can get the cost down. They were planning to include two controllers and a pack-in game. Personally, I'd rather have the system with no pack-in and one controller - or even no controller if the system will truly be compatible with USB and retro controllers - if it means making it more affordable. I'd rather they take these type of "shortcuts" instead of short cutting the actual hardware somehow.
  14. Hi everyone, I've been following the news about the RETRO VGS for several months now. It's a new cartridge-based console aimed directly at the retro gaming crowd. If you missed it, here's a quick rundown. Yes, it looks like an Atari Jaguar. But no, it isn't an Atari Jaguar. The rights, design, and original manufacturing equipment for both the Jaguar system & cartridge molds were purchased by the RETRO VGS team to eliminate the cost & time associated with design and tooling. The bundled controller should look familiar as well - it's basically a retooled version of Interact's Wii U controller. It's this "off-the-shelf" mindset that has allowed the development to get this far, as most of the time and investment has been with the original, internal hardware. The system is actually built with modern-day tech - FPGA chipset, 32-bit ARM processor, etc - but is designed to play retro-style games. It'll play its own retro-inspired games. The RETRO VGS will have it's own set of design tools so new, retro-inspired games can be developed for the system directly. The system itself doubles as a development kit. It'll play games developed for authentic, retro systems, released on RVGS cart. Via the system's FPGA chipset, games developed for authentic retro hardware - but released in a RVGS cartridge - will be compatible with the system. Basically, RETRO VGS carts will contain both the game ROM and a "core" responsible for programming the FPGA chipset to act like the necessary retro system. So a developer could conceivably release their game on the RVGS by simply providing their ROM to the RVGS cart manufacturer - no actual porting necessary. I imagine this will be something of a godsend for homebrew developers and established developers/publishers looking to leverage existing retro IP. It'll play newer, indie, retro-inspired games released on RVGS cart. Many of those fantastic, digital-only retro homage titles will finally have an outlet for a physical release. The system will apparently be equipped with an ARM processor capable of running today's modern retro-inspired games so ports shouldn't be much of a problem. A few titles have already been announced, others are being negotiated or waiting to see how the Kickstarter turns out. They've been talking to WayForward, Yacht Club, and others. It'll play original retro cartridges via adapter. Announced only recently, the system will also play original retro game cartridges via adapter. The adapters themselves program the system's FPGA with the core, so again, if a core exists, an adapter should also be able to exist. The dev team is guesstimating $20-30 per adapter. It's plug-and-play - plug in the cart, turn it on, and play the game. No system or game updates to worry about. The system won't have Internet connectivity of any kind, actually. You buy a copy of the game, you plug it in, turn the system on, and play it. The entire game is on the cart - no DLC, no micro-transactions. How refreshing. It'll likely support a wide range of inputs and outputs. 9-pin and USB controller ports; HDMI, S-Video, and Composite outputs. A couple extra USB ports backside, etc. This doesn't appear to be final at the moment but I very much hope they keep both HDMI and composite out. All the retro love comes at a price. The cost of the system is expected to fall somewhere in the $300-400 range. Ouch. Expect lots of coverage in RETRO magazine. Mike Kennedy - publisher of RETRO magazine - is also responsible for the RETRO VGS. He has already stated a number of pages of dedicated coverage will be added to the magazine once the system is underway. The Kickstarter is scheduled for September 14th, 2015. While the system has been in early development for roughly a year or so, the official Kickstarter is scheduled to kick off soon. Looks like they need to sell at least 7000 systems via the Kickstarter in order to be successful. So there you have it. Personally, I like the idea of the system. Despite the sticker shock, I feel the concept and mindset is very pro-consumer compared to modern day gaming systems. I appreciate actually owning a copy of a game - something I can keep or trade or sell or give away. It's one reason why I enjoy retro gaming so much, actually. Today's console software - digital downloads, DLC, even updates & patches applied to physical games - you don't have that option thanks to overbearing DRM. The price is steep and I'm sure that'll limit initial buy-ins, but like all game systems, it'll ultimately come down to the software. I've found the worth of a system is directly related to the appeal of the games. The RVGS still has some hurdles - the lifespan of the cart media, cores for 16-bit systems, etc. But I'm looking forward to the Kickstarter to learn more and maybe even pitch in. I don't know if I'm willing to back enough to score a system but the consumer-friendliness alone is worth something, imo. As I understand it, if the Kickstarter is successful, they'll be offering system pre-orders leading up to the system's release. So that helps. So what do you think? Viable idea or lost cause? I'm optimistic despite the price. Mike Kennedy did a great job assembling a staff for RETRO magazine and it looks like he's done the same for the RETRO VGS - some true design veterans are on board.
  15. I'd be interested in a few of those Next Gen issues. PM sent.
  16. EG's Complete Guide To Mortal Kombat II (Electronic Games LC2 issue 20 supplement) is preserved and ready for download/mirroring. https://archive.org/details/EGMKIISup Should someone have an opportunity to preserve Electronic Games #20 at a later date, feel free to bundle this scan with your own. Oh, and Areala, I'm a little hesitant to mention this but, um, the EG MKII cover thumbnail above? I found it in the RetroMags cover gallery. It clearly indicates May '94. Doh. I suppose I should've checked the gallery before posting my EG supplement questions a while ago. I'm sure you'll (justifiably) remind me to do so next time.
  17. Hi SlyHedgehog33 - welcome to RetroMags.
  18. A Xbox One as a holiday gift for my son. For the family and myself, a Wii U. I recently learned I'll have to replace my PSP, unfortunately. Odd the system would develop problems while simply stored away. :/ I hope to pick up a PS3 soon. Ditto, a Retron 5. And in my wildest dreams, a TurboDuo.
  19. Glad to see this! I've never been fond of over-sized magazines - I prefer something I can store easily in standard magazine boxes. 'Course, for all I know, they now manufacture magazines boxes to fit over-sized magazines.
  20. I read the magazine often during the 8-bit and 16-bit eras too - back when every issue was essentially a strategy guide. I read only occasionally during the N64 and Gamecube eras but became a regular reader again during its last few years.
  21. After the Kickstarter ended, I received an e-mail explaining how they'd have to lift themselves up by their bootstraps and do it the old fashioned way, or something to that effect. So they may try to find some other funding, self-fund, or scale down to something more manageable in regards to cost. We'll have to wait and see, I suppose. I very much like the idea of the 'zine and hope they continue with its development. And honestly, I think they'd have better luck by pitching/marketing the idea via parenting sites, parenting magazines, etc, instead of the traditional video gaming press.
  22. My memory is a little fuzzy but one of the first video games I ever played - if not the first - was pong via a Coleco TelStar. It was one of the earlier system models with the paddle controllers molded directly into the console. Arguably, video gaming has improved since then.
  23. Starmaster. Such a fantastic game. And fairly sophisticated for the 2600, too - the console's Color/B&W switch acted as a map toggle. Honorable mention: Kaboom!
  24. I play classics & quality remakes on modern systems all the time - I'm a sucker for physical retro compilations, actually. Uber-excited for Rare Replay on Xbox One. I don't like to download classics though. I don't consider downloading a digital video game to actually be ownership - with today's heavy-handed DRM, they're more like extended rentals - so I'll almost always try to find the original, physical game instead. That said, I've made exceptions for rare, expensive physical games. And I'll sometimes buy digital downloads to compliment my physical original if there's some additional benefit (save states, portability, etc). I'll also grab arcade releases if no satisfactory physical port exists or if the price is right. So I have a few. Off the top of my head: The classic TMNT and X-Men arcade games R-Type Dimensions - physical home ports will continue on but I'll miss those revamped graphics Guardian Heroes - I sold my Saturn copy years ago (doh) Afterburner Climax - happy to know the arcade version will continue to exist, somewhere Duck Tales Remastered - I really need to pick up the physical disc sometime Strider - digital-only in the states but Japan's PS3 physical release is region-free, apparently
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