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Sugarfina Is Releasing Your Fave Retro Nintendo Characters In Candy Form!

July 22, 2019 By ausretrogamer

As someone that has a massive sweet tooth and is a sucker for nostalgia, when I found out that the luxury candy store, Sugarfina was releasing my favourite Nintendo characters in candy form (the Super Mario Bros. x Sugarfina collection), I definitely got that sugar rush that made me all woozy and very excited!

Sugarfina announced this yummy retro-inspired collection at last week’s San Diego Comic Con, with the collection being available online and Sugarfina stores on Monday, July 22 (US time).

We hope Sugarfina ships to Australia! 😉

[story and image source: Bustle]

 

Filed Under: Announcements, Retro Gaming Culture Tagged With: Candy store, chocolate, Comic Con, nintendo, Nintendo candy collection, nostalgia, Retro Gamers, Retro Gaming, retrogaming, San Diego Comic-Con, SDCC, SDCC2019, Sugarfina, Super Mario Bros. candy, Super Mario Bros. x Sugarfina

1991 Toys “R” Us Awesome Vintage Catalogue

July 12, 2019 By ausretrogamer

We love old toys and video game catalogues. We have previously featured the Toys “R” Us 1996 Christmas catalogue and the hefty 830+ page 1992 Christmas Sears, Roebuck & Co. ‘The Great American Wish Book’ to tickle your nostalgic nerve.

Well, now we present you with the 1991 Toys “R” Us (US) catalogue that features classic toys and some very classic video gaming systems that will definitely jolt your nostalgic nerve. Enjoy!



source: eBay



Filed Under: History, Retro Gaming Culture Tagged With: 1991, 90s, classic gaming, Game Boy, Game Gear, gamers, gaming, NES, nintendo, pc-engine, Retro Gamer, Retro Gaming, sega, Sega Game Gear, Sega Mega Drive, SNES, Toys R Us, TurboExpress, TurboGrafx-16, Video Games

Sega and Taito Sounds Hit The KORG Gadget On The Nintendo Switch

July 10, 2019 By ausretrogamer


As Queen’s Freddy Mercury once sang, ” Is this the real life? Is this just fantasy?“. Could we be dreaming? The KORG music production studio will allow (from July 11) you to create 80s Sega arcade game sounds and Taito FM synth sounds on your Nintendo Switch.

Yep, dreams do come true! With the awesome collaboration between ‘SEGA’ and ‘TAITO’, version 3.0 of the KORG Gadget for Nintendo Switch is a reality that will include the 2 new gadgets – Sega’s Otorii and Taito’s Ebina!

Check out the video below and head to the KORG news site for more info on this music making awesomeness. July 11 can’t come fast enough!


source: KORG

[story & image source: Korg News]

 

Filed Under: Announcements, Modern Gaming, Retro Gaming Culture Tagged With: 16-bit, Arcade, chiptune, chiptunes, Drum Machine, Ebina, KORG, Korg Gadget, Korg Gadget for Nintendo Switch, Music Produciton, Nintendo Switch, Old School, Otorii, retro music, sega, Sega Otorii, Synthesizer, Taito, Taito Ebina

PINQUEST: It’s Your Awesome New Pinball Redemption and Trophy Hunting Companion!

July 8, 2019 By ausretrogamer

Imagine if you will that there was a trophy hunting and redemption style app for pinball players. How cool would that be? Well, imagine no more, as Neil Shelton has tapped into our imaginations and created PINQUEST!

You should all be excited about this, as PINQUEST will get you out and about to play more location pinball for your chance to win prizes (based on quests you complete at specific venues on specific machines), earn trophies and points to (eventually) redeem for some PINQUEST swag!

If you thought Pokemon GO was huge, then we reckon PINQUEST has the potential to become a cult app for pinball players of all skill levels, from the casual novice, to the pinball wizards, everyone has a chance to win and redeem! No matter the skill level of player, be it a trophy hunter or a redemption junkie, PINQUEST is a motivator to get you to go out and play more pinball! Now that is a great proposition.

Once we found out about PINQUEST, we went trophy hunting to find the people behind this great invention and ended up getting a hold of Neil Shelton, the brains behind PINQUEST. We sat down with Neil and fired off some tricky questions about PINQUEST which should give us all a great insight into the app and its future.

AUSRETROGAMER [ARG]: Tell us the thinking behind the creation of PINQUEST (how you came up with it and why)? Also, has it evolved from the initial idea?
Neil Shelton [NS]:
The idea of PINQUEST was originally created to give operators/locations a way to host monthly challenges in a controlled and clean format. I am personally an operator and have noticed when players have an objective to shoot for to win the most basic of prizes (free beer), it adds excitement and quarter (coin) drops into the game. I would attempt to host contests using social media in the form of selfie contests but every time I would try, there would be some sort of issue. Some would complain that they HATE social media and refuse to participate, others would post their “selfie” in the complete incorrect location then be extremely upset when I didn’t see their score until I had awarded the prize to another.

Besides social contests, the only real way to host any trackable contest, is to reset the high scores. I personally feel like the high score board is a coveted thing that should be reset RARELY, if EVER. I also wanted a way to get the casual and novice players involved as well. Not everyone is capable of throwing up high scores so I realised there needed to be a way to give the casual player something to shoot for to keep them engaged and motivated.

The idea has evolved significantly from the original concept with the ability to earn trophies upon a “quest” completion. Trophies are kept in a digital trophy case within your user account and can currently be shared with the world using social media buttons. The addition of the trophies was a way to get people out searching for additional places to play with another element of competition in the form of trophy collection.

ARG: Who is involved in creating PINQUEST?
NS: PINQUEST comes from inside my brain and filters through a few sources, one being my business partner,Kyle Troy, the other our development team over at BK Media Group. Kyle is what I like to call the “casual” player. He likes to flip the ball around but really hasn’t gotten in to the rule-sets/score chasing, which is why he is the perfect business partner. Every idea I have, I run it by him to get the perspective of a casual player to make sure it is fun and engaging for the casual player.

ARG: How easy (or difficult) is it for the target users of PINQUEST (operators etc and end-users) to set up themselves up?
NS: It is super easy to get setup. Operators simply sign up for an account on our website. Once signed-up, they have access to create “quests” for their location. For a user, it’s easy as well! You simply visit the web app and sign up! We don’t need a ton of information to create a user account, and it’s free for the player.

ARG: Will you provide support to operators/establishments and end-users? If so, what kind of support?
NS: Absolutely. We will have a digital marketing kit locations can grab downloadable content from that they can use to promote PINQUEST at their location. We will also have a tutorial video vault that walks operators/locations and users through how to use the app on all levels. We will also be there for operators/locations/users via email support.

ARG: This is a multi-part question, so bare with us, here we go – what have been your main challenges in regards to:
– the technology? Can you tell us a bit about the technology (without giving away any commercial sensitive info / IP – if you can’t, that’s fine, only talk about technical challenges you have faced)
NS: There have been two big challenges from a technology perspective. Proving the player achieved the target score, and making sure the player achieved the score at the location participating in the “quest”. Because pinball machines/classic arcade games (yes this can be used for arcade games as well) are not online, it is impossible to pull any data from a game. The PINQUEST software will utilise the mobile devices’ camera, GPS functionality and back-end algorithms to determine if the score was achieved at the correct location. As an additional layer of security, a location will have the ability to visually confirm the completion of a “quest” before awarding a prize.

– Onboarding operators/establishments?
NS: Luckily the pinball community is very tight, so we haven’t had to do too much marketing to drive interest to the app. Thanks to This Week in Pinball, Kaneda’s Pinball Podcast, and the guys over at Straight Down the Middle. We have a ton of interest.

– End-users?
NS:
The biggest challenge right now is that we are a web app. To use the app the user must visit www.pinquest.com. The first thing a user does when they hear the word app is head to the app store on their mobile device. As you can imagine they are super confused when they do not see a PINQUEST app! That being said, we ARE working on adding native app support to both iOS and Android OS and hope to have that very soon.

ARG: Do you have a tech/feature roadmap of future additions/improvements for PINQUEST?
NS: We have a bunch of additional enhancements planned for the future! We ultimately want to have an app that can be downloaded. We also want to monetize “trophies” that people can use to redeem for official PINQUEST merchandise. Stay tuned for additional enhancements!

ARG: We have heard people refer to PINQUEST as “Pokemon GO for pinballers without AR”, “Pinball Redemption that works” and “it’s like a trophy hunting companion” – are you ok with these descriptions? How accurate are they?
NS:
Yes, Yes and YES! I LOVE these comparisons. Pokemon GO was (still is) an absolute phenomenon. When the summer Pokemon Go launched I was absolutely shocked how many people were playing. Friends of mine that I NEVER would have imagined playing Pokemon were suddenly playing! I hope PINQUEST ultimately helps pinball gain new users/fans just like Pokemon Go did for Pokemon!

ARG: You recently held your launch day at Tilt Pinball in Louisville – how did it go?
NS:
It went great! We officially launched at the Rocky Mountain Pinball Showdown(Colorado’s pinball expo) in May, but Tilt was our first location launch. It was super cool to see people who were excited about PINQUEST from the showdown come to take on more quests!

ARG: What are your plans in rolling out PINQUEST to the rest of the world (especially here in Australia)?
NS:
Our system is built using Google Maps so we can be world wide very quickly. We are currently making sure there are no legal/gaming issues with our software in other countries. Once we feel comfortable with the legality we will make the software available outside the US. Which is a priority, so expect it sooner rather than later!

ARG: Give us your PINQUEST elevator pitch…
NS:
Oh man… I’m terrified of elevators so I never need to use an elevator pitch, but if I needed to…here we go – Pinball has made one hell of a comeback. From arcades to breweries and bars, more and more locations are popping up for those who love the pastime. History however hasn’t been kind to pinball, as we have seen it come and go many times. Keeping people’s interest can be a difficult thing to do, the game needs to evolve in some way and we feel like PINQUEST helps to do just that. By giving locations the ability to set achievable goals and offer both digital and physical prizes, PINQUEST hopes to help make pinball even more fun. Owners can use PINQUEST to help revitalise forgotten machines and bring in more and new clientele while players can enjoy renewed interest on what may have become a stale game. For everyone who loves pinball, or even just likes it, PINQUEST is a great new enhancement to the game.

We would like to thank Neil for his time and candid interview responses. There has been a lot of hard work that has gone into PINQUEST, so we wish Neil and his team every success.

[all photos used with permission from: PINQUEST via Facebook]

 

Filed Under: Pinball Tagged With: Kaneda Pinball, pinball, Pinball Life, Pinball on location, Pinball Press, Pinball Redemption, Pinball Trophy, pinball wizard, pinballpress, Pinquest, Pinquest Neil, Play Pinquest, TWIP

GAME MASTERS: THE EXHIBITION OPENS 27 SEPTEMBER 2019

July 5, 2019 By ausretrogamer

NFSA turns into Australia’s biggest video game arcade, featuring world’s greatest designers, characters & 100+ playable games!

Following a 6-year international tour and more than 1 million visitors, Game Masters: The Exhibition will return to Australia and make its Canberra debut at the National Film and Sound Archive of Australia (NFSA) from 27 September 2019 – 9 March 2020. The ultimate experience for gamers and families alike, Game Masters has been updated to include the latest gaming blockbusters as well as Australian creations.

Game Masters is an interactive journey through five decades of video game history, offering both a behind-the-scenes look at the creative process behind the world’s most popular characters and franchises, and a chance to play them. Featuring interviews, never-before-seen concept artwork, an amazing display of vintage consoles and collectable items, and more than 100 playable games, visitors won’t want to leave!

No matter whether you played Pong at the local milk bar in the 70s, or spent last night playing Fortnite on your phone, Game Masters has something for everyone: from the arcade era through to today’s eighth generation consoles and mobile game technology, and from the most popular video games on the planet to independent games with a cult-like following.

image source: Game Masters: The Exhibition Melbourne 2012

HIGHLIGHTS INCLUDED IN GAME MASTERS: THE EXHIBITION

The first section, Arcade Heroes spotlights pioneering designers from the trailblazing and revolutionary arcade era, including Shigeru Miyamoto (Donkey Kong, 1981), Ed Logg (Asteroids, 1979), Masanobu Endo (Xevious, 1982), Toru Iwatani (Pac-Man, 1980), Eugene Jarvis (Defender, 1980) and Tomohiro Nishikado (Space Invaders, 1978). During this period designers were not always recorded for posterity, as was the case for the featured games Scramble, 1981 developed by Konami and Elevator Action, 1983 developed by Taito.

Leading contemporary designers who have had a major impact on shaping the medium as we know it feature in the second section, Game Changers, including Blizzard Entertainment (Diablo III, 2012), Paulina Bozek (SingStar, 2004), Tetsuya Mizuguchi (Sega Rally Championship, 1995), Peter Molyneux OBE (Fable III, 2010), Yuji Naka and the Sonic Team (Sonic the Hedgehog, 1991), Sega (Alex Kidd in Miracle World, 1986), Alex Rigopulos and Eran Egozy (Rock Band 4, 2015), Tim Schafer (Broken Age, 2014), Yu Suzuki (Hang On, 1983), TT Games (LEGO Batman 3: beyond Gotham, 2014) and Will Wright (SimCity, 1989).

The third chapter of the exhibition, Indies explores the pioneering and future-focussed world of independent game designers. Artists such as Jonathan Blow (Braid, 2008), Capy (Critter Crunch, 2008), Ken Wong (Florence, 2018), Halfbrick (Fruit Ninja Kinect, 2011), Masaya Matsuura (PaRappa the Rapper, 1996), Markus ‘Notch’ Persson (Minecraft, 2014), Rovio (Angry Birds, 2009), Bennett Foddy (Getting Over It, 2017), thatgamecompany (Journey, 2012), and The Behemoth (Castle Crashers, 2008) are profiled in this section.

Game Masters also features unique experiences such as a spectacular multiplayer dance stage for Dance Central 3 (2012), hands-on experiential music booths and a selection of original classic arcade machines from the 1970s and ’80s acquired especially for the exhibition, all playable in their original form.

Game Masters: The Exhibition will be open to the public from 27 September 2019 to 9 March 2020 at the National Film and Sound Archive of Australia (NFSA) in Canberra. A program of special events and screenings will complement the exhibition for the duration of the season. Tickets will be available from 9 August 2019; audiences can sign up for Game Masters updates and special VIP ticket offers here.

  • Where: National Film and Sound Archive of Australia, McCoy Circuit, Acton ACT
  • When: 27 September 2019 to 9 March 2020; 10am to 4pm, Monday to Sunday (except Christmas Day and New Year’s Day)
  • Tickets: $19/$15/$12 (adult/concession/junior 5-17). Kids up to age 4 free. Family passes available.
  • For more information/bookings: NFSA.gov.au/gamemasters

 

Filed Under: Announcements, Retro Gaming Culture Tagged With: !Arcade!, Arcade Heroes, Atari, Canberra, classic gamer, classic gaming, Donkey Kong, event, Game Changers, game masters, Game Masters 2019, Game Masters Canberra, Game Masters The Exhibition, gamers, indie dev, IndieDev, Indies, National Film and Sound Archive of Australia, NFSA, nintendo, Old School, Retro Gamer, Retro Gamers, Retro Gaming, retrogamers, retrogaming, Tempest

First Impressions: Black Knight – Sword of Rage

July 3, 2019 By ausretrogamer

Watch-out, that Black Knight’s flail is one mean mech! This game is brutally fast, unforgiving and a whole lotta damn fun!

The thumping soundtrack from Anthrax guitarist Scott Ian greets us as we approached Stern’s new offering, Black Knight: Sword of Rage (Pro model) at Zax Amusements. The striking artwork is typical Stern, it’s high calibre like their other titles, something that we have grown accustomed to, and possibly take for granted. The Black Knight mech with it’s glowing menacing eyes, the spinning flail and shield are the centrepiece of this Steve Ritchie designed game. Oh yeah, we can’t go any further without mentioning that Steve Ritchie lends his voice to the Black Knight.

Just in case you weren’t around 40 years ago, here is a quick recap: the iconic pinball character, the Black Knight, makes his return in 2019 to entertain new (and old) generations of pinball players with the third game in the Black Knight trilogy, the Stern Pinball made Black Knight: Sword of Rage. Dare we say, this could be Steve’s magnum opus (Ed: Actually, all of Steve’s pinball creations are magnum opuses!).

Before we get to our first impressions and thoughts on this game, we can tell you that this machine comes in three models, Pro, Premium and Limited Edition. We got to play the Pro edition at Zax Amusements with the optional mirror blades, which we highly recommend you get with your machine as it adds depth of field. Since we only played the Pro model, we can’t really compare it to the Premium and Limited Edition models which both feature a transparent upper playfield with a distinct 3-ball lock mechanism for a 6-ball multiball.

OK, here we go, Black Knight; Sword of Rage is a helluva lot of fun! Our games on the machine were short, brutal and enjoyable. Most importantly, the game had us coming back to it over and over again. We actually wondered why we wanted to play the game again since it was so brutal, but the simple fact is, the game is just so much fun to play and we just wanted to keep battling that damn menacing Black Knight and see if we could progress further in the game.

We read a lot of negative comments about the game’s playfield lacking toys and other interactive mechs, but we are here to tell you that sometimes less is more! In the case of this machine, once you press the start button it does a great job in immersing you in the battle against the evil doer and his horde. This immersion is accomplished via stunning hand-drawn artwork, brilliant integrated LCD visuals, a ripper soundtrack, great call-outs from Barenaked Ladies frontman Ed Robertson and of course Steve’s voice as the Black Knight. And the cherry on top of this yummy pinball cake is the custom sculpted, interactive, and multi-functional Black Knight bash toy. But wait, there is more to this bash toy than meets the eye – the Black Knight has a bi-directional motorised flail, a glowing RGB helmet with individually controllable expressive lighting to taunt you with and a sliding (coil-driven) shield that brutally bashes and blocks your shots – we found this was the quickest way to drain our silverball, even with the Magna Save button (which is on the lock-down bar), we were constantly too late at activating it – perhaps the Magna Save button would have been better served near the right flipper button, but that is a slight niggle we could overcome by playing the game more.

The old expression of never judge a book by its cover comes to mind when attempting to write about our first impressions of Black Knight: Sword of Rage. We admit that when we first saw the game on the net, we thought, “is that it?”, but boy were we wrong! If you are or were a fan of the previous iterations of Black Knight, then this game compliments them perfectly and brings the franchise into the 21st century. Our final word, reserve judgement till you stand over the machine and have a go. You never know, you may be pleasantly surprised. Now go to battle!

Black Knight: Sword of Rage pinball machines are available right now from Zax Amusements.

Thanks to Phil and Scott from Zax Amusements for their hospitality and opportunity to play Stern’s Black Knight: Sword of Rage.

Filed Under: Pinball, Reviews Tagged With: ausretrogamer pinball, BK3, BKSoR, Black Knight, Black Knight 2000, Black Knight Sword of Rage, Black Knight Sword of Rage Pro, Flail, pinball, pinball machine, Pinball Press, pinballpress, Stern Black Knight, Stern Pinball, Steve Ritchie, Zax, Zax Amusements

The Japanese Sega Mega Drive Mini Collector’s Edition is MEGA!

July 2, 2019 By ausretrogamer

The Japanese Mega Drive Mini with the Megadora Tower Mini and the Mini Cartridge Framed Set proves yet again that our Japanese friends always get the cool stuff!

The Megadora Tower Mini (complete with a Mega-CD and 32X) may just be an accessory, but we reckon it is damn awesome and we totally need it in our lives!!! Oh yeah, the 22 tiny Mega Drive cartridge framed set also oozes so much awesomeness that we can’t contain our excitement – we are totally giddy and intoxicated with 16-bit Sega nostalgia.

You can try your luck buying this awesome collector’s edition from the official Japanese Sega Store right now (¥25,877 / ~AU$343.00 – excluding shipping)!

So, who is getting this MEGALICIOUS beast?

image source: Sega Store

 

Filed Under: Announcements, Retro Gaming Culture Tagged With: 16-bit, 16bit, Altered Beast, ausretrogamer, australian retro gamers, classic gaming, DX Pack Sega Title Collectors Edition Sega Title Mini Cartridge Framed Set, Ecco The Dolphin, Gunstar Heroes, Mega Drive, Mega Drive Mini DX Pack Sega Collector's Edition, Mega Drive Mini W, Megadora Tower Mini, Old School, Retro Gamer, Retro Gamers, Retro Gaming, retrogaming, sega, Sega Genesis, Sega Genesis Mini, Sega Mega Drive Classic Mini, Sega Mega Drive Mini, Shining Force, SNES Classic Mini, Sonic The Hedgehog, space harrier, Treasure

Super 64: Levels Up the N64 With a Superior Visual Experience

June 28, 2019 By ausretrogamer

The EON Super 64, is a new plug-and-play solution for the Nintendo 64 that fits seamlessly into the original hardware and upscales your beloved retro classic visuals on modern displays, hits North American consoles on July 22, 2019, via preorder (US$149.99) at CastleMania. The EON guys are also working on a PAL version of the Super 64 (PAL price is yet to be finalised, but at the current exchange, it will be over AU$200.00).

The Super 64, from the makers of the GCHD Mk-II, is a HDMI adaptor worthy of our favourite retro console, the Nintendo 64. With no external power source or risky console modifications, the Super 64 attaches to the N64 like it was always meant to be there, connecting to modern TVs via HDMI with no input lag. The Super 64’s gorgeous upscaled 480p boasts twice the resolution of the original console’s video output. Relive the games of yesteryear just as you remember them.

“Slick Mode” enables retro fans to relive the triumphs of yesteryear with even smoother visuals, rounding out jagged edges for a sharper image that makes classics look better than ever. Through EON’s careful attention to detail, the Super 64 boasts the truest representation of colour to create the most faithful N64 experience supplanting efforts of typical cable upgrades.

The N64 sold over 32.9 million units since its 1996 debut. The Super 64 builds a bridge of nostalgia between the N64’s analogue output and high-definition displays. Nostalgic gamers and competitive players can enjoy their favourite N64 titles on modern setups via HDMI, foregoing the need for heavy CRT televisions or risky console modifications.

EON’s patent pending design is carefully crafted to prevent stress on older hardware and allows the N64 to slot neatly alongside modern platforms. 

Delivering an upscaled experience that still champions the original look and feel guided EON’s development process, evident in the Super 64’s form-fitting elegance, brilliant display of colours, and remarkable audio fidelity.

“The Super 64 was designed to celebrate the console that pioneered 3D gaming. We set out to create something that respects the original hardware while delivering the original look and feel” said Justin Chou, Justin Scerbo, and Allan Chou, founders of EON. “The Super 64 is for everyone seeking to relive those classic experiences, and for a new generation for whom so many memories have yet to be made.“

[story and image source: Press Release]

 

Filed Under: Announcements, Retro Gaming Culture Tagged With: 480p, CRT TV, EON, EON Super 64, HDMI, LCD TV, LED TV, N64, N64 HDMI, nintendo, Nintendo 64, Old School, Retro Gamer, Retro Gaming, retrogaming, Super 64, Super Mario 64, Super64, upscale

TheC64: The Full Sized Commodore 64 Is Coming!

June 26, 2019 By ausretrogamer

Full sized version of the 80’s best-selling home computer available on 5th December 2019

A timeless classic is being given a new lease of life with the launch of a full-sized version of THEC64®. Developed by Retro Games Ltd. and distributed by Koch Media, THEC64 is a fully licensed reimagining of the 80’s bestselling home computer.

The C64 Announcement Trailer on YouTube

Following its launch in 1982, the C64 home computer went on to dominate the home computer scene throughout the 1980s. Millions of units were sold worldwide and hold a special place in the hearts of its former owners.  37 years later and it’s back again!

The full sized THEC64 has a full working keyboard, comes with an updated micro switch classic joystick which plugs into one of the four USB ports, and connects to any modern TV via HDMI.  It features three switchable modes – boot straight into original C64 BASIC, VIC20 BASIC  or switch to the Games Carousel and play one of the 64 built in games in 50Hz or 60Hz, with optional CRT Filters/Screen modes.

As well as the classic C64 and VIC20 BASIC modes, the pre-installed games include such classics as California Games, Paradroid and Boulder Dash; with new additions like Attack of the Mutant Camels, Hover Bovver, Iridis Alpha, and Gridrunner; topped off with the recently released shoot ‘em up Galencia and text adventure Planet of Death to let you relive the glory days of true keyboard gaming! You can even load and save your own C64 and VIC20 games via USB flash drive as well as access multi disc titles.

“We are delighted to be working with Koch Media once more to bring back even more of the most loved retro games ever on two of the most iconic home computers of all time, and which now has a full working keyboard”, said Paul Andrews, Retro Games’ Managing Director. “THEC64 full size is a reimagining of the classic C64 computer and the second in a planned series of products on the way.”

THEC64 will hit the shops on December 5th 2019 with a suggested retail price of £109.99/€119.99/~AU$195.00/US$135.00.

For more information please visit www.thec64.com

 

Filed Under: Announcements, Retro Gaming Culture Tagged With: 1980s, 8-bit, 80s, Boulder Dash, C64, C64 BASIC, C64 Mini, California Games, Commodore 64, Commodore64, Epyx, Galencia, Gridrunner, Iridis Alpha, Jeff Minter, Koch Media, Llamasoft, Paradroid, retro computing, Retro Gamer, Retro Games Ltd, Retro Gaming, retrocomputer, retrogaming, The C64, The C64 full sized, The Commodore 64, THEC64 Mini, VIC-20, VIC20, VIC20 BASIC

It’s On Like Lego Donkey Kong!

June 25, 2019 By ausretrogamer

This Lego Donkey Kong arcade machine by Aussie Lego building sensation, Kale Frost (aka: Frostbricks), could easily be an awesome Lego Ideas entrant! If it were, we would vote the heck out of it (and so would all of you). We shall pray to the Lego gods that we’ll see this kit on a toy shelf one day! Absolutely love the level of detail Frostbricks has gone to on this one-of-a-kind Lego production.

Oh yeah, if you want to check out other brilliant Lego (Brick Built Creations) by Frostbricks hit Kale’s site and Instagram right now! You can thank us later 😉

source: Frostbricks site and Instagram

 

Filed Under: Retro Gaming Culture Tagged With: Arcade Machine, Brick Built Creations, diy, Donkey Kong, Frostbricks, Lego, Lego Arcade Machine, Lego bricks. retro gaming, Lego Donkey Kong, Lego Donkey Kong Arcade, Lego Donkey Kong arcade machine, LEGO Ideas, Retro Gamers, Retrogamer, retrogaming

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