Tue May 20 2025
The homebrew scene is of vital importance to the small world of retrogaming. It brings together passionate independent developers who create original games for retro consoles, often long after their commercial lifecycle has ended.
Thanks to their creativity and technical expertise, these enthusiasts breathe new life into our favorite machines, with brand-new titles often impressively high in quality. Today, we’re focusing on one of them, alx5962, for two reasons: first, he’s developing Mokhey, a Game Boy Color game; and second, he’s a Recalbox user. 😉
We had a chance to chat on our Discord, the perfect opportunity for a Q&A to learn more about him and his project, Mokhey:
Can you tell us about the game in a few words?
It’s a game for the Game Boy Color. It tells the story of a young monkey captured by poachers who wants to return to his adoptive family. So it’s a fairly narrative-driven game, but it also features action and puzzle scenes. You could call it a cinematic platformer/adventure, with a 90s-style gameplay. There are many hidden references throughout the game, so I hope some players take the time to find them. My game is available in both French and English, as I know many people prefer to play in their native language. That was actually quite tricky to implement!
The game also supports the Game Boy Printer (not many games have this feature, unfortunately), and I thought it was a cool way to stand out from other indie Game Boy titles.
How did you end up developing for the Game Boy Color, and why that platform?
It’s been a teenage dream of mine to create a game, but I didn’t have the skills back then. In early 2023, I finally felt ready and wanted to try developing for a low-powered console, since it requires fewer resources (especially graphically), making a quick prototype more realistic. I’ve also been doing pixel art for a long time, so the Game Boy seemed like an ideal choice. I started with GBDK (a Game Boy SDK), but later I read an article about the developer JohnDo, who made a Game Boy game about Dijon, which led me to discover GB Studio. I continued working on my game using that tool.
Did you develop it all by yourself?
Yes, I did everything myself: the story, graphics, code, music, the box—and I even flashed the Game Boy cartridges. I learned to do that during COVID thanks to an open-source project: the Sanni CartReader. My first test with a basic sprite and screen was in January 2023. I’ve spent countless evenings and weekends on it over the past two years. Most of the time, I was coding while watching Recalbox or Hyperion streams 😅
What was the biggest challenge?
Music, clearly! I’m used to MIDI setups or direct-input instruments, so I had to relearn everything. The Game Boy is super limited musically: four audio channels with only square or triangular waveforms… So I had to program every note and every effect! In the end, I composed 15 tracks, though not all of them made it into the final game. GB Studio is a great tool with frequent updates, but sadly there aren’t many tutorials available.
Mokhey is partly inspired by Mother 3. What other games influenced you?
The initial idea was to tell the story of Salsa, the monkey from Mother 3, who’s mistreated by his master. I wanted to give him an origin story. But later, I decided to write an original tale. My first major inspiration was Toby Fox, who started by modding the Mother series and later created Undertale and Deltarune. I’m a big fan of The Legend of Zelda, but there are already so many fan games inspired by Link’s Awakening that I wanted to do anything but a Zelda-like.
Have you tested the game on Recalbox?
Yes, of course. Several people even finished the demo on it. It’s also tested on real hardware—I have a flash cart on my Game Boy Color, which also has an AMOLED screen, great for graphics! I even showed the demo to the Recalbox team last year during the Avion meetup.
Any other projects in the works?
I’d love to remake all the game’s music in piano and lo-fi versions at some point. I’ve also been learning Unreal Engine 5 recently, but I don’t plan to make a full game with it just yet.
Big thanks to alx5962 for taking the time to answer our questions!
To follow his work, you can check out:
And if you’d like to support his work, you can buy Mokhey on https://mohkey.com/. Note: all collector’s editions are already sold out, but the standard edition is available for €30 (shipping included). Only about 30 physical copies remain, and there won’t be a second print run.
And who knows—maybe Mokhey will come preinstalled on your Recalbox in a few months… 😉
Mon May 19 2025
As every two weeks, you can take part in a new challenge on the Recalbox Discord. This challenge is open to everyone.
The idea is simple: try to get the highest score on a randomly selected game, often from the arcade catalog.
🚀 For this sixth challenge of 2025, the selected game is Battle Circuit
After a short break due to the final stretch before the release of V10, it's time to score again on a good old beat'em all!
Developed and published by Capcom in 1997 on arcade hardware (CPS-2), Battle Circuit is one of the last games of its kind created by Capcom for arcades, following in the footsteps of titles like Final Fight or Captain Commando.
Despite its qualities, it remained under the radar for a long time, having never received a console port upon release — until it was included in the Capcom Beat 'Em Up Bundle compilation in 2018.
The game stands out with its crazy and highly colorful world, typical of the late '90s. Set in a cyberpunk future, bounty hunters battle criminal organizations and bizarre creatures. The tone is intentionally absurd and humorous, with quirky characters blending cartoon, manga, and sci-fi styles.
While the game may seem simple in terms of controls — with only two action buttons — remember that this is a Capcom title. Several combos are available to chain enemies together:
Each character and the bonuses selected at the end of each level bring unique variations. And those levels won’t be a walk in the park. The game supports four-player co-op, but you’ll be on your own to take on seven stages, each ending with one or more fierce bosses.
You can choose one of five bounty hunters with very different styles and moves:
Each character has special attacks and can unlock new techniques between levels using credits, adding a light RPG element to the gameplay.
Playing as one of the five characters, your goal is to achieve the highest score on a single credit.
🗓️ The challenge runs from May 19 to June 2, midnight (UTC+2).
You can try as many times as you like.
battlecir
)#challenges
Discord channel/submit score leaderboard
" in the same channelTo ensure fair play:
This challenge is primarily about discovering games, sharing tips, and having fun, all in a spirit of friendly competition.
The winner will receive a game key (GOG, Steam, etc.) to choose from a list of about 200 titles.
📌 If you've won a challenge within the last three months, the prize will go to the next highest scorer 🥇🥈🥉
Good luck to all, and may the best score win!
Images: Capcom
Sun May 18 2025
It's here! Version 10-Patron-1 is finally available for our Patrons! A lot has changed in this release… and yet, this is only the beginning!
This first Patron release of V10 took time to arrive: the entire technical foundation of Recalbox has been updated, which caused countless issues with emulators, Kodi, and many other components.
It took weeks of debugging and fixes to finally offer you a release as stable as possible.
Several new emulators are making their debut in this version!
MAME has been updated to version 0.274, with major improvements in emulation accuracy and speed, especially on PC and Pi5.
For microcomputer fans:
As for ports, you'll now find:
OpenLara (Tomb Raider), Julius (Caesar III), Corsix-TH (Theme Hospital), VVVVVV, and even... Tamagotchi!
Many other cores and emulators have also been updated.
💡 Bonus: advanced options for some emulators are now directly accessible from the Recalbox interface!
Lots of changes in EmulationStation as well:
And there’s more:
Just copy your games into a roms
folder:
Recalbox will automatically detect the changes and prompt you to update your library without restarting.
gamelist.xml
file? Recalbox will detect it and update the data on the fly.User data from gamelists is now stored separately (automatic migration).
So if you scrape again with Skraper or delete your gamelist.xml
, you won’t lose your favorites anymore!
Lots of new system-level features too:
Lots of improvements:
As for Jamma, HDMI output is now possible and 24 kHz is supported!
And that’s not all…
To learn more, check out the full changelog here:
👉 Full release notes on GitLab
Sat May 17 2025
After several months of development, and as promised, we’re thrilled to release the 10.0-patron-1 version of Recalbox exclusively for our Patrons!
You’ll find many improvements in this release, including:
Version 10 is now available for all Patrons (supporting the project via Patreon), as an update from Recalbox 9.2.3.
But this time, we’re going further: you can contribute even more actively to its development thanks to access to the Alpha version, usually reserved for our beta testers.
It’s very simple: in the update options (START menu), you can choose between the Patron version and the Patron Alpha version.
Stay on the Patron version to enjoy V10 with peace of mind, receiving updates with each new Patron release.
Select Patron Alpha updates to access the patron-alpha channel updates.
For the occasion, we’ve created a dedicated new Discord channel:
#patron-alpha
⚠️ The Patron Alpha version may contain bugs and will naturally be less stable than official releases. Please keep that in mind :)
And if you ever want to return to a stable version, no worries:
Just select “Patron” in the update options. Recalbox will then offer to update back to the stable version while keeping all your settings (Wi-Fi, Retroachievements, controllers…).
This message is also an opportunity to thank you for your support and patience! V10 lays the foundation for many future projects… and we can’t wait to tell you more soon!
Fri May 16 2025
Since its first trailer, OctaRace caught our eye — partly thanks to its bold artistic direction, and partly because of the nostalgia it evokes. The game clearly pays homage to Micro Machines V3, a legendary title from the original PlayStation.
So when we found out it was being developed by Pixel Almost Perfect, a French studio made up of just two developers, our curiosity only grew. We reached out to Ghislain Avrillon and Adrien Vernotte, founders of the studio, to talk about the game and our shared passion.
In this interview, Ghislain kindly took the time to answer our questions during a 40-minute chat. A passionate discussion you can read below — covering many aspects of the project and highlighting the Kickstarter campaign.
While the game is already set for a digital release, the campaign allows you to support the small team and help fund a physical edition, as well as post-launch content — not to mention Kickstarter-exclusive rewards.
It’s a generational game. I used to play it with my friends as a teen. We had those multi-taps to play with eight players — and when we didn’t have them, we’d just share the four controllers. It was amazing. It was insane. People were yelling, people were crying… but we were having a blast.
There were three or four of us who played regularly, and then others who joined in gradually — so there was always a mix of skill levels. Just wonderful memories.
You knew exactly which parts were glitchy. You’d clench your cheeks and hope for the best — and sometimes you’d make it. The others would yell because you were supposed to explode… and didn’t. That was part of the charm — it was awesome.
It came from those memories, plain and simple. Before OctaRace, we made a game called OctaFight, a fighting game. When it came time to start our second project, Micro Machines immediately came to mind. My approach is to dig into those childhood experiences — things that made me laugh, that moved me as a kid — and try to remake them in my own way. A sort of modern version, but not too modern.
So with OctaRace, Adrien [Adrien Vernotte] and I wanted to make a racing game. Micro Machines had a big impact on me. Adrien and I were also big fans of Crash Team Racing. We wanted drifting, multiplayer action…
Our identity at Pixel Almost Perfect is very much about multiplayer — up to eight players — which clearly comes from Micro Machines. OctaRace is couch sessions with friends, racing fun, colorful and simple. Visually it’s low poly, low resolution — more PlayStation 1 style — and I find that kind of constraint helps me be creative. It forces bold choices in the design, shapes, and colors…
That’s a tough one. It has a lot to do with trends. These days, games tend to focus on solo experiences or online multiplayer. Playing together on the couch, with real people sitting next to you — that’s just not a thing anymore.
Also, the charm of those pixelated, simple graphics is that they leave room for imagination. When you add too much detail, you kind of kill the magic.
There’s just two of us. Adrien [Vernotte] is my partner — he’s a programmer, handling the technical infrastructure, online features, and ports. I handle visuals, animation, design, UI… We do get help from outside folks on specific elements.
When we pitched the project to a potential publisher, we made a prototype. We launched the game during the pitch and just started playing. After a while, we kind of forgot we were supposed to be presenting. We were just trash-talking each other and having fun.
Later, the publisher said, “What convinced us was how much fun you were having with your own game.” Even in the early days — with bugs and rough visuals — the core gameplay was already fun. That’s when we knew we had something.
We have around a dozen vehicles. They take on the color of your chosen character. You can also add purely aesthetic customizations — no gameplay impact. There are already six different handling types across the vehicles, so we didn’t want to overcomplicate things. We want it to stay accessible.
For example, if you equip a police siren, your horn sounds like a police car. If you stick a solar panel on top, your engine sound changes and there’s no smoke behind your car anymore.
There are 12 vehicles and 6 driving types — so two vehicles per type. For instance, there’s a fishing boat and a sailboat — they belong to the “floating” type, and handle the same, but look totally different.
We found an alternative — there are some, but they’re optional. Think of it like Super Smash Bros. We call them “Octa Rules” — game modifiers that can be enabled. There’s a roulette at the start of a match. Some are passive — like low gravity, where everyone floats after a jump. Others are active — bombs, shields, that sort of thing. It’s a pool of random modifiers that spice up each round.
There are eight characters. Each has a unique backstory written with the help of Pipomantis — a writer for Canard PC, Gamekult, and others. He also helped us with game design.
The characters were created by Simon “Hutt” Trousselier, art director at Splashteam (the folks behind Tinykin). He’s an amazing artist.
Characters are super important to me. Like you said, with Micro Machines, you remember Dwayne and his colors. There was Jade, Spider — they were all stereotypes. We wanted that too — silly archetypes of all kinds: men, women, short, big… so players can identify with one and stick with it. That favorite character becomes your go-to.
Ah! I really like O’Sullivan — the big Irish guy who carries a sheep under his arm. And actually, the real boss of the duo is the sheep!
So the characters have a story, did you create a "script" like in Micro Maniacs?
The characters do have a story, there is a little scenario — it's something we cared about, to provide some context. There is a progression system: by playing, you gain experience, no matter the game mode. You level up as a driver, and at every significant driver level, you earn rewards like a new vehicle, customization options, a music track unlocked in the jukebox...
And the more people play, the faster you gain experience!
The tracks are set in biomes, how many are there?
Today, there are eight biomes. I got inspired by, and want to pay tribute to, the developers of Lonely Mountains — the mountain biking game, which is amazing — I really drew from their design.
Each biome has three connected tracks: a short, a medium, and a long one. So, three tracks per biome, eight biomes, which makes 24 tracks currently. But there will probably be more in the future if all goes well; I already have quite a bit of content in the works.
We talked about the very trendy solo experience nowadays, and at the same time the desire to have a fun multiplayer game, how did you manage to find the balance?
It took a lot of work, a lot of research. We approached the game design by trying to think of every type of player, so that when they launch the game, there's something to engage them for the short or long term.
We have three main modes in OctaRace. The main one, OctaRace itself, is really a multiplayer mode — you can play solo against bots but it’s a very chaotic multiplayer, very fast matches, really the mode we know from Micro Machines.
Then there is a pure solo mode, Time Attack, somewhat inspired by TrackMania, where you hit checkpoints and laps, record your times on the leaderboard, and compare yourself with friends and world records — that’s for the time attack enthusiasts.
We also wanted a more chill mode, so we created Free Roam, a free exploration mode where you can freely roam each biome. Collect coins, discover secrets... These are three very different modes for three very different gameplay experiences. You’ll have one kind of experience when playing with friends, another when playing solo training in Time Attack, and you can introduce a younger player to the game with Free Roam without any time or stress constraints.
We’re thinking about other game modes we could add later; the game is made to be expandable — in vehicles, biomes, and game modes.
Can you tell us more about the game’s music?
The music and sound design are done by Alexis Laugier, he works in Montpellier, is super nice, and has worked on many Montpellier-based productions including Tinykin, Road 96, Have a Nice Death, and many other French and Montpellier productions. He’s a top-notch sound designer and musician and has been with us since OctaFight. In terms of music content, there’s a dedicated track per biome and a track for the main menu.
In Micro Machines, many people struggle with the idea of moving up and down the screen with the camera above the track — did you implement a driving school?
We put in a small tutorial so first-time players can test the controls. It’s very simple: learning to turn, accelerate, and drift — drifting builds boost to go faster.
Is there an Easy to play, Hard to master aspect?
That’s something you hear in most video game productions, but yes, we try to do that too. Something simple in mechanics so you can quickly play with friends, but when you want to dig deeper, you discover different gameplay layers, synergies, and interactions. Different vehicle types, different surfaces depending on the biomes.
Each character is associated with a biome. For example, Wilson is a grimy castaway — he belongs to the Pirate Islands biome, which is sandy, so driving on sand is different from driving on dirt, grass, asphalt, or snow — each biome brings a different gameplay.
There is also a weather system, but it’s purely aesthetic and doesn’t affect driving. However, each time you start a race, the time of day and weather are different, and the camera angle rotates, so the camera’s starting angle changes every game start — except in Time Attack. So in OctaRace, you can’t memorize the directions by heart. The track is the same, but only the camera orientation changes.
Vehicle handling also interacts with the surface type. For example, if you play a heavy vehicle that’s not very maneuverable, on asphalt it’s manageable, but on ice it becomes even harder to handle.
So you can take a boat on asphalt?
Of course! We don’t limit anything — we don’t care at all. It will be totally silly and that’s part of the fun, no questions asked. There’s a little logic though: if there’s a puddle, all other vehicles fall in, but the boat can pass. Flying vehicles can glide after a jump... You have passive advantages or disadvantages depending on the vehicle you choose.
Any Easter eggs planned?
Yes, definitely.
There is a Kickstarter campaign — can you tell us why it’s necessary for you?
It will help us produce a physical version, strengthen the online features, and especially, for the long term, keep supporting the game with new content.
When you see OctaRace, you immediately think of Micro Machines, and you even claim it as a spiritual successor — doesn’t the game’s legacy put extra pressure on you?
Obviously, but also a great pride at the same time. It’s exactly what we grew up with and what we want to pay tribute to. So yes, pressure, but positive pressure. They were genius guys; now they do realistic games (Codemasters), whereas we’re about the opposite of realism. Everything is about cheating — you always try to exaggerate and cheat to make the game fun, instinctive, and enjoyable.
Here’s a fun anecdote about Micro Machines V3 and OctaRace: the design of the base vehicle in OctaRace is directly inspired by the Micro Machines car, the one from the menus and loading screens. That design is perfect — perfectly simple.
Many thanks to Ghislain for kindly giving us some of his time for this interview. You’ve probably already played or seen projects he worked on. An animator and animated film director by training, he joined Ubisoft in 2012, where he learned video game development on the job. His credits include Rayman Legends, Valiant Hearts: The Great War, and the much-anticipated Beyond Good and Evil 2…
OctaRace is scheduled for 2025 😉 A demo is already available on Steam.
The game will be released on PC, PlayStation 4 and 5, Switch, and Xbox.
The Kickstarter campaign is accessible via > this link <.
A wide range of contributions and rewards is available (starting at €10 with the digital game).
For my part, I’m going for the Mary-Jane Pack!
Tue May 13 2025
Kung Fury 2 revealed itself through a ten-minute trailer. It’s not a game, but rather a film that fully embraces its kitschy side and its plot, which serves as a mere pretext for stringing together action sequences with retro aesthetics, special effects, and absurd dialogue.
We are talking about this film today because of its numerous references to the 1980s, whether cinematic, from video games, or more generally from pop culture.
For those who don’t know the first installment, Kung Fury is a Swedish short film directed by David Sandberg and released in 2015. Funded through a Kickstarter campaign, it left a lasting impression with its completely offbeat and fully embraced tone. The synopsis speaks for itself:
A Miami cop who becomes a kung-fu expert after being struck by lightning and bitten by a cobra. When Adolf Hitler, alias "Kung Führer," returns to the present to cause chaos, Kung Fury must travel through time to confront him with the help of equally outrageous characters: a superpowered hacker, vikings, a police dinosaur, Thor, etc.
It’s worth mentioning that a game, Kung Fury: Street Rage, was released in 2015 to coincide with the film’s release. The first film (which is a short) is available for free on YouTube at this link.
Screenshot: Kung Fury Street Rage
If you want more absurdity, more dinosaurs, and more special effects that would put some Hollywood productions to shame, then you’ll be thrilled to check out the trailer for the second installment at the bottom of this article.
Notably, you’ll find a pretty crazy cast for a film of this genre, including Michael Fassbender, Arnold Schwarzenegger, and David Hasselhoff, who have clearly decided to have fun by participating in this project, which seems to be off to a good start based on its synopsis:
Miami, 1985 is protected by the watchful eye of Kung Fury and his Thundercops, the ultimate police force gathered from across time to defeat the infamous Kung Führer, Adolf Hitler. But after the tragic death of a Thundercop member, the group disbands. A mysterious threat then emerges from the shadows to assist the Führer in his quest for the ultimate weapon. Kung Fury must travel through time and space to save his friends, defend the prestigious Miami Kung Fu Academy, and defeat evil once and for all.
For now, no release date has been announced.
Tue May 13 2025
Only forty-eight hours left to contribute to the crowdfunding campaign for the Complete Donkey Kong Country 3 Guide, a book published by our friends at Écureuil Noir, known for the quality of their work.
If you're a fan of the Donkey Kong Country trilogy released on the Super Nintendo, you may already own one of the guides published by this editor. The guide dedicated to the very first Donkey Kong Country was actually Écureuil Noir's first ever publication. As such, it is being reprinted and can be ordered through the current crowdfunding campaign.
The Donkey Kong Country 2 guide is still available on their shop: ecureuilnoir.fr
To close out this trilogy, it’s now the third installment's turn to receive a brand-new, never-before-seen guide. Donkey Kong Country 3 pushed the Super Nintendo to its limits: its graphics were ahead of their time, and the game was much larger and filled with secrets.
This is a great opportunity to grab a guide that promises to reveal every hidden passage, secret banana, and help you reach 103% completion with Dixie and Kiddy.
At the time of writing, the campaign is 91% funded. By contributing, you’ll be able to get the book for €15 (compared to €16.90 in stores). You can also opt for a bundle that includes the Donkey Kong Country 1 and 3 guides for €27.
A quick reminder: if you support Recalbox via Patreon, you’ll get an exclusive discount on the Écureuil Noir store. A great opportunity to expand your collection of books exploring the worlds of Mario, Pokémon, Zelda, Monkey Island...
To join the campaign, head over to Ulule.
Mon May 12 2025
What if those long airport waits turned into long retrogaming sessions? That’s now possible at Seattle Airport thanks to Sky Gamerz.
The concept is very simple: in exchange for your identity card, you get a retro game cartridge to play on one of the many available stations. For now, Atari consoles are available to the public.
The co-founders of the place, H. Lamar Willis and Jonathan Ford, explain:
"Retro is always a safe bet, because we find that even kids love retro video games. Donkey Kong, Ms. Pac-Man and Frogger are games they don't know, but that excite them. And the best part is that at SEA [Seattle Airport, ed.], you don’t pay to play. That lowers the stakes and gives people a chance to try something new."
A great way to pass the time while having fun—and to introduce timeless games to younger generations. It’s a reminder of what makes retrogaming so powerful: immediate accessibility and easy handling, even if you're not a hardcore gamer.
Sky Gamerz also includes a food area to offer a complete service to travelers.
"There aren’t many entertainment spaces in airports," says Mr. Willis. "To succeed, we also wanted a food component. The combination of quality food service and gaming has never been done in an airport. This is the first time it’s being done."
The choice of Seattle is no coincidence: the city has a strong connection to video games. Many development studios are based there, and the city hosts PAX West, the largest video game conference in the world.
The Sky Gamerz adventure seems to be meeting expectations: a second retrogaming lounge is planned for Atlanta Airport. Could the idea cross the Atlantic and bring retrogaming lounges to European airports, showcasing our shared passion? A great way to miss your flight.
Source : Axios
Sun May 11 2025
Remember: Star Fox Adventures, released in 2002 for GameCube, took a radical change of direction in the franchise's gameplay, offering mainly third-person ground exploration in an adventure style, relegating the space shoot'em up to the background.
The game was originally developed for Nintendo 64 as a brand new licence called Dinosaur Planet. Although the universe was already reminiscent of Star Fox, there was originally no question of playing as Fox McCloud. Instead, a new character was imagined who bears a strong resemblance to Krystal, the heroine who will be featured in Star Fox Adventures.
Dinosaur Planet is not a discovery in itself: this aborted project is well known to the retrogaming community, and a beta version even resurfaced five years ago. It's this beta version that's attracting attention today, because it's been ported to PC using the N64 Recompiled tool. This tool allows Nintendo 64 games to be run on PC, as has already been the case for Majora's Mask or Star Fox 64 (Lylat Wars), as we told you here.
Developer Francessco121 and a community of modders are now hard at work porting Dinosaur Planet to the PC, attempting to ‘complete’ its development while making a number of improvements, including 16:9 compatibility, better resolution and a higher refresh rate for a smoother experience.
Now that the project is attracting interest and is open to developers wishing to contribute, the hope of playing a ‘complete game’ originally developed as a prototype by Rare for the Nintendo 64 is no longer a fantasy. To be continued.
In the meantime, if you miss Fox McCloud, you should know that Star Fox can be played on Recalbox: the first two titles on Super Nintendo, the third on Nintendo 64, and - who knows - maybe Star Fox Adventures will soon be playable on Raspberry Pi 5...
Sources: RetroDodo / Time Extension
Fri May 09 2025
He was a mascot in the shadow of Crash Bandicoot: Gex the Gecko, the classiest secret agent of the 32-bit era, is back on modern consoles.
There's no sequel or new episode here: the famous gecko gets a little facelift in a compilation that brings together the three Gex Trilogy games: Gex (1995), Gex: Enter the Gecko (1998) and Gex 3: Deep Cover Gecko (1999). Owners of the original PlayStation or Nintendo 64 should feel a little nostalgic on discovering this re-release. The games were also released on 3DO (its original platform), Sega Saturn and Game Boy Color, sometimes in adapted versions.
This compilation will benefit from some welcome comfort additions: native 16:9 format support, smoother analogue controls, rewind function and the ability to save at any time.
The trilogy will be published by Limited Run Games and offered in three editions:
Pre-orders close on 6 July and deliveries are estimated to take place between 24 and 31 October. The trilogy is planned for Nintendo Switch, PlayStation 5, Xbox Series X|S and PC.
Gex is a humorous platformer series originally developed by Crystal Dynamics, with a sarcastic lizard as its hero. A TV fanatic, he travels through worlds inspired by TV genres (horror, science fiction, cartoons, etc.), throwing in jokes and pop culture references at every turn.
All three titles are playable on Recalbox and should put a smile on your face.
Fri May 09 2025
The Strong Museum has just inducted four games into the Video Game Hall of Fame. We told you about it a few weeks ago: every year, the Strong National Museum of Play organises a public and professional vote to elect the titles that will have the honour of being inducted into the Video Game Hall of Fame.
This year's nominees included Frogger, Quake, Harvest Moon, Age of Empires, Call of Duty 4: Modern Warfare, Golden Tee, NBA 2K, Mattel Football, Defender and Angry Birds. Four games were finally selected, joining classics such as Pong, Super Mario Bros. and The Legend of Zelda.
As you can see from the photo, it's Defender, GoldenEye 007, Quake and Tamagotchi that have been awarded the laurels and have joined the video game Hall of Fame:
Defender: released in 1981, Defender proved that gamers were ready to accept more complex games in the arcade. It combined intense gameplay and a demanding control system with a side-scrolling space-shooter.
GoldenEye 007: Released in 1997, GoldenEye 007 is best known for its hugely popular four-player multiplayer mode, which influenced many subsequent multiplayer games. It was the third best-selling game on the Nintendo 64.
Quake: launched in 1996, this FPS's 3D engine became an industry standard. Its multiplayer mode contributed to the emergence of e-sports. The Quake code has influenced many titles and is still used in some modern games.
Tamagotchi: launched in 1996, the Tamagotchi bridged the gap between toys and video games. This digitally-bred pet popularised the animal simulation genre, paving the way for titles such as Neopets and Nintendogs.
If you'd like to see the 49 games inducted since the start of this ‘competition’, go to this link.
Fri May 09 2025
French media outlet PlayStation Inside (now PSI) had the honour of interviewing Shuhei Yoshida, former president of PlayStation. It was an opportunity for the Japanese to share his views on today's video game industry, as well as an anecdote that will be of particular interest to retrogaming enthusiasts.
Remember: the release of Gran Turismo was a veritable revolution in the era of the first PlayStation. It was a revolution in terms of both graphics and simulation-based gameplay - an unusual choice at a time when racing games were largely arcade-based.
If you're one of those people who went straight into the first corner without thinking about braking, rest assured: you weren't alone. Even the president of PlayStation was surprised by the rigid gameplay, even more so than in the final version of the game.
You'll remember that on the cover it said that the game was a ‘real driving simulator’. And you know, I'm not a game designer, I'm a producer first and foremost. During development, Kazunori Yamauchi [President of Polyphony Digital, editor's note] showed me a prototype of Gran Turismo, and I was one of the first to play it. And to tell you the truth, he was really very serious when he talked about simulation declared Shuhei Yoshida.
It was extremely advanced, perhaps too much so. But at first, Kazunori Yamauchi didn't take my feedback at face value. So he brought together around thirty players to test the game. And, as I'd expected, they all crashed at the first turn, because the gameplay was so difficult.
I was at the back of the room with Kazunori Yamauchi. At that point, he turned to me and said I'd been right. It was from that point on that he softened the edges and reduced the pure simulation aspect a little to bring out the Gran Turismo you know today on PS1. In a way, I'd like to think that I saved Gran Turismo's destiny, at my level, and that I contributed a little to its success concludes the former PlayStation president.
A destiny saved, then, for a franchise that has sold over 90 million copies worldwide, and which remains a racing game behemoth to this day, to the point of being adapted into a film in 2023.
We highly recommend that you read the full interview with Shuhei Yoshida on the PSI website, which is both fascinating and informative.
Wed May 07 2025
The Recalbox RGB DUAL 2 campaign ended a few days ago.
During the campaign, you showed us incredible support and enthusiasm for this new project. Your feedback reinforced our vision of retrogaming and the Recalbox adventure.
We've experienced this feedback first-hand:
**For all this, a huge thank you!
For our part, development and the final testing phases are underway.
In the next few days, we'll be receiving prototype N°6, on which we've moved the jack to improve user comfort.
All our tests, in different configurations, confirm that the equipment is 100% plug and play.
No problems were encountered on this final stretch, which also enabled us to test V10 and the new themes designed specifically for RGB DUAL 2 directly.
On the RecalTower side, the final adjustments are also being made:
The components for the first 1,000 boards** are already in our possession, and another 1,000** are on their way.
This allows us to limit the risk of production delays for the Recalbox RGB DUAL 2 PCB.
We really look forward to your feedback!
👉 Don't forget to join us on Discord to chat with the team, ask your questions and follow the progress of the project.
Once again, thank you for your support and thank you for being part of this adventure.
We hope you enjoy playing with the RGB DUAL 2 as much as we enjoyed designing it.
For those of you who are late to the party, you can still pre-order a "Kickstarter Bundle “ model by clicking on ”I support this project" on the Kickstarter page.
Tue May 06 2025
Some consoles are harder to emulate than others. The Nintendo 64 is one of them, as is the Sega Saturn, well known for its complex architecture.
Many of you on our Discord have told us about performance problems on these two machines, whether on a Raspberry Pi, Mini PC or other device. Rest assured, these problems are not caused by your hardware or Recalbox.
And with good reason: emulation of the Nintendo 64 and Saturn has always been tricky. Due to a history of emulators cobbled together over the years, the results vary greatly from one game to the next. Some run very well, others much less so, as we explained in this article.
As far as Recalbox is concerned, the Saturn can be emulated via four different emulators: Mednafen, Yabause**, YabaSanshiro** and Kronos**. All of which means you can run iconic titles such as Nights into Dreams, Sega Rally Championship, Daytona USA, or the Panzer Dragoon and Virtua Fighter series in the best possible conditions.
Gamekult today introduces us to a newcomer to the world of Saturn emulation: Ymir, which aims to simplify console emulation while improving performance.
For the time being, only the BIN+CUE, IMG+CCD, MDF+MDS and ISO game formats are supported. The CHD format is not yet supported at the time of writing, but the developer has confirmed on Reddit that it will be included sooner or later. Progressive rendering** is also under development.
Initial feedback from users on this same thread has been particularly encouraging, suggesting a bright future for this new project. For the moment, we haven't yet tested Ymir on Recalbox, but we'll be sure to keep you informed if it's implemented.
Mon May 05 2025
While Capcom has not been active in the crossover field since Marvel vs. Capcom: Infinite, fans are taking over. This is the case with Sega vs. Capcom: The Next Level, a fast-paced unofficial project that has sparked a lot of excitement among 2D battle fans.
The latest update, beta 2.75, has just been released. Adds two new playable characters: Axel, the cult brawler from Streets of Rage, and Batsu, from Rival Schools. Joining Sonic, Ryu, Akira (Virtua Fighter) and X (Mega Man X), for a total of six fighters. While knowing that a hidden boss is available if you finish the arcade mode without losing.
In the way of classics like X-Men vs. Street Fighter or Capcom vs. SNK 2, this fangame features 2 vs 2 matches with a tag system available at any time. The gameplay is based on a four button configuration*, and the current beta includes several modes: Arcade*, Versus*, Training, Arcade coop and even a 4-player Cross Fever*.
The work done by Madxruler, the developer behind this project, forces respect. The artistic direction, the rhythm of the fights and the animations allow to see a real potential, provided that the project can go through without legal intervention by SEGA or Capcom.
The game is clearly reminiscent of the golden age of Marvel vs Capcom 2 and 3 and this fan game, although limited by the choice of characters, is simply impressive from a qualitative perspective.
Beta is available for free at this address.
Mon May 05 2025
If you follow the retrogaming news and are a fan of SEGA Mega Drive, you probably know Earthion, a shmup that caused a sensation since its announcement.
The game impresses with its superb graphics, a gameplay that seems very dynamic, beautiful special effects and depth, as well as a soundtrack praised by fans, composed by Yuzo Koshiro.
The only shadow to the table was so far related to the release media: the Mega Drive and Steam. Not everyone owns SEGA’s 16-bit or plays on PC, and this exclusivity seemed quite limiting—including for the publisher, in terms of commercialization.
But good news: the developer has made official via their site the release of Earthion on Switch*, PS4, PS5 and *Xbox Series X/S. For the moment, no specific date has been communicated, except a vague “2025”.
Be aware that the physical game will be distributed by Limited Run Games.
By visiting the official website, you will be able to discover new screenshots as well as an updated summary of the game:
"With the earth’s resources depleted and its environment in ruins, most of humanity fled to Mars. But when hostile invaders launch an attack on Earth, humanity has no choice but to fight. As environmental researcher, Azusa Takanashi, you will fly the YK-IIA advanced space fighter and lead the largest counterattack in human history. Losing is not an option!”
Mon May 05 2025
Our friends at Time Extension have come up with a great find. A few days ago, the YouTube channel Higenekodo posted a video of Vertexer, a futuristic racing game cancelled by Taito in 1993.
It's always a special moment to come across videos of cancelled games, especially at such an advanced stage of completion as the one below. It's hard to imagine what the reception would have been like if this game had been released on an arcade terminal. Would it have been a minor revolution? A flop? We'll never know.
But let's not forget the quality suggested by this video, which is reminiscent of F-Zero. Vertexer offers an excellent 3D rendering thanks to its meticulous sprite management: the depth effect, the colours and the fluidity leave you dreaming.
The staging is also very well done, with neat menus (the ship is used as an ATH to select your race), as well as interactions with the other drivers in the middle of the race via a pop-up window, allowing your opponents to have their say, a bit like in Star Fox.
Around twenty Vertexer cards have been put into circulation, and a few collectors are said to be the proud owners. I strongly recommend that you take three minutes to watch the video.
Thu May 01 2025
If you thought, just a few years ago, that SEGA had been buried with its Dreamcast, you were wrong (even if we didn't come far). The Japanese company enjoys a great deal of love among gamers, and the last few years have only confirmed this trend.
With the successful and well-received Sonic film trilogy, and the success of SEGA-branded games (such as the recent Sonic x Shadow Generations), the Japanese giant intends to build on the popularity of its franchises in all their forms.
Remakes in progress (Shinobi, Jet Set Radio, Crazy Taxi, Golden Axe, Streets of Rage, Virtua Fighter...), diversification of media with Sonic films, an OutRun film in the pipeline (signed Michael Bay / Transformers)... SEGA is determined to make a name for itself and reinvent itself by relying on genuine pop culture treasures.
On 1 May, the Japanese giant took a new step in its strategy by opening its first official shop in Shanghai, China. It's a shop where you can leave with your arms full of souvenirs, but also test out new products and enjoy immersive experiences. Much more than just a shop, this shop is intended to be a place where fans can meet and exchange ideas.
SEGA President Shuji Utsumi said: *I want to bring SEGA's charm to many people in Shanghai, where gaming culture is deeply rooted.
It remains to be seen whether the experience will be repeated in other cities around the world. Source : SEGA
Thu May 01 2025
Some game names have become arcade benchmarks, and OutRun is clearly one of them. With its ‘chill’ atmosphere, the game takes players through a variety of settings at the wheel of their Ferrari Testarossa, in charming company.
Released in 1986 and developed by SEGA, OutRun redefined arcade racing games, moving away from classic formulas. Here, there are no competitors to overtake, just a choice of tracks (musical and road) and you drive with your hair blowing in the wind. This innovative concept has marked several generations, aided by numerous ports over the years.
A console on which the game was not released? The GameBoy Color, due to an obvious lack of power (the game was nevertheless released on GameBoy Advance). This ‘oversight’ could soon be rectified thanks to homebrew developer Shane McCafferty, who is currently working on a port of the game for Nintendo's console.
The results, which can be seen on McCafferty's X page, are very promising. The game is remarkably fluid. Admittedly, some elements appear a little late and the term ‘pixel art’ takes on its full meaning, but the capabilities of the GameBoy Color are exploited to impressive effect.
If the name Shane McCafferty sounds familiar and you follow the Recalbox blog, that's normal. He's the developer behind Hero GP, a motorbike game also developed for the GameBoy Color, which we wrote about here. So there's no doubt about his talent.
Thu May 01 2025
Hamster Corp continues to revive the glories of the past with two new additions to its Arcade Archives collection: NebulasRay and Ridge Racer. Two cult Namco titles, never re-released on consoles in the case of the former, and only once on PlayStation 1 in the case of the latter, Ridge Racer was in fact a launch game for SONY's console.
Released in 1994 on arcade terminals, NebulasRay will arrive on consoles for the very first time on 15 May, on Switch and PlayStation 4. This vertical shoot'em up, developed on the Namco NB-1 system, uses pre-calculated 3D sprites in the style of Donkey Kong Country, for a spectacular rendering at the time.
Masahiro Kimoto (Tekken 3) and Yuji Yamamura (Soul Calibur) are behind the project, while the soundtrack was composed by Takayuki Ishikawa and Masahiro Fukuzawa. The player pilots an experimental ship tasked with repelling the onslaught of a mechanical army dubbed ‘The Master Force’, across six challenging levels.
To give you an idea, if you liked the Raiden franchise, you'll have to like NebulasRay.
Scheduled for release on 5 June, Ridge Racer returns in its 1993 arcade version, as we knew it on Namco System 22 kiosks. At one stage, this re-release was announced as exclusive to the forthcoming Switch 2, but it will now also be released on PS4 and PS5.
This port will feature the usual Arcade Archives functions: quick save, rewind, online leaderboard and time trial mode. A good opportunity to rediscover the racing game that marked the start of the 3D era at Namco.
Source : Time Extension