Author Archives: Owen

👾 Retro Gaming Weekly News #0140

A quieter week this week, I am putting a lot of work into making RetroShell the best retro gaming website on the web, more coming soon when we finalise the re-platforming. We also are about to launch some new products including cases for Funko Pop, PS1 and trading cards, more information coming soon, follow us on IG and X for details of the new products when they happen. We also now have a gaming news Reddit.

Whether I continue the newsletter is under review. Right now, it is taking a lot of time, and the audience is not where I would like it to be, given the work that goes into it each week. If you want to support the newsletter, liking it on Substack or sharing it with your friends or communities is the best way. Thanks to everyone who reads it; I appreciate you all a lot. 👾❤️

List heavy this week with such oddities as the video game product placements, the rarest Sega Master System games and their values, PS1 games needing a remaster and the Famicom is overclocking itself… Plus a fair bit more.

News

🕹️ Super Nintendo consoles are aging slightly faster, affecting speedrunning records, with experts investigating the phenomenon. PC Gamer

🎮 A fan-made English patch has been released for Metal Slader Glory: Director’s Cut, the last Super Famicom game. Time Extension

⏳ Square Enix will revisit Chrono Trigger in multiple projects in 2025 to celebrate the game’s 30th anniversary. Automaton Media

🏆 A new Super Mario Bros. speedrun has set a Guinness World Record. UPI (below)

🕹️ Two classic Rare titles are getting physical re-releases on NES and Game Boy. Time Extension

🚗 LEGO has announced a Mario Kart-themed set featuring buildable karts and characters. Bleeding Cool

📡 Sega Saturn games can now be streamed to consoles over WiFi. Time Extension

🎶 The Super Mario Bros. 3 soundtrack has been added to Nintendo’s official music library. Final Weapon

🎮 A Game Boy game is being re-released as a PlayStation 5 exclusive. ComicBook

🐉 The long-lost Dragon’s Lair: The Legend for Game Boy has resurfaced. PopGeeks (below)

🕹️ A GameCube-style controller for the rumored Nintendo Switch 2 has been leaked via an FCC filing.GameFragger

🎮 8BitDo’s new Bluetooth controller brings modern features to the classic N64 design. Xiaomi Today

🥊 The Sega Mega Drive/Genesis is getting a new 2D fighting game. Time Extension

🕹️ A fully functional Sega Neptune console has been created by a retro hardware enthusiast. TechEblog (below)

🎤 Dave Morrow, the voice of Street Fighter’s Akuma, has passed away. Time Extension

📀 A Sonic the Hedgehog 3 movie-themed Sega Genesis cartridge has appeared on eBay. GameRant

⚖️ SuperSega’s CEO is now trying to block customer refund requests. Time Extension

🌊 The arcade classic Ocean Hunter is getting a Like a Dragon crossover port. CBR

🚗 M2’s upcoming game Night Striker has received its first official trailer. Time Extension

🕶️ A fan-made GTA 3 port for the Sega Dreamcast is improving with new optimizations. GamesRadar

🛠️ A new Dolphin Emulator update enhances performance for Wii and GameCube games. NotebookCheck

🎮 A new wireless Dreamcast controller is available and compatible with Switch and PC. GameSpot

Features

🎴 A gaming legend is using a SF2 cart as a business card holder. EventHubs

🎮 A game labeled as Japan’s worst ever is now being reevaluated by retro gaming fans. Time Extension

🚖 Nintendo once operated a taxi company and allegedly ran a love hotel before becoming a gaming giant. Inc.

🕹️ A new feature explores the chaotic 1990s console wars between Nintendo and Sega. ComicBook

👟 A dedicated Nintendo fan walked nearly 70 miles to create GPS art of Super Mario. Metro

🏎️ A fan has managed to run F-Zero on the Sega Genesis—sort of. Time Extension

⌚ A new Atari Asteroids-themed watch has been released, prioritizing aesthetics over functionality. Gizmodo

🔗 A comprehensive list of Sega Game Gear titles that supported the Gear-to-Gear link cable has been compiled. MyGamer

🦸 A fan-made reimagining of X-Men: Mutant Apocalypse for SNES is now available for PC and Android. Time Extension

📼 A new documentary explores the continued rise of retro gaming culture. PRWire

🎥 Sylvester Stallone once starred in a notoriously bad Demolition Man video game adaptation. SlashFilm

🚗 Gran Turismo 3 offered ultra-widescreen support on the PlayStation 2 nearly 25 years ago. Time

Lists & Rankings

🎮 A list of the 10 best Nintendo games from the 1980s celebrates the company’s golden era. Bleeding Fool

🕹️ A look at the rarest Nintendo 64 games that most collectors will never own. XDA Developers

🎮 A ranking of the greatest N64 games ever made highlights the console’s enduring classics. Beebom

⚔️ A breakdown of the most iconic battles in Nintendo game history. Hardcore Gamer

💰 The rarest Sega Master System games and their current market values. CBR

🕹️ A nostalgic look at 1990s video game consoles that have been largely forgotten. GameRant

🔄 PlayStation 1 games that deserve a full remake on the PS5. CBR

💸 A list of the most expensive retail video games ever sold. ScreenRant

📺 The best product placements in video game history, ranked. CBR

🎮 A ranking of the best games ever released by Activision. Hardcore Gamer

👾 Retro Gaming Weekly News #0139

In this week’s newsletter we cover the greatest Game Cube games, linking the Dreamcast and the Neo Geo pocket, the rise of retro and a load more.

News

🛡️ Halo meets Hyrule – A modder has introduced Halo-inspired weapons and vehicles into The Legend of Zelda: Ocarina of Time, blending two iconic gaming franchises. Retroshell

🕹️ New classics on Switch Online – Donkey Kong ’94 and Mario’s Picross are now available on Nintendo Switch Online, expanding its library of retro games. Polygon

🇯🇵 Suda51’s lost story translated – A fan translation of Super Fire Pro Wrestling Special makes the game’s dark and legendary narrative accessible to Western audiences. Retroshell

🎮 NES history at GDC 2025 – GDC attendees are invited to explore the lost history of the Nintendo Entertainment System in a special presentation. GoNintendo

🐷 Snout lands on Game Boy Color – Snout, a new Game Boy Color adventure, is seeking funding on Kickstarter, promising fresh retro-style gameplay. Retroshell

🔍 Zelda’s hidden secrets – A deep dive into The Legend of Zelda series reveals fascinating hidden details and Easter eggs that many fans may have missed. Ranker

🦖 Baby T-Rex returns – The classic dinosaur platformer Baby T-Rex is making a comeback on the Game Boy, reviving a nostalgic adventure. Retroshell

🚀 Sigma Star Saga DX preorders open – Preorders are now live for Sigma Star Saga DX, a revamped version of the Game Boy Advance cult classic. Capsule Computers (below)

⚖️ Nintendo blocks piracy site – Nintendo has successfully taken down a French file-hosting site that was distributing pirated retro games. Retroshell

⭐ Underrated N64 gems – A look at some of the most overlooked yet beloved Nintendo 64 games, including Super Mario 64 and GoldenEye 007ComicBook

🧩 Puyo Puyo gets English patch – The Sega Mega Drive/Genesis classic Puyo Puyo has received a full English fan translation. Retroshell

🎮 Analogue’s silence on N64 console – Analogue has yet to provide an update on its rumored 4K Nintendo 64 console, leaving fans waiting. Technowize

🏛️ Acclaim makes a comeback – The legendary game publisher Acclaim is returning in 2025, aiming to reclaim its place in the industry. Retroshell

🫧 Kiddy Bubble review – Kiddy Bubble, a love letter to the Game Gear era, delivers classic emulation a modern twist. Time Extension

The Kiddy Bubble. Strange name.

⚔️ Suikoden I & II return – Konami is reviving the beloved Suikoden JRPG series, bringing new life to these classic titles. Retroshell

🕹️ Namco’s Vs. Mystery Tower – The puzzle-platformer Vs. Mystery Tower is the latest Arcade Archives release, preserving another classic. Time Extension

🏆 Masahiro Sakurai honored – Super Smash Bros. creator Masahiro Sakurai is being celebrated for his influential game designs and lasting legacy. Retroshell

📢 Hyperkin apologizes for delays – Hyperkin has admitted to overpromising and underdelivering, addressing concerns about its gaming hardware. Time Extension

🎵 A Link to the Past joins Nintendo’s music library – The Legend of Zelda: A Link to the Past has been officially added to Nintendo’s music catalog. Retroshell

🦇 Castlevania: Dracula X revisited – A fresh look at Castlevania: Dracula X argues that it’s better than its reputation suggests. CBR

🕹️ Geometry Dash meets NES – Famidash, a new homebrew title, brings Geometry Dash-style gameplay to the NES. Retroshell

🎉 PlayStation 2 turns 25 – As the PlayStation 2 celebrates its 25th anniversary, its impact as the best-selling console in history is revisited. Gagadget

👻 GameCube games on Switch 2? – Rumors suggest that Luigi’s Mansion 4 and other GameCube titles could be part of the Nintendo Switch 2 lineup. ComicBook

Features

🎬 The Legend of Zelda movie update – New details have emerged about The Legend of Zelda live-action movie, including its creative team and production status. Retroshell

📈 Retro gaming’s digital rise – The resurgence of retro gaming in the digital era is explored, highlighting emulation, re-releases, and collector demand. Goomba Stomp

📉 Nintendo drops out of Metacritic’s top 20 – For the first time in years, Nintendo has fallen out of Metacritic’s top 20 publishers of 2024. Retroshell

🕹️ Inside the rare Nintendo PlayStation – A deep dive into the history and functionality of the ultra-rare Nintendo PlayStation prototype. XDA Developers (below)

The gaming world could have been a very different place

🤖 Super Mario as an AI benchmark – Super Mario is now being used as a key test for AI performance, influencing machine learning research. Retroshell

🔌 GameCube HDMI upgrade – A new mod delivers crisp and clear HDMI output for the GameCube, enhancing its visuals on modern displays. Time Extension

🎂 Mario’s 40th anniversary tribute – A special Mario 40th-anniversary cover celebrates gaming’s most iconic hero and his enduring legacy. Retroshell

🔗 Dreamcast and Neo Geo Pocket link-up – A guide to connecting the Sega Dreamcast with the Neo Geo Pocket Color, unlocking exclusive features. MyGamer

Lists & Rankings

💰 Rarest Sega Genesis games – A look at the rarest and most valuable Sega Genesis games, with some fetching high prices among collectors. CBR

⚔️ Best 8-bit tactical RPGs – A ranking of the greatest 8-bit tactical RPGs, showcasing the strategy classics that defined the genre. GameRant

🕹️ Games that thrived on clones – Many famous games owe their success to unofficial clones and bootlegs that helped spread their popularity. How-To Geek

🎮 Best GameCube games – A definitive list of the greatest GameCube games, celebrating Nintendo’s beloved sixth-generation console. Beebom

MemCard Pro Now Doubles as Bluetooth Controller Receiver for PlayStation 1

A significant firmware update has transformed the MemCard Pro into a multifunctional device for PlayStation 1 enthusiasts, adding Bluetooth controller support to its existing memory card capabilities. This development allows PS1 owners to use modern wireless controllers with their vintage consoles without requiring additional adapters or hardware modifications.

Credit: Stone Age Gamer

Dual Functionality Enhancement

The MemCard Pro, originally designed as a digital memory card solution for the PlayStation 1 & 2, now features XelQ gamepad receiver functionality through the latest firmware update. This innovative approach leverages the communication protocol of the PlayStation 1 memory card slot to receive and translate Bluetooth controller inputs to the console. The update effectively allows a single device to serve both as expanded storage and as a wireless controller interface.

Users can switch between memory card mode and Bluetooth receiver mode through a straightforward button combination, with LED indicators providing clear visual feedback about the current operating state. This dual functionality preserves the original memory management capabilities while adding substantial controller flexibility to the classic console.

Credit: 8 Bit Mods

Compatible Controllers and Performance

The update supports a wide range of modern Bluetooth controllers, including DualSense, DualShock 4, and various third-party options from manufacturers like 8BitDo. Testing indicates minimal input lag, with latency measurements comparable to dedicated Bluetooth adapters currently on the market. The implementation maintains compatibility with the original PlayStation controller protocol, ensuring proper button mapping and analogue stick functionality where supported.

Technical experts have noted that the solution makes efficient use of the PlayStation 1’s hardware architecture. The memory card communication channel provides sufficient bandwidth for controller data while the firmware handles the necessary protocol conversion between modern Bluetooth standards and the console’s native controller interface.

Community Reception and Practical Applications

The PlayStation modding community has responded positively to this development, with many users appreciating the reduction in cable clutter and the convenience of using familiar modern controllers. Toy can get the Memcard Pro 2 from Stone Age Gamers for $51.99 or in the UK from 8 Bit Mods for £39.98 (presently out of stock).

Safeguard your gaming collection with RetroShell‘s premium protective cases, designed specifically for vintage cartridges and discs. For weekly coverage of developments like these and other retro gaming news, our Substack newsletter delivers essential updates every Monday – subscription is completely free!

The Untold Story of Online Gaming on the Super Nintendo and Sega Genesis: Pioneering Multiplayer Innovation

Online gaming on consoles may seem like a modern invention, but the seeds of multiplayer connectivity were sown during the 16-bit era. Long before the advent of Xbox Live and the PlayStation Network, an ingenious team of developers and engineers brought online competition to the Super Nintendo and Sega Genesis. This article delves into the fascinating history of the x‑band modem and the expand service, exploring how these early innovations laid the groundwork for today’s connected gaming world.


Origins of Online Console Gaming

In the early 1990s, gaming was predominantly an offline affair. Arcades and local multiplayer sessions defined the experience, and home consoles were designed for solitary or local co‑op play. However, visionaries at Catapult Entertainment challenged this status quo. Two pioneering developers, Steve Pearlman (who would later go on to launch the doomed On Live gaming system) and Steve Roscoe, began experimenting with the idea of connecting consoles over telephone lines, setting in motion a project that would eventually transform the landscape of multiplayer gaming.

The initial concept was as radical as it was daring. By retrofitting existing 16‑bit games with a custom “patch” system, the team sought to modify game code on the fly—much like an advanced game genie—to facilitate online play. Although console manufacturers had never envisaged network play for their systems, these early innovators recognised that the memory contents of a game could be harnessed to support simultaneous competition between players across the country.

Working around the clock in a makeshift office environment—often sleeping on couches amidst stacks of pizza boxes—the team pushed the limits of available technology. Despite a lack of an established Internet infrastructure, they engineered a solution using 2400‑baud modems, optimising data transmission by sending uncompressed controller inputs to ensure minimal delay. Their efforts laid the foundation for a reliable multiplayer service that was nothing short of revolutionary.


The Revolutionary X‑Band Modem and Expand Service

Launched in November 1994, the x‑band modem was not merely a peripheral; it was a gateway to a new dimension of gaming. Designed to work with both the Sega Genesis and Super Nintendo, the device featured an innovative pass‑through switch that allowed users to play traditional offline games, or to connect to the expansive online network known as expand. The service enabled gamers to create personal profiles, send emails, and even engage in skill‑based matchmaking—all concepts that prefigured the social features found in modern consoles.

The technical challenges were considerable. The team had to reverse‑engineer the games, adding patches to the cartridge’s code to simulate local multiplayer conditions over a telephone line. By utilising a custom ASIC chip and ingenious memory management techniques, the x‑band modem managed to synchronise gameplay despite inherent latency issues. The result was a system that, despite being constrained by a 2400‑baud connection, delivered a near‑instantaneous response time—an impressive feat given the limitations of the era.

Even as scepticism surrounded the project—critics doubted that a cartridge repurposed for network play could work reliably—the system won over both users and the press. Early demonstrations featured competitive matches in titles like Mortal Kombat and Killer Instinct, showcasing the smooth, if slightly delayed, action that the service could offer. This technology, which allowed for a seamless exchange of controller inputs between distant players, was a clear harbinger of the future of online gaming.


Inside the X‑Band Experience

For many gamers, the first encounter with x‑band was nothing short of magical. Imagine logging into a network from your living room via a modem that cost just $19.99, with a monthly subscription starting at a mere $4.95. Once connected, players could browse through an online newspaper, check their game statistics, and challenge opponents from across the country. The system even supported up to four players per household, paving the way for a social network of gamers who could communicate via email and real‑time chat.

The Sega Megadrive XBand / Credit: Sega Retro

The x‑band network wasn’t merely a technical novelty; it was a community builder. Gamers formed clubs and clans, often customising their handles and avatars to reflect their in‑game persona. Despite the occasional hiccup—such as dropped frames or minor latency issues—the overall experience was robust enough to earn glowing reviews from both magazines and users alike. Early adopters recount tales of receiving their first email on the network, a moment that symbolised the convergence of gaming, communication, and emerging digital culture.

Yet, alongside these technical marvels, there were practical challenges. The system’s reliance on telephone lines meant that long‑distance calls could rack up unexpected phone bills—a minor inconvenience compared to the sheer novelty of playing against opponents from far‑flung regions. Nonetheless, for those who experienced x‑band, it was a glimpse into a future where online connectivity would redefine the very nature of multiplayer gaming.


Overcoming Technical and Market Challenges

While the technical ingenuity behind x‑band was indisputable, the service faced numerous hurdles on its journey to commercial success. One significant challenge was the general public’s unfamiliarity with the concept of online gaming. The idea of connecting a home console to a remote server using a telephone line was alien to many, and marketing efforts initially struggled to convey the benefits of such a service. The need for clear, accessible messaging was paramount, yet the innovative nature of x‑band made it difficult to encapsulate in simple terms.

The development team was forced to work under extremely tight deadlines. With just a few months to create a seamless online experience in time for the 1994 holiday season, every day was a battle against time and technical limitations. The innovative use of battery‑backed RAM to quickly update game code, instead of having to reburn ROM chips, is one example of the creative problem‑solving that characterised this period.

Despite these challenges, partnerships with major industry players such as Blockbuster and Viacom eventually helped broaden the reach of x‑band. In test markets like San Francisco, Los Angeles, Dallas, Atlanta, and New York, promotional events and high‑profile competitions—featuring figures like Dean Cain—helped generate buzz. Yet, even with these efforts, the service never reached the widespread adoption that its creators had envisioned. Limited sales volumes and a lack of consumer understanding ultimately led to financial difficulties for Catapult Entertainment, forcing the company to merge with other entities and refocus its efforts on PC multiplayer services.


A Legacy That Outlived Its Time

Though the x‑band service for the Genesis and Super Nintendo operated for less than three years—from November 1994 to April 1997—it left an indelible mark on the gaming industry. The concepts it pioneered, from skill‑based matchmaking and personalised gamer profiles to real‑time chat and integrated email, are now standard features on platforms like Xbox Live and the PlayStation Network. Many of today’s retro gaming enthusiasts can trace the evolution of multiplayer connectivity directly back to the early experiments of Catapult Entertainment.

The story of x‑band is a poignant reminder that innovation often comes at a cost. Despite the technical achievements and creative marketing campaigns, the service struggled to find a broad consumer base. Factors such as high long‑distance charges, the inherent limitations of 2400‑baud modems, and a public that was not yet ready to embrace online gaming all contributed to its commercial demise. Yet, in retrospect, the early adopters and developers of x‑band were true pioneers—they took risks and redefined what was possible in an era when the internet was still a distant dream.

As the gaming landscape evolved into the 32‑bit era and beyond, many of the technological hurdles that once seemed insurmountable were overcome. The visionaries behind x‑band had set a precedent, demonstrating that even with rudimentary technology, it was possible to create a robust, engaging multiplayer experience. Their work not only influenced the development of subsequent online gaming networks but also inspired a new generation of developers keen to revive and build upon these pioneering ideas.


Technical Insights and Comparisons with Modern Gaming Networks

Modern online gaming services owe much to the foundational work of the x‑band team. Today’s multiplayer networks boast lightning‑fast connectivity, sophisticated matchmaking algorithms, and expansive social features that would have seemed like science fiction in the mid‑90s. The x‑band modem’s use of uncompressed controller inputs to mitigate latency, for instance, prefigured modern techniques for real‑time data transmission. While current networks operate on fibre‑optic cables and high‑speed broadband, the principles of reducing lag and ensuring synchronised gameplay remain as relevant today as they were back then.

The technical innovation behind x‑band also extended to its hardware design. The inclusion of a pass‑through switch allowed gamers to easily switch between offline and online modes, a convenience that modern consoles have since replicated with integrated online service toggles. Moreover, the system’s use of battery‑backed RAM for rapid code updates was a clever workaround for the time’s technological limitations—a practice that foreshadowed the rapid patch deployment common in today’s digital distribution models.

Comparisons between x‑band and contemporary services such as Xbox Live or the PlayStation Network highlight the rapid evolution of online gaming. Whereas modern networks support high‑definition graphics, voice chat, and expansive digital ecosystems, x‑band was focused on delivering a basic yet functional online multiplayer experience. Its ability to transform classic titles like Mortal Kombat and Super Street Fighter II into competitive online experiences was revolutionary. It was a bold experiment that proved that even older hardware could be given new life through network connectivity.

The legacy of x‑band can also be seen in the resurgence of retro gaming. As enthusiasts seek to preserve and relive the experiences of their youth, projects aimed at reviving classic online services are gaining traction. Developers at RetroDotLive, for instance, are now working to recreate the x‑band experience using modern internet connections, allowing a new generation to experience the magic of online play on vintage consoles.


The Impact on the Gaming Community and Cultural Significance

Beyond its technical achievements, x‑band played a vital role in shaping the culture of online gaming. In an era when multiplayer gaming was typically confined to local areas, the service opened up new social opportunities. Gamers were no longer limited by geography; they could challenge opponents from distant cities and form online communities that transcended traditional boundaries.

This sense of community was reinforced by the array of social features offered by x‑band. Gamers could send messages, check their rankings, and even form clubs or clans. For many, the experience of logging in for the first time and receiving an email from a stranger—often a future friend or rival—was a transformative moment. Such experiences laid the emotional groundwork for the kind of global connectivity that is taken for granted in today’s gaming culture.

Despite its eventual commercial challenges, x‑band remains a beloved chapter in gaming history. Its influence is evident not only in the design of modern multiplayer networks but also in the passionate nostalgia of retro gamers. The fact that dedicated communities still discuss and celebrate the innovations of the x‑band era speaks volumes about its cultural significance. It was more than a product; it was a glimpse into the future of gaming—a future that would eventually become a reality.


Challenges, Commercial Realities, and the End of an Era

While the technical brilliance of x‑band is celebrated by many, the commercial realities of the 16‑bit market ultimately proved too harsh. The service was ahead of its time in terms of both technology and consumer readiness. Many gamers found the concept intriguing, yet the high costs associated with long‑distance calls and the relatively limited number of compatible titles hampered widespread adoption.

The commercial struggles were compounded by the rapid evolution of gaming technology. As the industry shifted its focus to 32‑bit systems and beyond, the window of opportunity for 16‑bit online connectivity began to close. Despite receiving rave reviews and generating considerable media attention, x‑band’s limited user base meant that it could not sustain the financial model required for long‑term success. By April 1997, the service was quietly shut down—a somber end to a pioneering venture that had promised so much.

In hindsight, the rise and fall of x‑band is instructive. It serves as a reminder that innovation often comes with risks and that even the most forward‑thinking ideas may struggle to find their market. Nonetheless, the story of x‑band is one of passion, creativity, and resilience—a story that continues to inspire modern developers and retro gaming enthusiasts alike.


Revival Efforts and the Future of Retro Online Gaming

Even though the original x‑band service was discontinued over two decades ago, its legacy lives on. Enthusiasts and developers are now revisiting the pioneering ideas behind x‑band to bring the experience into the modern era. Projects like those undertaken by RetroDotLive aim to bridge the gap between vintage hardware and contemporary internet protocols, allowing classic consoles to reconnect with a new generation of gamers.

These revival efforts are driven by a desire to preserve gaming history. In many ways, the story of x‑band is a microcosm of the broader retro gaming movement, which champions the preservation of classic games and hardware in an age of rapid technological change. By reverse‑engineering the original system and adapting it for modern networks, developers are not only paying homage to the past—they are also ensuring that the pioneering spirit of online multiplayer gaming endures.

For many gamers, these projects rekindle fond memories of a time when gaming was a communal, boundary‑breaking experience. They also offer practical lessons in innovation, demonstrating that even the most outdated technology can be revitalised through ingenuity and collaboration. As the retro gaming community continues to grow, efforts to revive and document services like x‑band are likely to become an increasingly important part of preserving our digital heritage.


Conclusion: A Pioneering Legacy That Continues to Inspire

The story of x‑band and the expand service is one of bold experimentation and relentless innovation. From its humble beginnings in cramped offices to its high‑profile launch events and enduring cultural impact, x‑band was a trailblazer in the realm of online multiplayer gaming. Its influence can be seen in every modern gaming network that supports competitive play, social interaction, and digital communication.

Even though the service was ultimately unsustainable in its original form, its pioneering spirit continues to inspire retro enthusiasts and forward‑thinking developers alike. Today, as efforts are made to revive the x‑band experience on modern networks, we are reminded that the quest for connectivity and community in gaming is as relevant now as it was in the mid‑90s.

Keep your classic games safe with RetroShell, designed to protect your retro collection. For the latest updates on retro gaming, subscribe to our free retro gaming Substack newsletter, delivered to your inbox every Monday!

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Sigma Star Saga DX: Classic GBA Hybrid Returns with Enhanced Edition

WayForward has announced Sigma Star Saga DX, a remastered version of their cult Game Boy Advance title that uniquely combined shoot-em-up action with role-playing game elements. The enhanced edition, now available for pre-order through Limited Run Games, revives the distinctive 2005 release with several new features while maintaining the innovative gameplay that set the original apart.

Credit: Way Forward

The Original Hybrid Experience

Sigma Star Saga initially released for the Game Boy Advance in 2005, developed by WayForward and published by Namco. The game garnered attention for its novel approach to genre blending, featuring top-down RPG exploration that seamlessly transitioned into horizontal shooting segments when encountering enemies. Players controlled Ian Recker, a human pilot infiltrating an alien force called the Krill during an interstellar war.

Credit: Limited Run Games

The title distinguished itself through its “Gun Data” system, allowing players to collect and combine different weapon components to create customised firearms for shooting sequences. This deep customisation system provided strategic depth rarely seen in handheld shooters of the era, with over 100 possible weapon configurations that significantly altered gameplay.

Enhanced Features in the DX Edition

The DX edition maintains the core gameplay while introducing several quality-of-life improvements. The remaster features enhanced visuals that preserve the original pixel art style while optimising it for modern displays. Audio enhancements include remastered sound effects and music that take advantage of improved hardware capabilities while maintaining the original compositions.

Credit: WayForward

New content includes an expanded gallery mode featuring previously unreleased concept art and development materials from the original release. The DX version also incorporates a refined user interface addressing some navigation issues present in the 2005 release, making the hybrid gameplay transitions more seamless.

Collector’s Edition Details

Limited Run Games is offering both standard ($49.99) and collector’s edition ($99.99) of Sigma Star Saga DX, due for release in November 24-30th 2025. The collector’s package includes a physical GBA cartridge compatible with original hardware, a detailed art book documenting the game’s distinctive visual style, and a soundtrack CD featuring both original and remastered audio tracks.

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Retroid Pocket Classic Upgrades with New Six-Button Version

Goretroid has revealed additional details about its forthcoming Retroid Pocket Classic handheld, including a new six-button variant that significantly enhances the device’s gaming capabilities. The updated version represents a substantial improvement over the original design, offering expanded compatibility with classic fighting games and other titles that require additional input options.

Credit: Retroid / X

Enhanced Control Options

The newly announced six-button configuration addresses one of the primary limitations of the original Retroid Pocket design. While the standard model features the traditional four face buttons common to many retro handhelds, the six-button variant adds two additional buttons positioned to allow comfortable access during gameplay. This enhancement particularly benefits players of classic fighting games from the 16-bit era, such as Street Fighter II: Championship Edition and Mortal Kombat, which were designed for six-button arcade configurations.

The layout closely mirrors the button arrangement found on the Sega Mega Drive/Genesis six-button controller, which became the standard for fighting games in the early 1990s. This thoughtful design choice demonstrates Goretroid’s commitment to authenticity in the retro gaming experience.

Technical Specifications

Beyond the control improvements, the Retroid Pocket Classic maintains the core technical specifications that made its predecessor popular. The device features a 3.5-inch IPS display with a resolution optimised for classic games, ensuring sharp visuals without the scaling issues that often plague retro titles on modern screens. The internal components include sufficient processing power to emulate 8-bit and 16-bit systems accurately, with particular attention to frame rate stability.

Credit: Retroid / X

Battery life remains competitive at approximately 8-10 hours of gameplay, positioning the device as suitable for extended gaming sessions. The Classic model also retains the original’s portable form factor, with dimensions making it comfortable for extended play while remaining pocket-sized.

Market Positioning

The introduction of the six-button variant positions the Retroid Pocket Classic more competitively against other retro handhelds in the increasingly crowded market. With the latest additions Goretroid is targeting both casual retro enthusiasts and dedicated fighting game fans with this dual-model approach.

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Classic Street Fighter II Returns: Faithful Arcade Port Arrives on Amstrad CPC 6128

A fan-made tech-demo of Street Fighter II for the Amstrad CPC has brought the legendary arcade brawler back into the spotlight. Developed meticulously to reflect the beloved original, this adaptation has gamers revisiting the glory days of arcade halls from the classic home computer.

Credit: Mojon Twins

Initially developed by Capcom and released in arcades in 1991, Street Fighter II became a global phenomenon, defining the fighting game genre and setting the standard for countless future titles. The recent Amstrad CPC adaptation, named Street Fighter II CPC Edition, is a remarkable achievement given the technical constraints of the vintage 8-bit computer system.

Notably, the Amstrad CPC version captures the essential gameplay elements of the original arcade version, including the distinctive fighting mechanics, iconic character moves, and detailed pixel art representations. Although constrained by the CPC’s hardware, developer Augusto Ruiz and the team offer 5 playable characters in the demo : Ryu, Ken, Chun-Li, Blanka and Guile and an enemy to fight, and they note there are still some glitches.

Credit: Mojon Twins

Technical ingenuity is essential in overcoming the CPC’s limitations—primarily its modest 64KB RAM in the CPC 464 and 8-bit processing capacity. Presently the game is working on the CPC 6128 however they are working on the CPC 464 version with more animation, working on less RAM (the 6128 has 128KB RAM). Ruiz and his colleagues leveraged clever coding optimisations and memory management techniques to maintain performance without sacrificing the authentic feel.

Such ambitious fan projects serve as a reminder of gaming’s vibrant history and the dedicated communities keeping classic games alive. You can download the game from Mojon Twins.

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[Exclusive] Stars Reach: A Deep Dive into the Spiritual Successor to Star Wars Galaxies

I am a huge fan of Star Wars Galaxies, for me it was the greatest game ever made – the freedom to make my mark on the universe, wrapped up in the look and feel of one of my favourite films of all time made it a potent combination. It was my first foray into MMO’s and it reeled me in completely. Then came World of Warcraft (I was there on the tragic day one having take an day off work to be amongst the first online, only for the launch day to be plagued with capacity problems), and that was fun, but it was just too – linear? For me it was a pale comparison to the rich depth that SWG offered in terms of, well, everything. I did not want a level based system, I wanted to try multiple professions, I wanted to be a resource trader, a bounty hunter, and maybe, one day, a Jedi.

Sadly the popularity of the paint by numbers approach that Wow did so well was seen as a shift in the world of MMO’s, away from the sandbox, towards the hand holding of levelling and simple crafting. It was seen as more accessible for the masses and the masses loved this and paid their money and made their choice.


Sadly, Sony Online Entertainment (SoE) also saw the shift and decided to abandon their sandbox principals in order to try and emulate the success of WoW. This meant bringing in “New Game Enhancements” (aka NGE) in November 2005, which for me, and a number of other players was the beginning of the end for the SWG I knew and loved. Now it was a FPS with a level based system, and with that, I left the Galaxy.

Over the years, I still have not lost my love for this game, I have played SWG Emu a few times, taking the same joy from the pre-NGE experience as I built my small empire including my house and my resources business, but the level of population on the servers just was not the same to keep me hooked.

Ever since then I have been homeless in the world of MMO’s, I have tried dozens, but none have really done more than scratch my Galaxies sized itch. They were mostly all linear by design, or lacked the depth I wanted in crafting. Then I heard about a game called “Stars Reach” from Raph Koster – who was the creative director for SWG. It was heralded as the spiritual successor to SWG. I have heard this before, but I was interested enough to dig a little deeper.

I have been following the project for some time, and I thought it would be great to get some more details on what Stars Reach might offer to SWG veterans in exile – so I reached out to Raph who kindly agreed to answer some questions on the game.

In our exclusive interview with RetroShell, Koster detailed how Stars Reach builds upon and surpasses his previous innovations, particularly around player freedom, crafting complexity, and economic depth. Here, I delve deeper into what makes Stars Reach uniquely compelling, especially for those who have long awaited an MMO that captures the magic and depth of SWG.

Q: What is the core philosophy behind Stars Reach, especially in relation to your previous games like Star Wars Galaxies?

Raph Koster: “The core philosophy remains the same: provide players with an immersive experience where they truly feel they’re stepping into another world. This has always been central for me, stretching back to the earliest days of text-based MUDs, where the appeal was the sensation of inhabiting a completely different identity in a fully realized alternate environment. With Ultima Online, we explicitly aimed to create a virtual world that felt genuinely alive, and with Star Wars Galaxies, the ambition was even clearer: we sought to let players live and breathe the Star Wars universe, hence the memorable tagline: ‘The greatest saga ever told: yours.’ Players weren’t just spectators; they were active participants shaping their own narratives.

With Stars Reach, we’re consciously carrying forward and expanding upon that tradition of immersive, player-driven storytelling. However, we’re pushing the boundaries of immersion much further than we’ve managed before. Instead of players existing in a largely static environment, we’re integrating deep environmental simulations that allow players to meaningfully impact the very fabric of the worlds they inhabit. Players can reshape terrain, build towns, mine resources, and even influence the ecosystems around them. These aren’t temporary or cosmetic changes—they’re permanent, dynamic shifts that affect not only individual players but entire communities.

Moreover, we’re combining this world-building depth with accessibility inspired by successful console games like The Legend of Zelda: Breath of the Wild, ensuring that the immersion we strive for doesn’t come at the cost of overwhelming complexity. Players will encounter a seamless transition from simple, intuitive mechanics at the start to deeper layers of interaction as they progress, ensuring that immersion and depth coexist harmoniously. Thus, Stars Reach doesn’t merely replicate past successes; it expands upon them, offering unprecedented levels of interactivity and freedom to genuinely live within the worlds players explore.”

Credit: Stars Reach

Q: How does Stars Reach enhance player freedom and crafting systems compared to your previous titles?

Raph Koster: “Player freedom and crafting have always been central to my games, but with Stars Reach we’re significantly enhancing them by deeply integrating advanced environmental simulation. In Star Wars Galaxies, the environment was largely static—resources were abundant, but the world itself didn’t change significantly through player actions. Players surveyed for resources, but those resources simply appeared and disappeared on fixed schedules, without impacting the landscape itself.

In contrast, Stars Reach fundamentally transforms this dynamic. Players can physically reshape the worlds they inhabit by digging mines, constructing expansive quarries, and actively terraforming terrain. These actions don’t just create visual changes; they leave permanent, tangible marks on the environment. If a player mines extensively in one area, they may permanently alter the geological structure of that location. Resources extracted aren’t simply replenished—they can become genuinely scarce or even exhausted, driving players to explore and discover entirely new worlds via worm gates, adding a whole new strategic dimension to resource management and exploration.

Moreover, the crafting system maintains the complex depth players cherished in SWG—resources still vary widely in quality and type, impacting crafted item attributes—but now the environmental dynamics add an extra strategic layer. Crafting isn’t merely about combining components; it’s about responsibly managing finite resources and adapting to evolving planetary conditions. Players must think carefully about their environmental impact and long-term resource availability, bringing new realism and strategic depth to the crafting experience.

Overall, this integration of detailed environmental simulation with rich, impactful crafting ensures players have unparalleled freedom, creating meaningful, lasting changes in their worlds—something we’ve never achieved to this extent before.”

Credit: Stars Reach

Q: How does Stars Reach approach accessibility, catering both to new players and veteran MMO enthusiasts?

Raph Koster: “Our goal is accessibility without sacrificing depth. In the early days of MMORPGs, grouping was straightforward—players typed simple commands to join parties and began adventuring together immediately. However, as the genre matured, interfaces became increasingly complex, introducing elaborate loot-sharing systems, rigid class roles, and extensive acronyms and mechanics that newcomers found intimidating.

In Stars Reach, we’ve developed a system we refer to as ‘soft grouping,’ inspired by approachable games like Realm of the Mad God. This mechanic allows players to naturally form groups simply by being near one another during combat or exploration. Without having to navigate complicated interfaces or explicit invitations, players automatically share experience points and combat bonuses, making grouping instinctive and seamless for new players.

As players become more experienced, the game gradually introduces advanced group management options through skill lines and progression systems. This allows veteran players to unlock traditional, structured grouping mechanisms, including formal parties, tactical formations, leadership skills, and strategic perks.

We’ve consciously designed the progression system to feel organic: early gameplay is intuitive and approachable, catering to casual players or those new to MMORPGs. Yet, as players invest more time and effort, they discover deeper complexity that enhances gameplay, offering seasoned MMO enthusiasts the depth they crave.

I often compare this design to how Magic: The Gathering works. Players can learn and acquire countless cards, but they’re limited to building and using a certain deck size during any given match. Similarly, in Stars Reach, players can learn numerous skills, but only equip and utilise a specific set each time they venture into the world. This approach maintains strategic depth, encouraging thoughtful decisions without overwhelming new players with excessive complexity at the outset.

Ultimately, our philosophy is simple: newcomers should never feel discouraged by information overload, while veterans always find new layers of depth to explore.”

Credit: Stars Reach

Q: Could you elaborate further on how resource extraction and terraforming works in Stars Reach, and its impact on player ownership compared to SWG?

Raph Koster: “One of the biggest leaps we’ve made with Stars Reach is giving players the ability to directly reshape entire planets through resource extraction and terraforming. In Star Wars Galaxies, resource extraction, though detailed, was fundamentally abstract—you placed resource extractors, and resources appeared or disappeared on predetermined schedules. The environment itself never physically changed; there were no lasting marks left by player actions.

In contrast, Stars Reach features an extensive and realistic terrain modification system. Players physically mine, excavate, build quarries, and terraform the landscape itself. When resources are extracted, the environment visibly and permanently reflects these changes—mines leave real pits, forests can be cleared, and even waterways can be altered. These physical modifications have profound ecological impacts: resources become depleted, native species are affected, and the overall planetary environment evolves dynamically based on sustained player interaction.

Regarding player ownership, Stars Reach starts with planets entirely unclaimed—a completely open frontier for exploration, settlement, and modification. Players can freely stake out land to establish homesteads, building highly customized housing plots far exceeding the complexity and personalization that was possible in SWG. In Stars Reach, you’re not just erecting simple structures; you’re creating entire personalized environments that can be tailored through modular construction, detailed terraforming, and extensive decoration options, giving players unprecedented creative freedom.

Collective player actions also deeply shape planetary governance. As settlements expand, players naturally form communities capable of establishing formal governments for entire planets. These player-run governments control vital aspects of life, including setting rules for resource extraction, establishing zoning laws to protect or manage the land, determining PvP regulations, and even deciding taxation policies. Essentially, we’ve taken the beloved player-city dynamics from Star Wars Galaxies and scaled them up to planetary levels. Players not only own and build individual homes but collectively influence how planets evolve and are managed, creating an engaging political and social ecosystem that continually adapts based on player-driven decisions.”

Credit: Stars Reach

Q: How does Stars Reach approach crafting and how does it compare in depth to Star Wars Galaxies?

Raph Koster: “Crafting in Star Wars Galaxies set an incredibly high standard due to its unprecedented depth and complexity. Players loved that the quality of crafted items depended heavily on detailed, variable resource attributes—this encouraged exploration, trading, and strategic thinking. In Stars Reach, we’ve retained and even expanded upon this complexity, but with a significant enhancement: the interaction with a dynamic and ever-changing environment.

In SWG, resources appeared periodically with varying qualities but were fundamentally static—players simply placed harvesters, waited, and collected materials. However, in Stars Reach, resources are part of a fully simulated environment. Each planet holds a finite, exhaustible pool of resources, each with unique attributes affecting crafted items just as in SWG. But here, extracting those resources genuinely changes the world around you. Players physically mine or excavate resources, permanently altering terrain, potentially exhausting local deposits or even entire planetary supplies.

Because planets are dynamic and exhaustible, players must continually adapt, strategize, and explore new worlds to maintain their crafting operations. Resource scarcity becomes a real factor in gameplay, driving exploration, diplomacy, trade, and even conflict. Players may find themselves actively searching for new planets via worm gates, discovering fresh resources with distinct qualities and attributes essential for advanced crafting.

This added environmental realism means crafting isn’t only about managing inventory or item attributes. Players now must carefully consider sustainability, environmental impacts, and strategic decisions about resource management and planetary colonization. It creates a richer, deeper crafting ecosystem where every action has meaningful consequences, both individually and at the community level.

Ultimately, crafting in Stars Reach matches—and in many ways exceeds—the beloved depth of SWG’s system, by integrating dynamic, player-influenced environmental simulation, providing an immersive, strategic, and continually evolving crafting experience.”

Credit: Stars Reach

Q: How are you ensuring a balanced player-driven economy in Stars Reach, given the inherent challenges observed in previous games like SWG?

Raph Koster: “Player-driven economies are inherently complex and challenging to balance. Traditionally, MMORPGs either feature centrally controlled economies, which often lead to problems like inflation or market stagnation, or fully player-driven economies, which frequently result in wealth becoming heavily concentrated among a small number of players. We’ve learned these lessons firsthand from our experiences with both Ultima Online and Star Wars Galaxies, where managing economic stability was an ongoing challenge.

With Stars Reach, our objective is to strike a careful balance. We’re pursuing a genuinely player-driven economy but managing it indirectly through meticulously designed systems of faucets and sinks. Faucets represent the inflows of currency and resources into the game world—how new items, resources, or money enter circulation. Sinks are the mechanisms that remove resources and currency from the economy, such as item durability, taxation, upkeep costs, or resource exhaustion. By carefully balancing these faucets and sinks, we ensure a stable economy where neither inflation nor stagnation becomes overwhelming.

To achieve this balance, we closely monitor the flow of resources and currency, constantly adjusting the rates at which items and money enter or leave the game. Players who accumulate substantial wealth will naturally encounter increasing logistical and operational expenses. Maintaining large businesses, expansive infrastructure, or planetary-scale operations doesn’t remain static in terms of cost—it grows exponentially. This ensures that players who achieve significant economic influence must continually reinvest their wealth back into the economy to sustain their positions.

To illustrate this clearly, think about it in terms of real-world companies. As businesses grow, they inevitably become more complex, incurring higher operational risks and expenses. A large, powerful corporation cannot expand indefinitely without eventually facing significant challenges—supply-chain issues, management complexity, operational overhead—that threaten its stability. Similarly, in Stars Reach, a single dominant player or group won’t remain on top indefinitely without facing escalating operational costs and strategic vulnerabilities.

This approach prevents wealth from being excessively concentrated among a few players and keeps the economy vibrant, dynamic, and accessible for all participants. It creates an environment where both new and veteran players can thrive economically, maintaining a healthy balance between opportunity and challenge.”

Credit: Stars Reach

Q: What are your goals and experiences with the Kickstarter campaign for Stars Reach?

Raph Koster: Kickstarter has been both validating and exhausting. Although we’ve been privately funded, raising nearly $40 million over five years through venture capital and private investment, we felt it was important to publicly demonstrate the enthusiasm and demand for a game like Stars Reach. Our Kickstarter wasn’t merely about raising additional funds—it was equally about engaging directly with the gaming community, confirming that the appetite for this kind of deep, immersive sandbox MMO is very real.

Within just days of launching the campaign, we passed the half-million-dollar mark, which was incredibly affirming. This allowed us to unlock exciting stretch goals, including new playable species and enhanced object customization options—features that resonate strongly with the community. The quick success of the campaign clearly showed that there’s an audience actively craving an experience reminiscent of Star Wars Galaxies but enhanced with modern innovation.

However, our Kickstarter experience goes deeper than just validating demand. We’re using it strategically to expand our visibility. Despite the dedicated following Star Wars Galaxies had, many former players remain unaware that Stars Reachexists as a spiritual successor. One of our key goals with this campaign has been to reach out to these veterans and remind them that the immersive, sandbox experience they’ve been missing is coming back—better, deeper, and more interactive than ever before.

Ultimately, Kickstarter is about more than fundraising. It’s a powerful way for us to connect directly with our community, confirm that our vision aligns with what players truly want, and show the broader industry that there’s a substantial market eager for MMOs that genuinely prioritize player creativity, freedom, and depth. We’re humbled by the enthusiasm we’ve seen and committed to delivering an experience that lives up to the community’s high expectations.”

Q: Finally, what would success look like for Stars Reach at the conclusion of this Kickstarter?

Raph Koster: “Success for us isn’t merely financial; we’ve already reached some significant milestones through private funding and community engagement. Instead, true success at the conclusion of our Kickstarter goes deeper—it’s fundamentally about raising widespread awareness, building community trust, and clearly demonstrating to players, particularly longtime fans who have patiently waited for a worthy successor to Star Wars Galaxies, that we’ve genuinely created something special and deserving of their passion.

Kickstarter, for us, serves as a public validation of our vision and our commitment to the player community. It’s an opportunity to bring players onboard, not simply as supporters but as genuine partners invested in the game’s development journey. Importantly, we’re using this moment to establish trust by showcasing transparency in our development process and communicating clearly about what we’re building, what’s already playable, and what players can realistically expect.

We’re deeply mindful that Kickstarter has become something of a cautionary tale in gaming—a graveyard littered with ambitious projects that promised much but delivered little. We’re committed to proving we’re different. Unlike many projects that use Kickstarter as their starting point, we’re treating this campaign as a ‘kick-finisher.’ Our alpha testing has already been active for months, with thousands of players extensively testing, providing feedback, and helping shape the experience directly.

Our commitment to transparency means players can already see tangible proof of progress—they’re not just backing an idea, they’re joining a game that’s actively playable and demonstrably evolving. For us, true success means players leaving our Kickstarter confident in our ability to deliver, excited about what’s ahead, and reassured that the vision we’ve promised is achievable, authentic, and already underway.

Ultimately, success at the conclusion of this Kickstarter means fostering a passionate, engaged community that trusts us, understands our vision, and eagerly participates in shaping Stars Reach into the immersive, deeply interactive, and player-driven MMO we’ve long envisioned.”

So there you have it, I hope that a lot of the key questions you might have had about this exciting project have been answered, and I will be testing the game in its’s Alpha state in the coming weeks.

For fans who miss the immersive sandbox worlds of earlier MMORPGs, Stars Reach promises not only nostalgia but a leap forward, delivering unparalleled depth, freedom, and authenticity. I have already supported the project on Kickstarter (before the interview) as I have been searching for a replacement for SWG for almost 20 years, and I am very optimistic that we might have it in Stars Reach. As I write, there are over 3,500 backers, smashing its goal of $200k with over $550k being pledged so far with over half a month remaining.

Halo Meets Hyrule: Modder Adds Iconic Weapons and Vehicles to Ocarina of Time

A modder has fused The Legend of Zelda: Ocarina of Time with Halo, integrating the shooter’s iconic weapons and vehicles into the classic Nintendo 64 game. Developed by notCHase, this fan-made project introduces a fresh way to explore Hyrule, blending two distinct gaming worlds. Released in 1998, Ocarina of Time remains a landmark title, and this mod showcases the creativity still thriving in its modding community.

What the Mod Brings to the Game

The modification equips Link with Halo staples like the Energy Sword, a melee weapon known for its lethal precision, and grenades, offering explosive combat options. The standout addition is the Warthog, Halo’s all-terrain vehicle, which replaces Epona as Link’s transport. Players can even recruit Princess Zelda as a gunner in the Warthog, adding a cooperative twist to the adventure, all made possible through the game’s open-source PC port.

Merging Two Gaming Legacies

This mod builds on Ocarina of Time’s rich modding history, where fans have long experimented with new content. Meanwhile, Halo, launched by Bungie in 2001, is celebrated for its distinctive arsenal, making this crossover a technical feat and a nostalgic treat.

By combining Halo’s sci-fi flair with Hyrule’s fantasy, notCHase has crafted an inventive spin on a beloved game.

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The Legend of Zelda Movie: What We Know So Far

A live-action Legend of Zelda film is officially in development, a surprising turn for Nintendo after years of reluctance from creator Shigeru Miyamoto. Announced in November 2023, the project has fans eager for details. Here’s what’s known, when it might release, and how it ties to the success of recent video game films.

Miyamoto once firmly opposed a Zelda movie, even rejecting the idea if Steven Spielberg pitched it, according to Gail Tilden, ex-Nintendo of America marketing head in a podcast with the Video Game History Hour. The disastrous 1993 Super Mario Bros. film likely fuelled his stance. Yet, decades later, he’s now a producer on this adaptation.

Nintendo confirmed Wes Ball (Maze Runner) as director and Avi Arad (Marvel veteran) as a producer alongside Miyamoto. Announced via an official press release, the live-action film remains in early pre-production. Few specifics exist, but Nintendo’s hands-on approach suggests a focus on staying true to the franchise.

With the announcement in late 2023, a release is likely years away. The Super Mario Bros. Movie took five years (2018–2023), and Sonic the Hedgehog spanned six (2014–2020). A 2026 or 2027 premiere seems plausible, depending on production scale.

The Super Mario Bros. Movie earned over £1 billion globally in 2023, while Sonic films each cleared £240 million. Their success, blending fan service with broad appeal, likely convinced Nintendo to greenlight Zelda, capitalising on a proven market for game adaptations.

The Zelda movie marks Nintendo’s cinematic expansion amongst a number of successful game to big screen adaptions. Details remain scarce, but anticipation is high.

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