EA Buyout Protest Raises Governance Issues

From the RetroShell news archive. Originally published 2026-05-09 on our former news site and restored here.

Gamers are preparing to protest at Electronic Arts’ Redwood, California, headquarters on May 11, responding to the proposed $55 billion leveraged buyout of the publisher by Saudi Arabia. The financial architecture of such a deal, particularly the practice of saddling the acquired entity with significant debt, often raises questions about long-term operational stability and creative autonomy. This action, organised by a movement known as the Players Alliance HQ, aims to denounce the Public Investment Fund (PIF) takeover.

The protest is planned as a theatrical event. Participants will arrive in cosplay, intending to unroll a 15-metre scroll bearing over 70,000 petition signatures on the Madden football field at the campus centre. The Players Alliance HQ also plans a performance featuring individuals dressed as “corporate villains” in suits and top hats. A large health bar prop will visually deplete as supporters engage digitally, and a loot-box demonstration will symbolise potential negative outcomes such as mass layoffs, studio closures, and aggressive monetisation practices.

The Mechanics of the Buyout

According to a press release from Players Alliance HQ, the proposed $55 billion deal would transfer 93% ownership to Saudi Arabia’s PIF, controlled by Crown Prince Mohammed bin Salman. Silver Lake and Jared Kushner’s Affinity Partners would hold the remaining stakes, at 5.5% and 1.1% respectively. A critical aspect of this arrangement is the $20 billion in debt that would be placed directly onto Electronic Arts, a common private equity manoeuvre that shifts financial risk from the buyers to the acquired company itself.

This debt burden is a central concern for the Players Alliance HQ, which fears it could pressure EA into job cuts, replacing employees with artificial intelligence, and increasing prices to recover losses. GameSpot, citing a December 2025 Wall Street Journal report, confirmed the ownership split and the PIF’s majority stake, indicating the fund would need to finance nearly the entire deal. However, as GameSpot also reported in November 2025, referencing findings by the New York Times, the PIF may be experiencing cash flow difficulties.

Broader Industry Implications

What this hints at, for the scene, is a growing unease with the financialisation of major publishers. The deal, first revealed in September 2025, still requires approval from the Federal Trade Commission and the Committee on Foreign Investment in the United States. This regulatory scrutiny is not insignificant, given the scale of the transaction and the foreign ownership aspect. The PIF’s interest in the gaming industry is well-documented, with investments in numerous companies including Capcom, SNK, and Nintendo. This pattern suggests a strategic, long-term play in the entertainment sector.

The protest, while perhaps symbolic, draws public attention to the intricate financial dealings behind major corporate acquisitions in the gaming world. It highlights the tension between shareholder value and the concerns of the creative workforce and consumer base. The outcome of the regulatory reviews and the long-term effects of such a substantial debt on Electronic Arts’ operations will be closely observed.

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Originally published by GameSpot. Read original article.

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Brussels Challenge 2026 SNK World Tour

From the RetroShell news archive. Originally published 2026-05-09 on our former news site and restored here.

The Brussels Challenge 2026 has started, serving as a significant stop on both the Tekken World Tour and the SNK World Championship. For enthusiasts of SNK’s enduring kakutou geemu (fighting game) lineage, the inclusion of Fatal Fury: City of the Wolves is particularly noteworthy, offering two coveted Esports World Cup spots. This commitment to fostering a competitive environment for a new entry in a series that began with Fatal Fury (餓狼伝説 / Garou Densetsu, 1991, Neo Geo) reflects a dedication to arcade heritage that many of us appreciate, reminiscent of the vibrant community around titles like Bomberman on the PC Engine.

This year’s event in Brussels, Belgium, draws a substantial number of participants across various titles. Street Fighter 6 leads with just under 130 entrants, followed by Tekken 8 with approximately 80 signups. Fatal Fury: City of the Wolves has attracted more than 70 players, showing strong interest in SNK’s upcoming release. Other popular titles include Guilty Gear Strive, 2XKO, King of Fighters 15, and Samurai Shodown, all surpassing 30 registrants.

The SNK World Championship Presence

The Brussels Challenge holds particular weight for SNK fans as it is a designated stop on the SNK World Championship tour. This circuit features Fatal Fury: City of the Wolves, King of Fighters 15, and Samurai Shodown. The added incentive of two Esports World Cup qualification spots for Fatal Fury: City of the Wolves means competitors are vying for a chance at a substantial prize pool later this year.

The real story here is SNK’s active cultivation of its competitive scene, especially with a new title like Fatal Fury: City of the Wolves. This strategy links the game to a larger, high-stakes esports ecosystem. It shows a clear commitment to the future of its fighting game franchises, building upon a legacy established in arcades and on platforms like the Neo Geo.

Diverse Tournament Offerings

Beyond the main tour events, the Brussels Challenge also hosts tournaments for several other fighting games. These include classic titles such as King of Fighters ’98, alongside more recent releases like Guilty Gear Xrd REV 2, BlazBlue: Central Fiction, Granblue Fantasy Versus Rising, and Invincible VS. This diverse lineup caters to a broad spectrum of fighting game players, from those who appreciate the precision of older titles to fans of modern competitive play.

Notable players participating in the event include TM|Arslan Ash, T1|ZJZ, S8UL|Tetsu, and Mouz|EndingWalker, among many others. The tournament action is being broadcast across multiple streaming channels, including Reversal GG, Team Spooky, and Ken Bogard, ensuring wide visibility for the competitive matches. As the event progresses, the results will shape the standings for both the Tekken World Tour and the SNK World Championship, setting the stage for future competitions.

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Originally published by EventHubs. Read original article.

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Neo Geo AES+ Features Confirmed by Plaion

From the RetroShell news archive. Originally published 2026-05-08 on our former news site and restored here.

Plaion, in collaboration with SNK, has addressed numerous inquiries regarding the forthcoming Neo Geo AES+ by releasing an official FAQ video. The confirmation that the Neo Geo AES+ will offer both modern HDMI and traditional AV connections, with the latter supporting RGB output, is a detail many enthusiasts of classic Japanese hardware conversions will appreciate.

The video clarifies several critical points for collectors and new players alike. All games bundled with the AES+ will include a physical manual, a practice valued by those who appreciate complete package presentations. Furthermore, all titles are confirmed to be region-free, meaning they will operate on any Neo Geo AES system, including original consoles from the 1990s, regardless of their regional designation.

Compatibility with Original Hardware

This cross-compatibility extends beyond the games themselves. Accessories designed for the Neo Geo AES+ will function with older AES hardware. Conversely, existing Neo Geo controllers can be used with the new AES+ console, according to MVS arcade platform. This approach, allowing both vintage controllers and new games to cross generations, shows a thoughtful understanding of the existing Neo Geo collector base.

The wireless Arcade Stick, a new peripheral, will also include a cable for wired play. This offers flexibility for players who prefer a direct connection or wish to minimize input latency. The Neo Geo AES (Advanced Entertainment System) was, of course, the home console counterpart to SNK’s MVS (Multi Video System) arcade platform, known for its high-fidelity arcade conversions.

Exclusive Content and Market Strategy

One specific query concerned the ‘white’ version of Metal Slug, which is bundled exclusively with the white ‘anniversary’ edition of the Neo Geo AES+. Plaion has confirmed that this particular version will not be available for individual purchase. What this hints at, for the scene, is a deliberate strategy to drive sales of the anniversary bundle, rather than offering the ‘white’ Metal Slug as a standalone acquisition.

This decision may influence how collectors approach the anniversary edition. The original Neo Geo AES was a premium console, and its games, featuring composers like Masahiko Hataya and Yasumasa Yamada, often commanded high prices. The interoperability details provided by Plaion suggest a desire to bridge the gap between new hardware and the established community. This could help foster a broader appreciation for SNK’s legacy, rather than segmenting the audience.

Moving forward, these clarifications provide a clearer picture for those considering the Neo Geo AES+. The emphasis on backward and forward compatibility for hardware and software is a welcome development, even as the exclusivity of certain game variants remains a point of discussion for dedicated collectors.

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Originally announced by SNK Corporation · first reported by Time Extension.

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Metal Slug's Hidden Origins Revealed

From the RetroShell news archive. Originally published 2026-05-08 on our former news site and restored here.

The revelation that Metal Slug (1996, Neo Geo Multi Video System / MVS) was initially conceived as Metal Slug Zero, a vehicular combat game without human protagonists, offers a rare glimpse into the iterative design process of a foundational run-and-gun title. This detail, shared by director Kazuma Kujo, underscores the significant changes a game can undergo before its public release.

Kujo’s insights, gathered over multiple interviews including a substantial three-hour session in Tokyo, provide a clearer picture of Metal Slug‘s development. The game, now a beloved series, had its credits obscured by pseudonyms for over a decade. Kujo himself was credited as “Kire-Nag” in the original release.

Unmasking the Creators Behind the Game

The identities of Metal Slug‘s developers remained largely unknown until around 2008. A breakthrough came when Ollie Barder, a contributor to Time Extension and mecha expert, interviewed Kujo about R-Type Final. While Metal Slug was not the primary topic, Kujo’s portfolio listed the game, initiating a long process of discovery.

Further efforts, including an email interview for Retro Gamer magazine issue #98 and later extensive in-person discussions, gradually brought the team’s story to light. Kujo’s career began at Irem in 1989, where he worked on titles such as R-Type II as a tester, despite his self-professed lack of skill in shooting games.

The Irem Legacy and Pseudonyms

Kujo’s early work at Irem included Shisenshou: Match-Mania (1990, Game Boy), Air Duel (1990, Arcade), and Superior Soldiers (1993, Arcade). He then directed In The Hunt (1993, Arcade), known in Japan as Kaitei Daisensou (Underwater Great War). The use of nicknames like “Tsumi-Nag” and “Oni-Nag” at Irem was common, a practice Kujo attributes to the closed nature of Japanese game companies at the time, which often prohibited staff from using their real names in credits.

Kujo explained that his own changing nicknames, such as “Oni” (ogre or demon), “Kire” (anger or snapping), and “Tsumi” (sin or wrongdoings), reflected his frustrations as a young developer. This practice of pseudonyms, while common, made tracing the lineage of games like Metal Slug particularly challenging for historians and enthusiasts.

From Irem’s Demise to Nazca Corporation

The true origin of Metal Slug lies with the staff of Irem’s Osaka branch. When Irem announced its withdrawal from the gaming business, over 100 developers sought new opportunities. A group of about 15, including Kujo, received funding from SNK to establish Nazca Corporation. This move was significant, as SNK had previously been a rival to Irem.

Kujo shared with Bitmap Books, whose Metal Slug: The Ultimate History (2019) integrated much of this research, that adjusting to making games for a former competitor was challenging. SNK, however, showed respect for the Nazca team’s independent spirit, allowing them to operate from a separate building. This arrangement helped preserve the team’s unique development culture.

The Design DNA of Metal Slug

The design lineage of Metal Slug is not primarily from Contra, as might be assumed, but rather from three key Irem titles: Kujo’s In The Hunt, Meeher’s Undercover Cops, and Geo Storm (also known as Gun Force II), which involved Meeher and other future Nazca staff. Metal Slug inherited both the aesthetic and the design philosophy of these earlier works.

Kujo and co-designer Meeher split the level design responsibilities for Metal Slug. Meeher, known for games with stop-and-shoot segments, designed levels that progressed in distinct, segmented areas. Kujo, whose background included side-scrolling shooters like In The Hunt, created levels that maintained continuous scrolling. This alternating design approach provided variety within the game’s stages.

Meeher’s Approach to Level Design

Meeher, speaking directly about his method, emphasized the importance of “novelty” over imitation. He detailed his considerations for simultaneous two-player action, particularly regarding respawn mechanics versus checkpoints. Respawning, he noted, works well for multiplayer, allowing players to see more of the game and encouraging multiple credit insertions.

However, Meeher also acknowledged the potential for “rough edges” with respawning, where players might exploit invincibility frames. His preference was for a system that made sense within the game’s overall design, ensuring enemy placement and difficulty adapted to player deaths to maintain a dynamic and dramatic experience upon respawn.

The Genesis of In The Hunt

Kujo’s inspiration for In The Hunt came during a park nap, leading to its distinctive underwater theme. This setting allowed for novel gameplay mechanics, such as vertical weapons affected by water physics, creating a unique, delayed sensation. Players had to contend with enemies across air, surface, and underwater environments, often navigating intricate scenery.

This approach was fresh in the 1993 arcade landscape, preceding the widespread adoption of danmaku (bullet hell) shooters. The highly animated mechanical designs and slower, vehicular combat of In The Hunt directly influenced the initial concept of Metal Slug, which, as Kujo revealed, began as a tank-only game.

The Transformation of Metal Slug Zero

Nazca spent 18 months developing Metal Slug Zero as a purely vehicular combat game. However, two location tests yielded poor customer response. This forced a significant redesign, adding another six months to the development cycle. The most challenging aspect was changing the player configuration from solely controlling a combat vehicle to featuring human soldiers.

Kujo recounted the internal debate: management and many staff members wished to retain the tank as the primary character. Kujo, however, felt the tank was too difficult to manipulate as the central focus, especially compared to submarines in In The Hunt. He proposed adding soldiers, leading to a substantial discussion within the team. The company director ultimately approved the inclusion of human characters, Marco Rossi and Tarma Roving, transforming the game into the Metal Slug known today. This hints at the critical role player feedback from location tests played in shaping arcade titles, even leading to fundamental shifts in core gameplay.

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Originally announced by SNK Corporation · first reported by Time Extension.

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Broken Crown C64 Roguelike Released

From the RetroShell news archive. Originally published 2026-05-07 on our former news site and restored here.

The Commodore 64, a machine that once dominated many a British living room, has a new adventure to offer, as BarracudaBits officially unveils Broken Crown, a procedurally generated roguelike that truly harks back to the dungeon crawling days of the 1980s. This isn’t just another static quest; the game features a “living” overworld, ensuring each playthrough feels distinct, a clever trick for a machine that often relied on careful memory management and disk access, much like the ingenious techniques seen in early C64 classics.

Players are tasked with hunting down scattered fragments of a shattered relic, the only hope for stopping a final, looming threat that plagues the land. The journey takes adventurers from the sunlight of the overworld deep into perilous, randomly generated dungeons. Here, classic grid-based crawling meets modern roguelike design, promising both familiarity and fresh challenges.

A New Crown for the C64

The real story here is how BarracudaBits has managed to combine the procedural generation, a hallmark of modern roguelikes, with the constraints of the Commodore 64. This approach extends the replayability significantly, a design choice that would have been a technical marvel for many commercial releases back in, say, 1986, the year before Elite truly pushed the boundaries of what a home computer could render. The game’s core loop of exploration and fragment collection is designed to keep players engaged, offering a fresh experience each time they start a new game.

While the C64 was often seen as the American challenger to our homegrown ZX Spectrum, it found a passionate following here, with developers like Jeff Minter pushing its graphics and sound capabilities to their limits. Broken Crown reminds me of the spirit of those early pioneers, who squeezed every last byte out of their chosen hardware. The game’s design philosophy clearly respects the period hardware, while still bringing contemporary ideas to the fore.

Playing on Period Hardware and Beyond

BarracudaBits has ensured that Broken Crown is accessible, regardless of how one enjoys their retro gaming today. Purists can load the D64 disk image on a C64 capable of running D64 files, or through the VICE emulator using the classic LOAD "*",8,1 command. This direct approach connects players to the authentic experience of loading software on an 8-bit machine.

A standalone PRG file is also available for quick loading in more modern environments, offering convenience for those using flash cartridges or other contemporary solutions. For those who want an immediate taste of the action, a web-based version is also available, making the game instantly playable without any setup. This multi-platform release strategy is a thoughtful touch, ensuring the game reaches the widest possible audience within the Commodore community.

This new release from BarracudaBits, as reported by Indie Retro News, shows the continued vitality of the Commodore 64 homebrew scene. It demonstrates that even decades after its original heyday, the C64 remains a platform for creative expression and technical ingenuity, attracting new developers who are keen to explore its capabilities. The blend of nostalgic gameplay and modern procedural generation makes Broken Crown a noteworthy addition to the C64’s ever-growing library of new titles.

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Originally published by Indie Retro News. Read original article.

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Sega Nomad Open-Source Battery Pack

From the RetroShell news archive. Originally published 2026-05-07 on our former news site and restored here.

The Sega Nomad, a portable iteration of the Mega Drive, has long presented a power conundrum for enthusiasts seeking untethered play. Now, Dennis van den Broek, known as Pointer Function, has released an open-source battery pack design, offering a community-driven solution to a console notorious for its prodigious appetite for AA cells. This development, under a Creative Commons 4.0 Licence, represents a quiet but significant step in preserving the practical usability of a machine that, while commercially unsuccessful, holds a distinct place in the console’s lineage.

The design, detailed on Printables, uses readily available rechargeable 18650 batteries and charges via a modern USB-C connection. Van den Broek has provided several configurations, including options with or without a power switch, and designs that draw power either through the Nomad’s rear expansion port or via an external cable. This flexibility allows modders to tailor the solution to their specific needs or existing modifications.

Addressing a Fundamental Flaw

The original Sega Nomad, released in 1995, was a technical marvel for its time, bringing the full 16-bit Mega Drive experience to a handheld format. However, its reliance on six AA batteries, which offered a mere two to three hours of playtime, proved a significant commercial impediment. This new open-source design directly addresses that fundamental flaw, making the Nomad a far more viable portable device for contemporary use. It moves the console from a curiosity often relegated to mains power to a genuinely portable system again.

The real story here is not just the technical ingenuity, but the broader implications for hardware preservation. By releasing these schematics and build instructions under a Creative Commons licence, van den Broek effectively future-proofs a critical aspect of the Nomad’s functionality. This approach ensures that even if commercial solutions disappear, the knowledge and means to power these machines will persist within the community. It is a practical demonstration of how open-source principles can extend the lifespan of vintage hardware, moving beyond mere emulation to maintain physical playability.

Community Resilience and Practicalities

For those who prefer a simpler, off-the-shelf option, commercial alternatives like Greg’s Nomad Pak have existed for some time, with RetroRGB noting its reliable performance over two and a half years. However, the open-source nature of van den Broek’s design offers a different kind of value. It empowers individuals to build, repair, and even adapt the solution themselves, fostering a deeper engagement with the hardware. This communal sharing of designs is a hallmark of the retro gaming modding scene, where collective effort often outpaces corporate support for legacy systems.

A critical piece of advice from both van den Broek and RetroRGB concerns the procurement of 18650 batteries. The market is unfortunately awash with counterfeit cells, often advertised with wildly inflated capacities. A sensible rule of thumb, as suggested, is to be wary of any 18650 battery claiming a capacity above 3500 milliampere-hours (mAh), as these are almost certainly fraudulent. Ensuring genuine, high-quality cells is not merely a matter of performance, but also safety. This open-source battery pack, therefore, is more than just a mod; it is a statement about community resilience and the enduring appeal of a challenging, yet beloved, piece of hardware.

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Originally published by RetroRGB. Read original article.

ROCKNIX Transforms MiniLoong Pocket 1

From the RetroShell news archive. Originally published 2026-05-07 on our former news site and restored here.

The MiniLoong Pocket 1, a handheld device featuring the capable Rockchip RK3566 system on a chip, was released with a promising 4-inch, high-resolution display. However, its initial software experience, MiniloongOS, proved to be a significant bottleneck, reminiscent of early Anbernic or Miyoo releases before community firmware stepped in to unlock their true potential. This Linux-based operating system, despite its simple user interface, suffered from noticeable lag and poorly configured emulation settings.

The Stock Software’s Shortcomings

Retro Handhelds’ analysis highlighted several critical issues with the default MiniloongOS. The menu navigation was sluggish, and adjusting the volume produced an intrusive, non-toggleable ‘CLICK’ sound. More importantly for a gaming device, the pre-configured RetroArch, a popular front-end for emulators, was inefficient. It defaulted to an audio latency of 128 milliseconds, a delay easily perceptible in 2D platformers or menu interactions. Attempts to reduce this to a more tolerable 64 milliseconds resulted in stuttering performance and garbled audio, clearly indicating a software optimisation problem rather than a hardware limitation of the RK3566 chipset.

Beyond the audio issues, the display’s refresh rate was inaccurately set to approximately 61 hertz. This meant games were not running at their intended speed or pitch, affecting the fidelity of the emulation experience right out of the box. Furthermore, the device’s Wi-Fi functionality for over-the-air updates was reportedly non-functional, leaving users without an official path to improvement.

Enter ROCKNIX: A Community Solution

The solution arrived in the form of AURKNIX, a branch of the ROCKNIX custom firmware developed by AveyondFly. This version is specifically tailored for a wider range of devices, including the MiniLoong Pocket 1, and receives regular updates to maintain parity with the official ROCKNIX branch. Crucially, AURKNIX operates from an SD card, leaving the original MiniloongOS untouched. This allows users to revert to the stock experience if they wish, though few are likely to once they experience the improvements.

Installing AURKNIX involves a straightforward process. After formatting an SD card, users flash the ROCKNIX image using a tool like Balena Etcher. The next step requires navigating to the extlinux directory on the SD card and modifying a .conf file. Here, a specific device tree blob, or dtb file, needs to be referenced. The dtb file is a data structure that describes the hardware components of a system to the Linux kernel, allowing the operating system to correctly interact with the device’s unique configuration. For the MiniLoong, Powkiddy-55.dtb is changed to minilong.dtb (note the single ‘o’) before saving and ejecting the card.

Unlocking Hidden Display Potential

Once booted with ROCKNIX, the MiniLoong Pocket 1 transforms. The user interface becomes significantly smoother, and the underlying RetroArch configuration is vastly improved. Testing with titles like Kirby Super Star showed zero frame drops and an almost imperceptible audio lag of 32 milliseconds. This demonstrates the RK3566’s true capabilities when paired with optimised software. The real story here, however, is the discovery that the MiniLoong Pocket 1’s display actually supports a 90 hertz refresh rate. This is a significant finding for a budget device.

Under ROCKNIX’s System Settings, users can globally set the display to 90.792000 hertz. This change dramatically enhances the user experience, making menu navigation fluid and reducing input lag even further. The higher refresh rate also eliminates micro stutters that can occur when a game’s frame rate does not perfectly align with the display’s refresh cycle. What this hints at, for the scene, is the often-untapped potential within budget hardware; community firmware frequently uncovers features or performance ceilings that manufacturers either overlook or choose not to optimise for, much like how OSD firmwares have revitalised IPS retrofit kits for older Game Boy models.

The Collector’s Take and Future Outlook

While ROCKNIX brings substantial improvements, a few minor issues remain. The start screen can appear glitchy, though the console still boots correctly from sleep. Game boot times, while improved, could still be faster, especially given the device’s 1 gigabyte of random-access memory. These are minor quibbles, however, when weighed against the overall performance boost.

The MiniLoong Pocket 1, once a device with a promising form factor but a frustrating software experience, has been elevated by the community’s efforts. The availability of a well-optimised custom firmware like ROCKNIX, coupled with the revelation of its 90 hertz display, makes it a much more compelling option in the budget handheld market. This situation underscores the critical role that community development plays in the longevity and usability of many retro-focused devices, often turning a middling piece of hardware into a genuinely strong contender.

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Originally published by Retro Handhelds. Read original article.

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CatGun CD-i Shooter Unreleased

CatGun CD-i Shooter Unreleased

From the RetroShell news archive. Originally published 2026-05-06 on our former news site and restored here.

The recent documentation of CatGun: Victory Mission G, an unreleased shoot-’em-up for the Philips CD-i, offers a rare glimpse into the console’s often-troubled development ecosystem, particularly its attempts to court third-party content beyond its well-known interactive movie offerings. This title, developed by PixelHazard, represents a significant addition to the growing archive of games that never saw a full commercial release on the platform.

According to Games That Werent, the game was developed around 1995-1996 by the duo Arjen Wagenaar and Luc S. Verhulst, known collectively as PixelHazard. Both had prior experience working on games for the Philips CD-i at The Vision Factory/SPC Vision, suggesting a familiarity with the console’s unique technical demands. The music was composed by Hans Ouwejan and Felix Faassen, then known as E * Que/Logic Audio Music Production.

The game’s premise involved the Cute Assault Team, or CATFleet, fighting against EvilNeko in the Cat’s Eye nebula. Players would control characters like Nekomi, Okane, Miko, RX7, and Wazu, each equipped with a custom-designed CATGUN, to free moons and confront EvilNeko’s base.

The project gained traction after being presented at a London game developers conference in early 1996. Philips Interactive’s UK subsidiary reportedly signed a distribution deal with PixelHazard, a promising step for any independent developer on the CD-i. This promising start was, however, cut short. Philips underwent reorganisations, leading to the subsidiary’s dissolution and the subsequent halt of CatGun‘s development.

What this hints at, for the scene, is a persistent effort to document the CD-i’s full software history. This moves beyond its more infamous titles to uncover the breadth of its development ambitions. The cancellation of CatGun due to corporate restructuring, rather than technical failure or creative differences, is a common but no less frustrating narrative in the history of unreleased software. It shows how external business decisions could abruptly end projects that were otherwise progressing well.

The CD-i’s Unseen Shooter

Two publicly available builds of CatGun exist, offering different stages of development. The earlier, from January 1996, is an unplayable demonstration build, likely intended for the London conference. It showcases one level from each stage, providing a snapshot of the game’s intended scope. A later build, dated April 1996, is more substantial, featuring seven playable levels, including two boss encounters, alongside four unplayable ‘demo’ sections.

A Glimpse of Further Progress

Screenshots found in an aCDinteractive.co.uk thread suggest the existence of a third, more advanced build. These images show elements not present in the April 1996 version, indicating significant further progress. Regrettably, this particular build has not yet resurfaced, leaving a gap in the publicly accessible development timeline for CatGun: Victory Mission G.

The ongoing work by preservationists to unearth and document such titles is critical. It not only fills in the gaps of a console’s library but also provides valuable insight into the creative and commercial pressures faced by developers during that era. The hope remains that the more complete third build of CatGun will eventually come to light, offering a fuller picture of this lost CD-i project.

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Originally published by Games That Werent. Read original article.

BioCreeps NES Platformer Funded

From the RetroShell news archive. Originally published 2026-05-06 on our former news site and restored here.

Another Nintendo Entertainment System game hits Kickstarter, and it’s already funded. This isn’t just another ROM dump; it’s a new physical release, pushing the complete-in-box (CIB) market for homebrew titles. BioCreeps, a sci-fi action arcade platformer, reached its funding target with 18 days still left in the campaign, according to Time Extension.

The game is a collaboration between pixel artist Nate Ehlers and experienced NES programmer Łukasz Kur. Players take on the roles of government mercenaries Rod and Todd in 1992. Their mission is to free Earth from alien “creeps” by infiltrating their base.

Airborne Action on the NES

BioCreeps stands out with its core gameplay mechanic. Players are encouraged to stay airborne, using their shotguns to propel themselves skyward. Ground attacks only stun enemies. The real damage comes from shooting them from above. This is a clear departure from the typical run-and-jump NES platformer design.

The game supports one or two players. It features five distinct zones and 80 levels. Each level promises unique enemies, obstacles, and a boss encounter. The project began as a solo effort by Ehlers for an NESMaker Byte-Off II game jam. It has since grown into a more ambitious title, bringing Kur onto the team.

The Price of New Old Games

The real story here is the pricing tiers. A $65 complete-in-box Nintendo Entertainment System game, even a new one, shows confidence in a market that’s always been about scarcity. The Kickstarter offers a digital ROM for $10, a cart-only version for $45, and the CIB edition for $65. This pricing structure reflects a collector base willing to pay a premium for a new, pristine physical product.

Compare that to the challenges of finding vintage CIB games. You’re often dealing with label damage, sticker shadow, or manual foxing. A new CIB game bypasses all those condition issues, offering a factory-fresh experience. This changes the value proposition for some collectors, making new releases an attractive, if expensive, option.

What This Means for Your Shelf

David Ehlers, Nate’s father, even learned FamiStudio to compose the soundtrack. This kind of dedication is common in the homebrew scene. The game is currently 95% complete. Final beta testing and visual polishing are the remaining tasks. Manufacturing will start once these steps are finished.

The estimated release date for BioCreeps is January 2027. This gives collectors time to clear a spot on their shelves. The success of this Kickstarter shows that the market for new games on classic hardware is strong. It’s not just about nostalgia; it’s about new experiences in a familiar format.

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Originally published by Time Extension. Read original article.

Pokémon Snap N64DD Origins

From the RetroShell news archive. Originally published 2026-05-06 on our former news site and restored here.

Twenty-seven years ago, Pokémon Snap emerged from a rather different genesis than its eventual release suggested, initially conceived as a generic photography title for the Nintendo 64DD. This early ambition, targeting a peripheral that ultimately saw limited commercial success, speaks volumes about Nintendo’s willingness to experiment with novel hardware concepts, even when those concepts struggled to find a market beyond Japan.

The project began in the mid-1990s, with a development team at Nintendo exploring a game centred on taking photographs. The Nintendo 64DD, a disk drive peripheral, was the intended platform; its read and write capabilities were seen as ideal for transferring and printing player-captured images. However, the game’s core motivation remained unclear, a significant hurdle for its viability.

The 64DD’s Unfulfilled Promise

The Nintendo 64DD, or Disk Drive, was a peripheral designed to expand the N64’s capabilities, offering larger storage capacity than cartridges and the ability to rewrite data. This was a critical feature for a game like Snap, where players would save their unique photographs. The 64DD was released exclusively in Japan in December 1999, after years of delays, and ultimately sold fewer than 15,000 units.

Its commercial failure meant that many planned titles, including several from Nintendo itself, were either cancelled or repurposed for the standard N64 cartridge format. This context is vital for understanding Pokémon Snap‘s trajectory. The game’s initial design was intrinsically linked to the 64DD’s unique features, particularly the ability to print photos via a compatible printer, a concept that would have been difficult to implement with cartridge-based storage alone. The peripheral’s struggles forced a re-evaluation of the game’s platform and, more significantly, its identity.

A Forced Evolution into Pokémon

As development stalled on the generic photography game, the Pokémon franchise began its meteoric rise in Japan. The original Red and Blue Game Boy titles, followed by the anime series, created a cultural phenomenon. Nintendo president Satoru Iwata later recounted in a 2010 interview, as reported by CBR Games, that the original Pokémon Snap was not initially a Pokémon game.

He stated, “the motivation for playing the game wasn’t clear. We wondered what players would enjoy taking pictures of, and later on we made a somewhat forced switch to taking pictures of Pokémon.” Masanobu Yamamoto, a designer on the project, expressed initial reservations about this abrupt shift. “I was involved as a designer, so when characters other than the ones we had designed were used, I had a slightly negative reaction to it,” he told the same interviewer.

However, he conceded that adopting the Pokémon world provided much-needed clarity, defining the game’s direction and purpose. This strategic pivot, while initially met with internal hesitation, proved to be the project’s salvation.

Technical Hurdles and Missed Deadlines

The transition to Pokémon was not without its technical challenges. While Nintendo had existing 3D models of the creatures for Pokémon Stadium, these were too high-polygon for Snap. The game’s requirement to display multiple Pokémon on screen simultaneously, often in dynamic environments, demanded lower-resolution models to maintain performance on the N64 hardware. New models had to be created from scratch, adding to the development workload.

Pokémon Snap was first announced at Space World ’97, Nintendo’s annual showcase event in Japan. The plan was to release it for the 64DD, timed with the 1998 debut of the first Pokémon film, Mewtwo Strikes Back. This deadline, however, came as news to the development team, who had not been informed of the projection. The game failed to meet this ambitious schedule for several reasons, including the ongoing issues with the 64DD and the need to release the game before the second generation of Pokémon (Gold and Silver) launched, which would have introduced a new roster of creatures not planned for Snap‘s compatibility.

Redefining the First-Person Perspective

Despite its origins, Pokémon Snap arrived on the base N64 in Japan on March 21, 1999, followed by a North American release on July 26. The game presented a unique take on the first-person perspective, traditionally associated with combat-oriented titles. Players assume the role of Todd Snap, a photographer, navigating various environments in the ZERO-ONE Vehicle, an on-rails, multi-terrain machine. The objective is to photograph Pokémon in their natural habitats.

Professor Oak guides the player, instructing them to “shoot” Pokémon in the photographic sense. This mechanic, requiring players to frame their subjects and time their button presses correctly, mirrors the targeting and action of a conventional first-person shooter, but without any violence. The game successfully translated the core loop of aiming and activating a trigger into a non-confrontational, observational experience. This is where the game’s quiet genius lies; it subverted genre expectations without compromising engagement.

Commercial Performance and Cultural Resonance

Pokémon Snap‘s gameplay loop is relatively brief, with the main story reportedly taking around four hours to complete. Players select their best photographs, which Professor Oak then scores based on criteria such as subject size, framing, and pose. This simple yet addictive system, coupled with the novelty of seeing Pokémon in 3D environments, resonated with fans.

Commercially, the N64 Pokémon Snap sold approximately 3.6 million units worldwide. While this placed it towards the lower end of the first-generation Pokémon spin-off sales figures, which ranged between 3 and 6 million units in North America, its performance was still respectable. CBR Games notes that, anecdotally, only Pokémon Mystery Dungeon: Explorers of Time and Explorers of Darkness, released after 2000, managed to outsell it among spin-offs. This suggests a significant, if not chart-topping, commercial success for a game that was, by all accounts, an unusual proposition.

The game also cultivated a strong sense of nostalgia. For decades, it remained the sole title of its kind within the Pokémon universe, making it a distinct and memorable experience for N64 owners. The real story here is not just its sales figures, but its enduring cultural footprint as a unique, gentle entry in a franchise often defined by competitive battling. It offered a different way to interact with the creatures, fostering observation rather than confrontation.

The Enduring Appeal of a Niche Concept

The concept of a non-violent first-person photography game, particularly one featuring beloved creatures, proved remarkably resilient. The initial hesitation from the development team regarding the Pokémon branding ultimately transformed the project from an aimless technical demonstration into a beloved classic. The game’s success demonstrated that the Pokémon universe could support a diverse range of gameplay experiences beyond its core RPG mechanics.

This willingness to experiment with genre, even if born out of necessity, broadened the appeal of the Pokémon brand. It showed that the franchise could be about more than just battling and training; it could also be about discovery, observation, and the simple joy of capturing a moment. This expansion of thematic scope is a quiet but important aspect of Snap‘s legacy, influencing later spin-offs that also explored different facets of the Pokémon world.

A Legacy Continued on Modern Hardware

Over two decades later, the concept was revisited with New Pokémon Snap, released for the Nintendo Switch in 2021. The sequel largely retained the original’s core gameplay, albeit with significant graphical upgrades and a vastly expanded roster of 234 Pokémon species, up from the original’s 63. Todd Snap, the original protagonist, transitioned into a helpful side character, allowing for a new player avatar.

New Pokémon Snap sold around 2.4 million copies, a figure lower than its N64 predecessor. While it may not have resonated with the same singular impact as the original, perhaps due to the sheer volume of Pokémon titles available on the Switch, it was nonetheless a strong piece of fan service. It expanded the world in a delightful way, offering a modern interpretation of a cherished formula. What this hints at, for the scene, is the continued commercial viability of niche, non-traditional Pokémon experiences, even if they don’t reach the dizzying heights of the mainline RPGs.

The Nintendo Switch family of systems has, in many respects, become the ultimate Pokémon machine. It hosts multiple core RPGs, remakes, and the Legends action RPGs. Titles like Pokkén Tournament DX, Pokémon Mystery Dungeon: Rescue Team DX, and Detective Pikachu Returns further diversify the offerings. The eShop also provides exclusive experiences, including reissues and new battle simulators. Pokémon Snap‘s journey, from a struggling 64DD concept to a multi-million-selling N64 title and a modern Switch sequel, shows the enduring appeal of its unique, non-violent approach to the first-person perspective within one of gaming’s largest franchises.

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Originally published by CBR Games. Read original article.