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Review: Waveshare GPM280 Portable Game System

June 11, 2021 By ausretrogamer

When it comes to emulating our favourite video games from years gone by, we have had a plethora of handhelds to get a hit of nostalgia, each having their own pros and cons. The latest emulation handheld to land in our office is the good looking Waveshare GPM280 Portable Games Console with Raspberry Pi 3.

Right from the Apple like packaging, we knew this one would be special to hold and play. Unboxing the GPM280 we were immediately wowed by its striking looks, which are a nod to Nintendo’s gorgeous Game Boy Micro Famicom 20th Anniversary Edition. Unlike the GB Micro’s metallic casing, the GPM280 case is plastic, with its sparkling metallic hue making it stand out and feeling comfortable in hand. The D-pad and four face buttons sit a tad high, so they will require further depressing compared to the GB Micro. This isn’t a bad thing, especially if you have not touched a GB Micro in a long time. If you have big hands, then you would be aware that the GB Micro was a crippling experience, so luckily the GPM280 is a larger unit, accommodating those of us with larger mits. The two shoulder buttons have a distinct click when pressed which we like quite a lot. In keeping with the GB Micro, the GPM280’s on/off switch, Select/Start buttons and volume rocker are in the identical positions as Nintendo’s cute little handheld, but just that tad larger (again, a good thing!). There is also a TF card slot near the 3.5mm audio jack. And before we forget, the package also includes a protective drawstring pouch, lint-free cloth, screwdriver and very importantly, a 32GB microSD card to get you started and a 5V 3A charger with an Australian plug – a nice touch indeed!

Powering the brain of the GPM280 is a Broadcom BCM2837B0 64-bit 1.2 GHz quad-core ARM Cortex-A53 processor (Raspberry Pi Compute Model 3+ Lite) with 1GB RAM, which is enough power to run most console and computing emulators from the second generation all the way up to the fifth gen with ease. Coupled with the processor is the impressively vivid 2.8″ IPS screen (640×480 resolution), with a laminated toughened glass panel capable of 60 frames per second and a 70% NTSC colour-gamut! We must admit, the screen is gorgeous in real life, so no photos will do it justice in this review. With a 1500 mAh battery, there is enough juice to keep you gaming on the go for a couple of hours before the next recharge.

Being Recalbox fans (Ed: nothing against RetroPie), we opted to go with it on our GPM280. The ease of use can’t be underestimated when it comes to setting up the system. Once Recalbox was up and running, we setup our system on our office WiFi, which allowed us to easily configure settings, monitor the hardware and very importantly, add our favourite games (ROMs) via our web browser – simple drag and drop and you are done! The GPM280 also has Bluetooth connectivity, so there is the option to add external controllers (Ed: due to time constraints, we didn’t test this feature. We will update this review when we do!).

The games truly pop on the GPM280

The quality and versatility of the GPM280 is quite impressive, but the critical question still remains, how does it play games? The short answer is, it plays them darn well and accurate. If you have clean ROMs, then you won’t experience any issues like choppy sounds or frame clipping like we did on a few of our Lynx and Nintendo 64 games. We also ran into button mapping issues on our Sega Genesis / Mega Drive games. Luckily, Recalbox has a plethora of options and settings to dial in things just right.

The already mentioned 2.8” IPS screen feels the right size and is quite clear and bright with the colour gamut making games pop and looking like they are being played on their respective systems on a CRT TV. We didn’t play any heavy text adventure games, so we can’t comment on how the system and screen fare with that gaming genre. For most of the classic titles we enjoy from the late 70s, 80s to the mid-90s, the GPM280 handled them with great accuracy and zero lag. The sound is handled by a built in speaker which does an admirable job. Another nifty aspect of the GPM280 is the power indicator on the Select and Start buttons, just like on the GB Micro – red/flashing meaning battery running low and green meaning you are good to game on the go! Speaking of gaming on the go, we got approximately 1.5hrs of continuous gaming before we had to recharge the 1500mAh battery – we just wish the battery lasted a tad longer.

Conclusion

The Waveshare GPM280 definitely impresses with its build quality and feel, grunty computing hardware and ease of use, but that all comes at a premium price. If you are in the market for a stylish compact gaming system that plays a heap of your favourite games from yesteryear without any issues, has media centre capabilities (via Kodi) and looks like the gorgeous Game Boy Micro Famicom 20th Anniversary Edition, only bigger, then the GPM280 may be for you. Game on!

Product: Wavershare GPM280 Portable Game System
Price: AU$244.55
Store: Small Devices

GPM280 vs Game Boy Micro

Dimensions – it’s a great size!




Disclaimer: The GPM280 handheld was provided by Small Devices for this review.

Filed Under: Retro Gaming Culture, Reviews Tagged With: Broadcom, Emulation, Emulators, Famicom, Game Boy Micro, Game Boy Micro Famicom 20th Anniversary, GB Micro, GPM280, IPS screen, Kodi, Raspberry Pi, Raspberry Pi 3, Raspberry Pi3+, Recalbox, Retro, Retro Gamers, Retro Gaming, retrogames, retrogaming, RetroPie, Review, Small Devices, Waveshare GPM280, Waveshare GPM280 Portable Game Console with Raspberry Pi 3

A Nostalgic Set of Mix Tape Cassette Kitchen Sponges

June 10, 2021 By ausretrogamer

Do you wanna rock your kitchen with this set of nostalgia inducing kitchen sponges?

Being from a certain generation, we love cassettes, so the look of these classic mix tapes cassette sponges are right up our alley! The detail on the cassettes are so cool, with mix tape graffiti style scrawling on each sponge with clever titles like; “Spruce Springclean”, “‘NSink”, “Sponge N’ Hoses”, and “Greasy Boys” – so punny!

The mix tapes cassette sponges are sold as a pack of four inside a retro-style boombox case! Let’s just say that this will make cleaning more fun!

image source: genuinefred




Filed Under: Retro Gaming Culture Tagged With: Fred's mix tapes, Geek, Mix tapes, mix tapes cassette sponges, mix tapes sponges, nerd, nostalgia, Retro, Retro Gamers, retrogamers, retrogaming, sponges

Leonard Nimoy Is Introduced to the Magnavision VH-8000 LaserDisc Player in 1981

June 8, 2021 By ausretrogamer

Ah, love seeing one of our fave Trekkies, Spock (the late Mr. Leonard Nimoy) getting in amongst it when it come to video games, even if it is quite cheesy!

A long time ago, in our own galaxy, Leonard Nimoy – the Magnavox spokesperson, is guided and introduced to the Magnavox Magnavision VH-8000 LaserDisc Player by a cheesy white rock that blinks and beeps as a means of communication in this 1981 demonstration.

The mustachioed Nimoy, his white clothing and the Star Trek inspired theme music just ooze that 1980s vibe! Say cheese!


source: Watcher3223



Filed Under: History, Retro Gaming Culture Tagged With: 1980s, 80s, commercial, Demo, LaserDisc, Leonard Nimoy, MagnaVision, Magnavox, Magnavox Magnavision LaserDisc Player, Magnavox Magnavision VH-8000 LaserDisc Player, oldschool, Retro, retrogaming, Spock, Star Trek, videogames

Simon Dragon – The Best Double Dragon Clone!

June 4, 2021 By ausretrogamer

Thanks to peeps like Friends of Bernie’s on Twitter, we find out some really cool stuff that we may have missed otherwise, like Clauio Cimini’s SIMON DRAGON!

So who or what is SIMON DRAGON? If you have played Double Dragon, then you know what to expect! SIMON DRAGON stars one Simone Bonino, an Italian bodyguard that it entrusted by his clients to provide them safe passage to the exclusive party at Sentimento Terrace. Along the way, Simone encounters a lot of obstacles, bad dudes and dudettes that he punches and kicks out of the way to ensure his clients aren’t late to the party of the century!

SIMON DRAGON is an A-M-A-Z-I-N-G Double Dragon clone that beat’em up fans will relish!

Go and kick some baddie a***!!!!

image source: Itch.io

 



Filed Under: Retro Gaming Culture Tagged With: Beat'em Up, Claudio Cimini, Double Dragon, Double Dragon clone, homebrew, indie dev, Itchi.io, Retro, Retro Gamer, Retrogamer, retrogaming, Simon Dragon, videogames

Atari returns with the new Atari VCS on June 10

June 3, 2021 By ausretrogamer

’80s video gaming icon Atari targets the living room with the Atari VCS — a completely modern gaming and video computer system!

Bluemouth Interactive today announced 10 June as the Australia/New Zealand retail on sale date for the Atari VCS, Atari’s modern video computer system that blends the best of PCs and consoles. The Atari VCS is the company’s first new hardware product in 25 years, which retails for AU$849.95 / NZ$899.95 and is currently available for preorder from JB Hi-Fi, EB Games, Catch.com.au, The Gamesmen, and Mighty Ape for NZ residents.

“We’re so excited to bring this reimagined ’80s icon back in a completely modern way to everyone’s living rooms with the Atari VCS,” said Bluemouth Co-Founder and Managing Director David Provan. “The system brings a hit of nostalgia to fans with its classic arcade titles, but also complete versatility to play newer games and stream all in the same place.”

“June 10th is a day that eager Atari fans have been waiting for. The Atari VCS has been well-received by our early-adopter community and we are thrilled that more people will have an opportunity to enjoy Atari’s Video Computer System in their homes.” said Michael Arzt, COO of Atari VCS and Connected Devices.

“We appreciate the strong support of Bluemouth and their retail partners, including EB Games, JB HiFi, The Gamesmen, Amazon Australia and Catch.com.au during this exciting launch.”

The Atari VCS offers something for every gamer, starting with over a dozen titles from popular independent game developers — including Boulder Dash Deluxe, Danger Scavenger, Guntech, Jetboard Joust, Sir Lovelot, Something Ate My Alien, Tailgunner, Atari’s Missile Command: Recharged, and more — with new titles to launch on the Atari VCS store through the year. The Atari VCS also comes preinstalled with the Atari VCS Vault, an exclusive collection of over 100 arcade and Atari 2600 classics, fully optimised for use with the Wireless Classic Joystick, with its rumble and LED light effects that give retro favourites new life.

To coincide with the launch of Atari in Australia and New Zealand, Antstream Arcade is launching for Australian gamers, giving players access to a massive library of classic arcade games. Dubbed as the Netflix of retro games, Antstream opens up a catalogue of over a thousand carefully curated games to choose from, providing Atari users in Australia an expansive gaming experience. Antstream is currently live in Sydney, Melbourne, and Brisbane.

The Atari VCS includes Chrome as its built-in browser, allowing full access to Google’s Workspace apps for productivity use such as checking emails and social media, catching up on work, or streaming content. The Atari VCS’s unique PC Mode is compatible with Linux, Windows and Chrome OS operating systems, among others, making the system a versatile two-in-one device. The Atari VCS is compatible with most PC peripherals including keyboards, mice and game controllers to create a flexible home game system.

The Atari VCS PC/console hybrid is designed as a multimedia PC and home game system to delight a whole new generation of gamers and creators. The Atari VCS is powered by an AMD Raven Ridge 2 APU and Ryzen GPU and comes equipped with 8GB DDR4 RAM and a 32GB hard drive with the option to customise and upgrade both RAM and storage. Atari VCS All-In system bundles also include a Wireless Classic Joystick and the all-new Wireless Modern Controller designed for both retro gameplay and the latest PC game titles.

For more information on the Atari VCS, visit atarivcs.com.


Source: Media Release (including images) supplied



Filed Under: Announcements, Modern Gaming Tagged With: !Arcade!, Antstream Arcade, AntstreamArcade, Atari, Atari VCS, AtariVCS, Bluemouth Interactive, Classic Games, gamers, media release, Old School, Press Release, Retro, Retro Gamers, Retro Games, retrogames, videogames

The Retro Gaming Vault – May 2021

June 3, 2021 By ausretrogamer

Our first retro gaming vault feature proved successful, so we thought we’d keep things going!

For this month’s images, we delved further into our vault and dug up some cool and peculiar photos of items we have in our collection and from gaming parties we have attended and ComLynxed with our friends!

We hope you keep enjoying these blasts from the past!

Will always love the PC-Engine HuCards – they are so cute and packed with awesome gaming!

Keeping our N64 in tip top shape!

Got to get our monthly C64 fix (especially some World Class Leaderboard)!

Llamatron 2112 on the Jag or…..

……Revenge of the Mutant Camels?

Love getting some action on the little Neo Geo Pocket Color

ComLynx parties are always the fun!

The Neo-Vec controller is pretty darn awesome to use on the Vectrex

The rare and obscure Noun. Tempest 3000 is just sublime!

Our favourite Commodore 64 in our collection. The Suncom Thumbstick is a brilliant little controller, especially on Wizard of Wor!

Original image copyright: ausretrogamer




Filed Under: History, Retro Gaming Culture Tagged With: Atari Jaguar, atari lynx, ausretrogamer vault, C64, ComLynx, Commodore 64, Llamatron, N64, Neo Geo Pocket Color, NGPC, Nintendo 64, Nuon, Old School, oldschool, pc-engine, play together, Retro Gamer, retro gaming vault, Retrocomputing, Retrogamer, retrogaming vault, Tempest 3000, Vectrex

Dan’s Led Zeppelin: It’s All Hard Rock and Pinball

June 2, 2021 By ausretrogamer

There are fans, and then there are mega fans. Each young generation has their one band while growing up that then transcends time and the love of their music.

For audiophile and pinball collector, Dan O’Connor, he has finally been able to fuse his love of the iconic hard rock band with his love of pinball with Stern’s new Led Zeppelin (LZ) pinball machine. Being a huge fan, there was only ever one choice of which model to procure, so Dan hunted down and bought himself the top of the range Led Zeppelin Limited Edition (LE) pinball machine for his fix.

With only 500 of these LE machines worldwide, it’s safe to say that he is in an exclusive club. But the exclusiveness of having one of 500 machines wasn’t enough for Dan. To show his love of the band (and pinball), Dan has meticulously tricked out his machine, which truly makes it unique and a great tribute for his love of both, music and the silverball game.

We sat down virtually with Dan and asked him about his love for Led Zeppelin, his love of pinball, what it means to finally have a Led Zeppelin pinball machine, and of course, to tell us all about every little detail of his gorgeous LZ LE pinball machine.


AUSRETROGAMER: Hey Dan, thank you for joining us! Let’s dive straight into it – when and how did you get into Led Zeppelin?
Dan O’Connor [Dan]: It’s a great pleasure, Alex, thanks for the opportunity! My older brothers were the first Led Zeppelin fans I knew. I discovered the band at a very early age by noticing the artwork on their album covers, beginning with the third album. The cover images and cutouts stood out to me as exceptionally artful, intricate, and mysterious compared to most of the other LP sleeves my brothers had laying around, and that really grabbed my little-kid curiosity before I ever understood I was listening to their music.

Later, Led Zep’s music stood out to me among the standard FM radio tunes the driver played on the school bus, and I made the happy connection between the songs I was liking and those mysteriously alluring album covers. I noticed that some of the older kids I looked up to seemed to be fans, wearing Led Zeppelin shirts and doodling the band’s logo all over their notebooks and whatnot. One year a graduating high school student drew the image from the inside of the fourth Led Zeppelin album and they printed it in the school yearbook. This all seemed like very important stuff!

I began to hear cryptic stories handed down from older kids about incredible Led Zeppelin concerts involving stuff like weird noise-making gizmos and laser beams. I had been too young to attend these concerts myself and wondered about what must have really happened to inspire all these third-hand tales of magic and astonishment. Soon I was playing my brothers’ LPs more often and became a bigger fan as I got older. I wrote about Led Zep in my high school newspaper and played their songs on my university radio station.

During a university break in a “hey, why not?” moment I answered a want ad on a music store bulletin board for a singer and joined a band that played a lot of Led Zeppelin songs. Around the same time, I discovered that many recordings of Led Zeppelin concerts and studio outtakes exist, and they’re packed with moments as electrifying and more so as those in the album tracks we’ve heard countless times on the radio, at sporting events, etc.

I’d concluded those old concert tales of awe had mostly been just a bunch of kids talking and exaggerating, but in fact they had understated what my ears were telling me had really happened on stage. I couldn’t see the lasers or gizmos, but the music I could hear, mostly recorded by amateurs in the audience on primitive portable recording gear, was very different than what I expected. I started responding to ads in the back of record collector magazines and haunting record shows collecting these live recordings.

As later live album releases have demonstrated since the days when the Song Remains the Same film soundtrack was the only available live Led Zeppelin recording, the songs were familiar but were improvised into different 5-dimensional pretzels with each performance, particularly earlier in their career. Even the band members themselves didn’t seem to really know what might happen before they finished playing a song. Their equipment failed them sometimes, and they’re humans, so mistakes were made onstage (and off)–but when it all clicked, it was absolutely stunning.

As legendary as the band had seemed when I was a kid, I hadn’t imagined a fraction of the musical reality these flawed old recordings revealed. By comparison, the album tracks seemed like experiencing the band for a few minutes by looking through a keyhole in the back of a concert while wearing earmuffs. I was like someone who enjoyed the Star Wars Holiday Special and then found out there were some related movies I should probably check out.

I knew there were many Led Zep fans like me who would be as excited as I was about this “secret” I’d discovered, and I really wanted to share it with them. My band played Led Zep songs using arrangements based on those many live recordings. Some of my favourite on-stage memories are of the moments of obvious surprise and delight our audiences experienced when hearing all those arrangement changes and so forth for the first time.

Dan’s gorgeously lighted Stern Led Zeppelin LE

ARG: We also know that you are a pinball fan, what drew you to the silverball game?
Dan: During the 1970s I wore very unfortunate-looking clothing and did a lot of travelling. I played a lot of late electromechanical and early solid-state games in travel locations like airport lounges and hotels, etc. I was first drawn to pinball for the same reasons many pinheads might name—a real ball in a world under glass loosely observing the laws of physics, the lights and sounds, and certainly the art.

I remain a huge fan of artists Gordon Morison and Christian Marche because their work is such a big part of so many of my earliest pinball memories. Later in that era Bally’s Mata Hari was a favourite game of mine, and I’m proud to own an original backglass production drawing that artist Dave Christensen and game designer Jim Patla signed.

Like many coin-droppers I gravitated to video games when they exploded and I found that my precious few quarters lasted longer on some of the new videos than on the increasingly more difficult pins of the time. One might partially blame Led Zeppelin pinball designer Steve Ritchie for that!

I came back to pinball in a big way after my son played a Gottlieb Tee’d Off pinball at a fair when he was not quite three years old and became a pinhead for life before his first ball drained. A couple of years later I joined a local pinhead buddy (and Santa Claus) on a 20-hour non-stop round trip to pick up our first game, a Star Trek The Next Generation, and since then our hobby fervour has only increased.

Eventually we began travelling to pinball locations, tournaments, Expos and other events while making a bunch of priceless father-son memories I’ll always treasure. We’ve been very fortunate to meet so many fantastic pinball people over the years, far too many to list. We love the games and the very rich history of course, but the people make pinball an extra-special hobby.
There’s nothing quite like being in a room full of people who share your knowledge and enthusiasm about something like pinball, and I hope all pinheads get to experience that joy for themselves someday.

ARG: There is no shortage of music themed pinball machines out there, but it has been a long time coming for Led Zeppelin to get one of their own – what did it mean to you when Stern Pinball announced that they would be making a range of Led Zeppelin pinball machines?
Dan: Like many pinheads I’d seen Led Zeppelin on theme wish lists and heard it discussed for many years. Being aware of how selective the Zeppelin license is, I was honestly sceptical of a licensing deal ever working out. All hats off to Jody Dankberg (Senior Director of Licensing and New Business Development at Stern Pinball) and the rest of the folks at Stern responsible for making that happen. The Stern folks have been modest when asked about it in public, but I imagine that deal must have been relatively challenging to accomplish.

When the Led Zeppelin Matchbox cars were announced in late 2019, I began to think if that happened, then maybe, possibly a Led Zep pinball machine could happen too. But no, really, why pinball? Would it ever really happen? What were the chances? Very slim, I thought, and as time went on, less and less likely. Then came the day when we all knew Led Zep was coming off of all those theme wish lists and into reality.

I went through several rounds of blinking and head-shaking and muttering “No way, really?!?”, realising almost no other pinball theme could micro-target me more precisely than this one. Imagine finding out that a highly unexpected combination of two of your favourite things — that you thought was impossible for lots of complex reasons — was going to happen anyway. Would you freak out? I was kinda freaking out!

Not only that, the designer was Steve Ritchie, who also designed our well-loved first game! Knowing Steve’s background, I expected Led Zeppelin would be a special theme for him to work on, and I also had a high-level idea of the kind of gameplay a Steve Ritchie Led Zeppelin pinball might have. Steve and Led Zeppelin, immediately felt like a good match.

ARG: With Stern’s three model cornerstone range, tell us your experience in hunting down and finally getting the LZ Limited Edition machine? Did you have a plan B. if you weren’t able to source the LE model?
Dan: I waited until after the game’s reveal stream to begin to seriously investigate buying. I had laughable delusions that chances were higher that I would pass on the game after it was revealed, but Jack Danger and his merry band showed us the work in progress, and I was officially over the proverbial barrel. After that not very surprising outcome, it was time to decide on one of the three models.

The Electric Magic mechanism and the Expression lights are the headline features of the game, so for me it was going to be one of the two models that included them: either the Premium, or the Limited Edition. Of course, all the Led Zep imagery is seared in my consciousness and I would have been very happy with the Premium version too, but I decided the exterior art package for the LE had a bit more visual variety and represented a broader visual concept than the first Led Zep album focus of the Premium version.

I’d picked the only model that was limited and began looking for a game really late, which was already looking like a fool’s errand. I knew how long some pinheads had had deposits with many distributors for a possible future Led Zep theme, and my ridiculously late start led me to little optimism that I’d succeed in finding a US distributor with a Limited Edition game available. I made quite a number of unsuccessful inquiries, but eventually contacted a distributor I knew to be a larger operation a few states away, hoping that would mean they’d be allocated more Limited Edition games. They had fewer than ten machines available and all were claimed of course, but they could put me on a short wait-list should anyone change their mind.

In the days after that while waiting to learn if I’d get a Limited Edition game, I kept calling around and learned that folks were not dropping out and buyer spots were not opening up after the reveal stream, so I’d better hope a couple of folks dropped off the one distributor wait-list I was on, because everything else was spoken for. As for a plan B, I knew there’d likely be games in the box available after production, so I wasn’t THAT concerned, but was certainly happy to eventually receive the news that I was off the distributor wait-list.

Type 13 backbox speaker light kit from Speaker Light Kits with a Bent Plastic piece from Pinball Life – The drool factor is off the charts!

ARG: We haven’t played the Led Zeppelin pinball machine as yet, however, since it was designed by The Master of Flow, Steve Ritchie, we would expect it to be ultra fast and flowy. Tell us, what are your favourite aspects of the game?
Dan: From a gameplay perspective I would say the speed and flow you might expect is immediately evident and very appealing. You’re made aware this is a Steve Ritchie game right from the launch. The ball isn’t held that much, but when it’s held it’s for cool reasons. There’s a nice mix of single and multi-ball play, and I like the way the rules are structured. Folks who like the Star Trek game Steve designed for Stern may enjoy this design too.

There’s plenty of rules depth, but it can also be explained quickly at a high level. I don’t think it’s as punitive and perplexing as Steve’s AC/DC. The rules reward combining shots and strategically building and using multipliers. The shots and awards changing based on the section of the song is innovative for a music pin. I love that the rules integrate real Led Zeppelin touring history I’m very familiar with from collecting the live recordings.

ARG: From looking at your pinball collection, we have always been in awe of how awesome they look, especially all of the cool mods that you implement in each of your machines to give them that unique personal touch. Your Led Zeppelin LE machine is no exception, with extensive mods and other personal touches to truly make it a unique pinball machine – could you detail the mods and other add-ons you have made to fully trick out your machine? 
Dan: That’s really nice of you to say! Most of what I’ve added to my Led Zeppelin LE are “off the shelf, plug and play” items available from many different mod makers in the pinball community, and I really appreciate all of them!

I suppose I can start from the ground, where sits a Polk PSW505 powered subwoofer I like to use on all my games, connected to the machine with a Pinnovators device. I swapped out the stock speakers for the Spike speaker and amplifier kit from Pinwoofer. I also added the Type 13 backbox speaker light kit from Speaker Light Kits, with a Bent Plastic piece from Pinball Life to block glass reflections. If you’ve read this far you won’t be surprised to hear I have a fairly strong bias for audio, and I’m pleased with this setup.

Next there’s a shooter handle and a drink holder from Modfather in colours to match the LE cabinet. Cabinet protectors from Pinball Life match the legs. From Rocket City Pinball, the coin return buttons have 3D-printed “Objects” on them, which is the enigmatic sculpture that appears on the cover of the Led Zeppelin album “Presence”. I have one of the 1000 promotional copies of that sculpture the band produced way back in the day, but it’s too tall to fit under the glass!

On the front of the cabinet there’s a tournament button that has a copy of the newspaper advertisement for Led Zeppelin’s appearance here in Raleigh at Dorton Arena in April 1970 that I retrieved from microfiche in the downtown library more than 20 years ago (ARG: Now, that’s dedication!). My Led Zeppelin tribute band played on the same Dorton Arena stage many years later during the state’s July Fourth celebration. Around the sides there are blue LED-illuminated flipper buttons from Pinball Life.

Under the glass there are black apron protectors from Apron Envy, plastic protectors from Mezel Mods, and carbon balls from Ball Baron. There are more blue light mods from Lermods in the ball trough, over the centre ramp, and under the Zeppelin shining onto the playfield. The rubber is all from Titan, keeping the black on the Electric Magic device and post sleeves but going with transparent in most other places. The bottom flipper rubbers are light blue and the upper right flipper rubber is orange.

To the right of the shooter lane is a Promuco John Bonham signature reissue drumstick from the UK. Below the Zeppelin lock lights on the left is a Led Zeppelin guitar pick suggested by collector Ron Shuster as a fix for an early mechanical problem with the Electric Magic spinner, since solved by quick code updates from Stern. I flipped the back decal on my Electric Magic spinner target so the decal image looks like flickering film after the target is struck.

From France, above the upper right flipper is a painted wooden replica of an Alembic bass guitar, which is the manufacturer of the custom bass guitar John Paul Jones used on the 1977 US tour. I used craft store reflective sparkly-patterned lightweight cardboard to hide the welds on the tops of the two metal ball returns.

Right now, in the back-right corner is a switch-covering mod from Space Coast Pinball in the shape of a Marshall amplifier and the double-necked Gibson guitar Led Zep’s Jimmy Page is famous for using to play ‘Stairway to Heaven’ and other songs onstage. That cover can be swapped with a cool model of Big Ben from Mezel Mods that wraps around that back corner of the playfield.

In the back centre, the fourth album’s hermit from Lermods stands holding his flickering lantern over the centre ramp. I sent that mod to a fellow collector to touch up with a bit of detail before installation. At the top of the Zeppelin ramp is the Modfather drum set with Led Zeppelin drummer John Bonham’s symbol from the fourth album on the “bass drum”. The Stern topper sits on the backbox.

Promuco John Bonham signature reissue drumstick

Alembic bass guitar above upper right flipper

 Double-necked Gibson guitar used by Jimmy Page and Marshall amplifier

 Dan fetched this newspaper advertisement for Led Zeppelin’s appearance in Raleigh at Dorton Arena in April 1970 from microfiche for the tournament button!

3D-printed “Objects” on coin return buttons of the enigmatic sculpture that appears on the cover of the Led Zeppelin album “Presence”

Shooter handle and drink holder (from Modfather)

Hermit from Lermods stands holding his flickering lantern over the centre ramp

Drum set with Led Zeppelin drummer John Bonham’s symbol from the fourth album on the “bass drum”

Topper envy!

ARG: Are there any other mods or additions you would still like to make to your LZ LE? 
Dan: I think if I tried to jam anything else in there, someone would show up and write me a ticket or something. There are some more mods available that I haven’t done for various reasons, and I have a couple of things off to the side—a 2006 NECA Jimmy Page set still in the box and various potential decals for the side of the Zeppelin, but I think I’m good for now, truthfully. My philosophy with pinball mods is that they’re to enhance cosmetic theme integration without affecting gameplay and/or the player’s ability to see the ball when they need to, and that they be fully reversible.

ARG: Here is the toughest question of this interview, who is the current Grand Champion on your LZ LE? 
Dan: This is the easiest question to answer, but the toughest to admit: my son Andrew is the Grand Champion on our Led Zeppelin LE with a score over 14 billion points. It would probably be much higher, but he doesn’t get a chance to play very much these days. I must admit I’ve not quite hit a billion points yet, but that sort of score disparity is not unusual around here. As Steve Ritchie might say, I need to “Play Better!”

ARG: Finally, is there another dream theme you would like to see made into a pinball machine? 
Dan: Now this is a tough question. In a way I’m sad that Led Zeppelin sits in my game room now, because now that it’s happened it won’t happen again… Right? Can we ever say never? I imagine no one expected another KISS game before the Stern one came out a few years ago, but realistically it’s very, very unlikely–says the man who said a Led Zeppelin pinball was also really unlikely and watched it happen anyway.

My wife and son are very excited about a potential Harry Potter theme, so I hope that happens. I’m super interested to see what Pat Lawlor’s Toy Story is going to be. I think a Rush music pin with the right songs and interesting theme-integrated rules could be really cool. From animation, Scooby Doo, Speed Racer, SpongeBob or Masters of the Universe themes could be fun. How about a hockey pin in partnership with ICE, co-marketed when a new version of Chexx bubble hockey comes out?

All these themes are fine and all, but none of them would be quite as “dreamy” for me as Led Zeppelin has been. I hope sometime in the future everyone reading this gets to find out that their own dream pinball theme is going to be released, so they can also have an experience as cool as what I’ve enjoyed with the release of Stern’s Led Zeppelin.


It is always a pleasure interviewing people with so much passion, and Dan is no exception. Dan has been able to merge his love of Led Zeppelin and pinball by meticulously customising his Stern Led Zeppelin LE machine, and for that, we thank him for taking time out from his busy day to share his thoughts and insights with all of us.

Looking at all of the images, there is no denying that we are totally in awe of Dan’s commitment and dedication to his passions, and as the mighty band once said, “Many dreams come true, and some have silver linings”, in this case, they certainly have.

More drool-worthy images of Dan’s Led Zeppelin LE!

Dan’s LZ CD collection!

This is what it’s all about – playing & enjoying pinball!




Filed Under: Pinball Tagged With: Cointaker, Dan O'Connor, interview, Led Zeppelin, Led Zeppelin LE pinball, Led Zeppelin Limited Edition, Led Zeppelin pinball, Led Zeppelin pinball machines, Led Zeppelin Premium, Led Zeppelin Pro, LZ LE, North Carolina, pinball, Pinball Interview, Pinball Life, Pinball Press, Pinball Topper, pinballpress, Stern Led Zeppelin, Stern Pinball, Stern Pinball Led Zeppelin, Steve Ritchie, The master of flow, UNC

C64 Minesweeper Written in BASIC!

June 1, 2021 By ausretrogamer

UPDATE: Good news folks, Fritz has also informed us that Minesweep has been updated! The main updates include an ability to enlarge the playfield and the game now also has mouse support.

Fritz Philipp strikes again! This time we can enjoy the Windows 95 style Minesweeper game on the Commodore 64, Minesweep64, almost entirely written in BASIC!

Writing anything in BASIC is a chore (and labour of love), so Fritz Philipp’s efforts here can’t be understated! Grab Minesweep64 now!

Oh yeah, Fritz’s best time so far is 033 – can you beat it?




Filed Under: Retro Gaming Culture Tagged With: BASIC, C64, C64 game, C64 Minesweeper, coding, Commodore 64, Fritz Philipp, indie dev, IndieDev, Minesweeper, Minesweeper64, retro computing, Retro Gaming, Retrocomputing, retrogaming, videogames, Windows 95

A Full-Sized Working K’nex Pinball Machine

May 27, 2021 By ausretrogamer

Who doesn’t like building stuff with K’Nex?! We sure do!

After drooling over the K’Nex Mario Kart, we now have a full-sized working pinball machine made out of K’nex! We honestly can’t stop watching this video. Ah, to have the skills and smarts to build such an awesome thing!


source: Tyler Bower

story source: hackaday




Filed Under: Pinball, Retro Gaming Culture Tagged With: Building with K'Nex, diy, K'Nex, KNex Pinball Machine, pinball, Pinball Press, pinballpress, video

Interview with The Mandalorian Pinball Designer – Brian Eddy

May 24, 2021 By ausretrogamer

To say we are fans of Brian Eddy designed pinball machines would be a gross understatement! There is a reason why Brian’s machines have withstood the test of time and are still ranked as the best pinball machines of all time – they are pure fun and are approachable for all players, regardless of skill level.

When Stern Pinball announced back in March 2018 that Brian would be making his return to pinball, the excitement among his many fans (us included) was palpable. There was speculation on what Brian would be working on over at Stern, with his maiden (Stern) title being Stranger Things, released in December 2019. Since then, Brian had been working on his sophomore Stern game, which we now know was The Mandalorian. Officially released on May 11, 2021, The Mandalorian has garnered a lot of interest and attention around the world, all for good reason – it’s a Brian Eddy designed pinball machine of one of the most popular Disney+ TV series based on the largest pop culture franchise in history.

As Star Wars fans and of course, Mando fans, we have also been caught up in the excitement of all things The Mandalorian pinball, so it was great to have a chat with Brian about his experience in designing this highly anticipated pinball machine.

AUSRETROGAMER: How difficult was it designing and creating The Mandalorian while season 2 was still in progress?
Brian Eddy [BE]: It was certainly a challenge. We wanted to use both seasons, so we focused on ways of making it happen right from the start. Disney wasn’t able to tell us much about season 2 during development. It was all kept very secret, just like the reveal of The Child in season 1. So like everyone else, we had to wait for each episode to air to see what happened and what content would work in the game. Disney was very supportive of using season 2 and helped us plan ahead on how we could make it happen. The art needed to be pretty much done before Season 2 even aired, so we did things like leaving space on the backglasses and playfield for certain characters or items. We didn’t know who or what they would be, but Disney said, “you should leave some space here for 3 characters”. Then when the episode aired and the item was revealed, the artist, Randy Martinez, would quickly fit in the item to get us to production on time. We did the same in software and left certain holes in modes for themes we expected we would want from season 2. It actually worked out really well and allowed us to pick and choose from the best characters and scenarios that fit the game but was rather tricky at times since it came so late in the development cycle.

ARG: Did you have to re-design or retro-fit any design aspects (mechs/shots etc) as season 2 unfolded? If so, what where they?
BE: We did not change any mechs/shots for season two. We knew with the development timeline, that would not be possible. But that was fine as we picked the core concepts of the series and items from season 1, we knew it would be in season 2 to make sure they would still be relevant and stayed away from ones we thought would not be a big part. Though I will say, we were shocked when the Razor Crest was blown up toward the end of season two as it was a core of the series, but it’s still a really important element and a tight tie-in with Mando.

ARG: Which model do you begin designing for first and why?
BE: I start with the premium. I like to look at the whole picture of the design and how all the elements work together and fit on the playfield. How does each element enhance that model but not change it completely. Then for the Pro, look at what elements can be removed while still making sure the core playfield is there. It’s a tough balance as I want all the models to be fun and a little unique in their own way. I think we found that balance well on Mandalorian, each model plays similar, but a little different, and both are fun!

The Mandalorian Lead Designer, Brian Eddy (Left) with Lead Software Engineer, Dwight Sullivan

ARG: This machine oozes Brian Eddy with clever and unique mechs, intelligent design that draws players of any skill levels and flowy shots that ramp up the difficulty (in a good way!) – do you have a favourite mech, shot or design aspect in The Mandalorian pinball machine(s)?
BE: I always like to have flow in a pinball machine which is a core element I love in Steve Ritchie games. You will have these moments when playing where you just hit shot after shot, each shot leads to another, and it just feels great when you pull it off. Shot-wise, the right up/down scoop is fun because it changes the flow and allows you to loop continuously on one shot for a set period of time. A fun “how many times can you do it” break from flipper to flipper flow. But I think my favorite is the Encounter rotating playfield. It’s deceptively simple but challenging to play well. We start it out flat with simple rules of hitting lit targets, and most people can play this for a bit. Then as you get comfortable and get deeper into the game, it will start rotating steeper and steeper, and your reactions need to be quicker and tuned to the new gravity. At times it’s moving when you are playing, so there are lots of variations. It’s also obvious what you need to do to hit the flashing targets, but it’s hard to master. That adds up to a lot of fun long-term. Rule design-wise, I like most things to be pretty straightforward and easy to follow for anyone who jumps in. The programmer, Dwight Sullivan, is doing a fantastic job achieving that feel while adding in some long-term strategic elements for the more skilled players, like saving Beskar to trade at the Foundry for features.

ARG: We also absolutely love the look of the rotating Encounter upper mini playfield (on the Prem/LE models), how did you come up with that and were there many iterations from concept to final design?
BE: Yes, lots of iterations. I went through several different layouts. I had more targets at first and different playfield shapes, but some were too hard to hit and not as fun. I tried larger and smaller playfields, and each had its pluses and minuses. I wanted to be able to go near vertical, so that drove some of the size and balance also. I tried mini flippers but went with full size as you just didn’t have enough time to make targeted flips or enough power for it to work as well when vertical with the mini flippers. Spacing was a big issue between the flippers also. Too much, and it was way too hard when vertical, too little, and the ball wouldn’t drain. Then fitting it all onto the playfield was a tight space challenge. The mechanical engineer, Tom Kopera, did an amazing job fitting it in and delivering a ball no matter what angle it’s at. I didn’t want it to be an element of the playfield where you went, and play was stopped for a long time while you were playing it and then back to the main playfield. I wanted it to feel like a shot on the main playfield, integrated into the flow, where you could go anytime for a quick unique challenge, even in a multiball. On the Pro, I find it a similar but different experience. Since you only have one flipper, there can be some bumping element to playing it well that is fun in its own way. We also increase and decrease the flipper strength to help ramp up the difficulty. So both are fun to play in their own ways.

ARG: When this machine came up, did you have to fend off other designers to get the gig?
BE: I was already a big fan when it came up and would have fended off others, but I didn’t need to do that. I was ready to start my next game, and George Gomez came to me and said it was available and if I was interested. I jumped on instantly even though the schedule was a bit tight, but it was worth it for such a great title. So it came down to the right time, right place, right theme, the right team.

ARG: Are you a fan of the TV series? If so, what did you think of season two’s conclusion?
BE: Huge fan. I think it’s the best put-together Star Wars show to date. It’s a fresh take on the universe with the “space western” feel and all the nostalgic hooks and tie-ins to the existing Star Wars world. I loved the ending with Luke coming back. It was pretty emotional for a lot of people in my house. I think we all knew it was a possibility, but until it happened, we just didn’t know. Even Disney wouldn’t tell us a thing right up to when it aired. It was certainly satisfying to watch. I am sad that it seems like Grogu may not be as big an element in the next season, but he couldn’t have ended up with a better person to train him, so I’m sure we will see more of him in the series. I’m looking forward to where Disney will take the series and all the new series starting up like The Book of Boba Fett! It’s a great time for Star Wars fans!

It absolutely is a great time for Star Wars fans, and an even better time if you are into pinball! Brian’s love of the franchise has definitely translated well into The Mandalorian pinball machine, which on first impressions, looks great and plays well with signature Brian Eddy design elements injected all over the playfield. We can’t wait to play it!

image source: Stern Pinball




Filed Under: Pinball Tagged With: Beskar, Brian Eddy, Brian Eddy interview, Dwight Sullivan, Grogu, interview, Lucasfilm, Mando pinball, pinball, Pinball Interview, pinball machine, pinball wizard, Star Wars, Stern Pinball, Stern Pinball The Mandalorian, The Mandalorian, The Mandalorian LE, The Mandalorian pinball, The Mandalorian pinball machine, The Mandalorian Premium, The Mandalorian Pro

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