RETRO Video Game System and the Looming Identity Crisis Within

I have covered the RETRO Video Game System (RETRO VGS) several times here on Retro Gaming Magazine in the recent past.  This is a purportedly new “retro” themed console in development.  The RETRO VGS is co-headed by Mike Kennedy, also founder of RETRO Magazine, which is expected to expand the overall scope of the RETRO product branding.  Over the last few months I have been following the RETRO VGS developments and we have seen the announcement, and redaction, of developers and the reveal of the first, and pack-in, title for this console (and here).  The news that has developed over the last few days is not exactly “great” from my point of view.  How this system develops is definitely being kept under wraps, not much being released and even less is “written in stone” when it comes to the RETRO VGS.

First, it has been discussed over on Atari Age’s forums what the development system will be like for the RETRO VGS.  It is apparently using something called FPGA.  To be honest, I had never heard of Field-Programmable Gate Array before reading the latest updates on the RETRO VGS.  After a lengthy read over on Wikipedia, it apparently is a software oriented hardware emulator.  Not quite like the Retron 5 which emulates platforms and then loads the necessary operating system platform depending on the game inserted.  What FPGA will reportedly allow is for each developer working on games for the RETRO VGS to create games based around the architecture they are most comfortable with.  Without getting bogged down in details that are as boring as watching dirt blow in the wind, FPGA’s magic works through something called Hardware Description Language- this is the “console” information such as say a Nintendo Entertainment System (NES).  The HDL features the code that tells the FPGA how to act like a NES, or a Genesis or a Game Boy or whatever the developer can find an HDL for.  HDL’s are also known as “cores” in the programming world.

There are various cores available, as evidenced by a similarly set up device known as the “MiST board”.  According to the Wikipedia for the MiST board there are 11 computer cores, 9 console cores and 5 arcade game cores available.   Have not heard anything about these cores being compatible with the RETRO VGS so there is a chance cores will need to be programmed from scratch (a costly endeavor).  Interestingly those cores are “primitive” 8-bit consoles/computers/arcade units.  There is no SNES, Genesis, Neo Geo, Playstation, etc cores listed, at least on the MiST board Wikipedia.

The benefit of using cores can be immense, as are the detrimental points.  Creating cores for whatever you want, based on your capabilities, is intriguing.  Want a NES with 125 on screen colors and parallax scrolling?  Program one.  Want a Sega Genesis with better sound?  No problem, if you can create it in an HDL core.  The question is, who will create these cores?  Developers?  RETRO themselves?  Will there be an underground industry dedicated to HDL cores pop up?

This brings us to the identity crisis that the RETRO VGS will be creating by using FPGA versus a standard platform.  As brought up on the Atari Age forums, there is concern over the incentive for developers to create games for the RETRO VGS versus just releasing them on the original hardware.  If you are using cores that are 100% (hard to find as most are nowhere near that level of accuracy) to a specific retrogaming platform then why release on the RETRO VGS (which will have additional costs involved to create the boards and cases and packaging)?

When people think retrogaming they think the mainstays like Atari 2600 and Nintendo NES, not hybrid systems that expand on the capabilities of those classic consoles.  This brings me to the identity crisis problem that is quickly becoming evident.  How many programmers will go through the trouble of creating a unique modified NES core, and game, only to release on the RETRO VGS?  That action will nullify any option of releasing on the original hardware, or being compatible with emulators.

Many forum members are stating this focus on FPGA will allow more homebrew developers to port their already available, or in development, titles to the RETRO VGS.  Thusly expanding the available base of games for the console.  I have a severe eye twitch problem with this being a “major component” from the point of view of gamers.  In the past, on up to modern days, it has never been a selling point for a platform that they have “the same games as the competition.”  Exclusives sell platforms.  Simple.  Simply having the same games that the competition has is not going to help sell more consoles, no matter if it is on a cartridge or not.

For proof of this look at how well having a Madden game on 3DO helped sales, or even Super Street Fighter II.  They didn’t.  While the SSFTII game is remembered fondly among collectors, it was done better on other cheaper platforms.  What most remember of the 3DO is Star Control II (console exclusive) and personally I really enjoyed another console exclusive- Killing Time.  Sure, the 3DO has Road Rash, Need for Speed, Madden, Brain Dead 13, Night Trap and many other games but they were not exclusive and did not move consoles.

Look at the Nintendo 64, it sold well because that was the only place to play Mario 64.  You couldn’t play it on Playstation or Saturn, or even personal computers. No, you had to buy a Nintendo 64 to play it.

I do hope that the RETRO VGS is able to get exclusive big name titles.  Just getting exclusives didn’t help the Ouya (a Kickstarter success console), they have to be AAA blockbuster exclusives.  Will we see titles released for the RETRO VGS that have the same effect as Sonic did for Sega?  Or Mario for Nintendo?  Or to a lesser extent something similar to what Mega Man has done for Capcom?  I hope so.  It just worries me that all of that can already be done on Android, iOS or another modern platform, if programmers would simply do it.  I have to wonder if the allure of a console based platform is going to be enough to pull the creative types out of the woodwork and give gamers that Ghouls n Ghosts game or next Contra.

Sources: Atari Age forums here and here

Previous RETRO VGS coverage here on RGM:
RGM Interview with RETRO VGS Team (unofficial copy from audio interview)
RETRO VGS Sees Immense Social Media Backlash as Crowdfunding Project Begins
New Hardware- RETRO Video Game System in Development
Prototype Designs of RETRO Video Game System Shown, New Developer Confirmed
First Game for Retro Video Game System Announced, First Screenshot Here
RETRO Video Game System and the Looming Identity Crisis Within
Rumor: Shovel Knight Could be coming to Retro Video Game System, RETRO Talks with Retro City Rampage
Possible Method of New Game Releases for Retro Video Game System Revealed

Carl Williams
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3 Responses to “RETRO Video Game System and the Looming Identity Crisis Within”

  1. […] reason the Mega65 is interesting is because the RETRO Video Game System is using FPGA also.  This is a programmable computer, of sorts, that developers can use to create […]

  2. […] we don’t start seeing Angry Birds ports or other mobile games that are best left on mobile.  FPGA though is another question […]

  3. […] New Developer Confirmed First Game for Retro Video Game System Announced, First Screenshot Here RETRO Video Game System and the Looming Identity Crisis Within Rumor: Shovel Knight Could be coming to Retro Video Game System, RETRO Talks with Retro City Rampage […]

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