Metal Mack Brings New Run ’N’ Gun Action to Mega Drive and Neo Geo

A brand-new retro-inspired action game is on the horizon. Metal Mack puts players in the role of an advanced android tasked with saving humanity after its robot population suddenly turns rogue. Featuring classic 16-bit graphics and fast-paced run ’n’ gun gameplay, Metal Mack draws clear inspiration from both Mega Man and arcade shooters like Contra, […]

Continue Reading

Engineer Turns LEGO Gameboy Screen into a Real Display

One of my favourite YouTube channels is “there oughta be“, as they are always showcasing cool stuff when it comes to the Game Boy, especially the DMG (the original model), which is my personal favourite.​ Sebastian, the guy behind the channel, is the one who got GTA V working on the GB via a custom-designed […]

Continue Reading

Mole Mania DX – Game Boy Classic Gets a Color Upgrade

Originally released in 1996 for the Game Boy, Mole Mania was one of Nintendo’s hidden puzzle gems. Starring Muddy Mole on a quest to rescue his family, the game offered over 200 screens of clever puzzles but remained overshadowed by bigger Nintendo hits of its era. Now, fans can experience it in a whole new […]

Continue Reading

Mega Drive Soundtracks Sound More Mega! (You Need to Hear These)

Diggo Silva is doing a smashing job with his various SEGA Mega Drive soundtrack remixes! His arrangements, often created using the Furnace tracker, truly capture the iconic FM synthesis sound of the console. Welcome to the 16-Bit party! Check out a few hand-picked examples below. Make sure the sound is up, because it’s time to […]

Continue Reading

Infinity – A Revived GBC Game With Newly Composed Music From Yuzo Koshiro

Infinity, the long-lost Game Boy Color RPG, finally opens for pre-orders on September 30th, 2025 through Incube8 Games. Originally developed from 1999 to 2001 by Affinix Software, Infinity was designed to push Nintendo’s handheld to its absolute limits. But as the market shifted to the Game Boy Advance, the project was canceled in 2002 and […]

Continue Reading

You Can FEEL Super Castlevania IV Now! The SNES Rumble Trend is Taking Over!

The latest Super Nintendo game to get rumble support is the classic ‘Vania, Super Castlevania IV. This is thanks to the efforts of bogaa over on RomHack Plaza. This now joins classics like Super Mario World, Super Mario Kart, Super Metroid, Star Fox, and others in the ever-increasing catalogue of games. Please keep in mind […]

Continue Reading

Real Bout Fatal Fury 2 Now on Steam as Part of The Premium Selection

SNK has officially launched the first entry in its newly announced NEOGEO Premium Selection series, and it’s a big one: Real Bout Fatal Fury 2: The Newcomers. Originally released in arcades in 1998, the classic 2D fighter has made its way to Steam with a range of modern upgrades. This new version keeps the gameplay […]

Continue Reading

NEOGEO Premium Selection Announced

SNK has officially unveiled the NEOGEO Premium Selection, a new line of high-quality releases bringing back legendary NEOGEO arcade classics. These titles, which helped define an era of gaming, are set to return as premium editions with new features added for modern audiences. According to SNK, the collection is being crafted with care and delivered […]

Continue Reading

Super Mario World Is the Latest SNES Game to Add Rumble Support – Updated 20250926

The patch files are now publicly available on Kando Wonto’s Patreon Previous article below Since Limited Run Games showed off the Super Nintendo Rumble Controller, they soon after released the “secret sauce” to the public, allowing some real classic titles to get rumble support. The titles so far include Star Fox, Super Metroid, and more. […]

Continue Reading

Parodius: A New Mega Drive/Genesis Project Takes Shape – UPDATED 20250926

This development update details significant progress on Mega Parodius, focusing on new HUD elements (power-up line, score, lives) and weapon systems, including missiles with ground-following mechanics, double shot, and variable-width lasers (which utilize the foreground plane to avoid sprite limits, though this required complex coding for plane-wrapping and collision). Performance was boosted by converting horizontal […]

Continue Reading