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		<title>Donkey Kong &#8211; by Eugenio Angueir</title>
		<link>https://www.oldschoolgamermagazine.com/donkey-kong-by-eugenio-angueir/</link>
		
		<dc:creator><![CDATA[Old School Gamer]]></dc:creator>
		<pubDate>Fri, 17 Apr 2026 17:30:59 +0000</pubDate>
				<category><![CDATA[1980s]]></category>
		<category><![CDATA[2020s]]></category>
		<category><![CDATA[Magazine Preview]]></category>
		<category><![CDATA[old school gamer magazine]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=101833</guid>

					<description><![CDATA[<p>Donkey Kong not only started a trend with platform games back then, but it also created a vast universe of games based on the two main characters from the game (Donkey Kong and Mario, then known as Jumpman). I remember seeing this game for the very first time in the arcade in my hometown in [&#8230;]</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/donkey-kong-by-eugenio-angueir/">Donkey Kong &#8211; by Eugenio Angueir</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Donkey Kong not only started a trend with platform games back then, but it also created a vast universe of games based on the two main characters from the game (Donkey Kong and Mario, then known as Jumpman).</p>
<p>I remember seeing this game for the very first time in the arcade in my hometown in Puerto Rico. I was immediately drawn to it, even though I was never very good at it. Donkey Kong had many home ports made for consoles of the time (with varying degrees of success), but that was just the beginning. Mario became the most recognizable character ever and appeared in other titles such as Mario Bros., which introduced the world to Mario’s brother Luigi; Donkey Kong Jr., which introduced us to Kong’s son and where Mario was now the bad guy; Donkey Kong 3, which introduced us to Stanley and changed the formula to a shooter; and Super Mario Bros., which helped make the NES a success in the marketplace&#8230;</p>
<p><a href="https://www.oldschoolgamermagazine.com/osgdigitalplus/osg50/" target="_blank" rel="noopener noreferrer">Read the rest of this article on page 27 by clicking here!</a></p>
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<p><a href="https://www.oldschoolgamermagazine.com/osgdigitalplus/osg50/" target="_blank" rel="noopener noreferrer"><img data-recalc-dims="1" loading="lazy" decoding="async" data-attachment-id="25151" data-permalink="https://www.oldschoolgamermagazine.com/dk-arcade/continue-2/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2020/10/continue.gif?fit=500%2C400&amp;ssl=1" data-orig-size="500,400" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="continue" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2020/10/continue.gif?fit=300%2C240&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2020/10/continue.gif?fit=500%2C400&amp;ssl=1" class="alignleft wp-image-25151" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2020/10/continue.gif?resize=150%2C120&#038;ssl=1" alt="" width="150" height="120" /></a><a href="https://www.oldschoolgamermagazine.com/subscriber/" target="_blank" rel="noopener noreferrer"><img data-recalc-dims="1" loading="lazy" decoding="async" data-attachment-id="25152" data-permalink="https://www.oldschoolgamermagazine.com/dk-arcade/subscribe-3/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2020/10/subscribe.gif?fit=500%2C400&amp;ssl=1" data-orig-size="500,400" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="subscribe" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2020/10/subscribe.gif?fit=300%2C240&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2020/10/subscribe.gif?fit=500%2C400&amp;ssl=1" class="alignleft wp-image-25152" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2020/10/subscribe.gif?resize=150%2C120&#038;ssl=1" alt="" width="150" height="120" /></a></p>
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<p>Be sure to sign up to get Old School Gamer Magazine <a href="https://www.oldschoolgamermagazine.com/subscribe/" target="_blank" rel="noopener noreferrer">for free by clicking here!</a></p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/donkey-kong-by-eugenio-angueir/">Donkey Kong &#8211; by Eugenio Angueir</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">101833</post-id>	</item>
		<item>
		<title>Mappy &#8211; Bally Midway &#038; Namco&#8217;s Arcade mouse game has arrived on the Amiga via JOTD</title>
		<link>https://www.oldschoolgamermagazine.com/mappy-bally-midway-namcos-arcade-mouse-game-has-arrived-on-the-amiga-via-jotd/</link>
		
		<dc:creator><![CDATA[Indie Retro News]]></dc:creator>
		<pubDate>Thu, 16 Apr 2026 12:04:43 +0000</pubDate>
				<category><![CDATA[1980s]]></category>
		<category><![CDATA[2010s]]></category>
		<category><![CDATA[Indie Built-Retro Inspired]]></category>
		<category><![CDATA[Indie Game]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=101655</guid>

					<description><![CDATA[<p>I had a feeling it wouldn&#8217;t be too long for another JOTD announcement, and thus here we are with a new Arcade to Amiga port that&#8217;s been released called &#8216;Mappy&#8217;. A side-scrolling platformer that was developed by Namco for the Japanese market in March 1983, and published in North America by Bally Midway in April [&#8230;]</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/mappy-bally-midway-namcos-arcade-mouse-game-has-arrived-on-the-amiga-via-jotd/">Mappy &#8211; Bally Midway &amp; Namco&#8217;s Arcade mouse game has arrived on the Amiga via JOTD</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<div class="separator"></div>
<p>I had a feeling it wouldn&#8217;t be too long for another JOTD announcement, and thus here we are with a new Arcade to Amiga port that&#8217;s been released called &#8216;Mappy&#8217;. A side-scrolling platformer that was developed by Namco for the Japanese market in March 1983, and published in North America by Bally Midway in April of the same year. A game that originally ran on a modified Namco Super Pac-Man hardware to support horizontal scrolling.</p>
<div class="separator"><iframe loading="lazy" class="BLOG_video_class" src="https://www.youtube.com/embed/HIX4Us5O2M4" width="640" height="366" allowfullscreen="allowfullscreen">[embedded content]</iframe></div>
<p>In this game you play as Mappy, a police mouse tasked with retrieving stolen goods from a mansion occupied by a gang of thieving cats.  The gameplay involves navigating six floors using trampolines, avoiding or stunning enemies using doors and microwave doors, and collecting pairs of items for bonus points.  The main antagonists are the red boss cat Goro (called Nyamco in Japan) and the smaller blue Meowky cats (Mewkies in Japan)&#8221;</p>
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<li> arcade perfect gameplay</li>
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<li>AGA version has arcade exact colors</li>
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<li>jotd: reverse-engineering, 68000 transcode, graphics conversion, sound conversion for the Amiga.</li>
<li>no9: music (todo)</li>
<li>PascalDe73: icon</li>
</ul>
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<div class="separator"><b>Instructions:</b></div>
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<li>5: insert coin</li>
<li>1/2: start game</li>
<li>arrows/joystick: move</li>
<li>red/ctrl: open doors</li>
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<p><b>Links</b> :1)<a href="https://jotd666.itch.io/mappy"> Source</a></p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/mappy-bally-midway-namcos-arcade-mouse-game-has-arrived-on-the-amiga-via-jotd/">Mappy &#8211; Bally Midway &amp; Namco&#8217;s Arcade mouse game has arrived on the Amiga via JOTD</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">101655</post-id>	</item>
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		<title>Something&#8217;s amiss in the US, Part 1</title>
		<link>https://www.oldschoolgamermagazine.com/somethings-amiss-in-the-us-part-1/</link>
		
		<dc:creator><![CDATA[Raiford Guins]]></dc:creator>
		<pubDate>Wed, 15 Apr 2026 19:10:25 +0000</pubDate>
				<category><![CDATA[1970s]]></category>
		<category><![CDATA[1980s]]></category>
		<category><![CDATA[1990s]]></category>
		<category><![CDATA[Arcade]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/somethings-amiss-in-the-us-part-1/</guid>

					<description><![CDATA[<p>The Colossus of Maroussi, Henry Miller’s travelogue of Greece, was meant to inspire my visit to Heraklion’s Video Games Museum but teargas blurred that vision. I left The James Joyce Irish Pub (no, I didn’t start this journey in Dublin—I came across the pub in Athens) where I watched the football club that I support, [&#8230;]</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/somethings-amiss-in-the-us-part-1/">&lt;div&gt;Something&#8217;s amiss in the US, Part 1&lt;/div&gt;</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<div>
<p><em>The Colossus of Maroussi</em>, Henry Miller’s travelogue of Greece, was meant to inspire my visit to Heraklion’s Video Games Museum but teargas blurred that vision.</p>
<p>I left The James Joyce Irish Pub (no, I didn’t start this journey in Dublin—I came across the pub in Athens) where I watched the football club that I support, Leeds United, enjoy a sensational late goal to draw level with Liverpool at 3-3. Jetlag started to rob me of the adrenalin rush from that last gasp goal. I needed sleep, desperately. I settled my tab. Walked towards my hotel.</p>
<p>Illumined in the glow of Google maps, I heard stampeding feet heading my way. A group of 12 – 15 young men dressed in black sped towards me. Swiftly, I moved aside. The racing bodies ran past. I wondered if AEK Athens played Panathinaikos in the Athenian derby that night. Maybe I was simply on the wrong street at the wrong time—Athens’ city center on Saturday, December 6, 2025, after a heated football match.</p>
<p>A new sensation quickly clouded my senses. My throat itched fiercely, face burned, and eyes teared up uncontrollably. Swallowing became difficult: too much coughing, chest too tight. Other people, younger and older, men and women, walked past and alongside me looking just as stunned while shielding their faces with scarves, handkerchiefs, or the crease of an elbow. The chemical pall of teargas engulfed all indiscriminately.</p>
<p>I trudged on towards my hotel with increasing skin, eyes, and lung irritation wondering to myself, “what the fuck?” Turning a corner at the behest of Google Maps, difficult to see clearly with eyes burning, I smacked into a cordon of menacing cops in heavily armored riot gear. Their barricade of transparent polycarbonate shields, helmets with face shields, body armor, and batons at the ready forced me to seek an alternative route.</p>
<p>Upon arriving at the hotel, staff were busy handing out bottles of water to guests and anyone in need. The Adia Aluma Athens, part of Hilton’s Curio Collection with its chic roof top bar and pool offering a glorious view of the Parthenon, became the site of impromptu triage. I gladly accepted a bottle of water. Flushed out my eyes. Soothed my face. I then sat in the lobby perfectly perplexed…thinking about how my experience of water differs from Miller’s excitement over “iced water” in cafes where lovers down tumblers on sweltering Athenian nights. If only.</p>
<p>Teargas, along with stun grenades and blows from batons, stemmed from protest marches marking the 17<sup>th</sup> Anniversary of <a href="https://greekreporter.com/2025/12/06/killing-alexandros-grigoropoulos-haunts-greece/">Alexandros Grigoropoulos</a>’ murder by police in 2008. Alexandros was 15 when he was shot. His death incited protests against police brutality across Greece back then. And the date is marked by continued protest even today. Judging from the images I watched on the news and stories from protesters holed up in the hotel lobby-cum-triage field unit, police brutality still seems rampant. Teargas was a hell of a way to overcome jetlag.</p>
<p>A day later I landed at Heraklion International Airport in Crete to visit the island’s Video Games Museum. I soon learned that taxis could not access the airport due to farmers protesting nationwide across Greece. The farmers deployed their tractors and trucks to block access to border crossings, ports, motorways, and, as I found out, airports where clashes sparked between local farmers and the police in Heraklion.</p>
<p>Farmers are seeking delayed European Union subsidy payments that have been diverted into funds for non-agricultural needs. This misallocation of millions of Euros has even become known as the Opekepe subsidy scandal (“Opekepe” being Greek shorthand for the Ministry of Rural Development and Food division of Payment and Control Agency for Guidance and to Guarantee Community Aid). Over the summer charges were brought against Opekepe for payments to people who submitted false subsidy claims.</p>
<p>Without access to a taxi, I found myself facing yet another wall of armored riot-police and wondering again, “what the fuck?” Not exactly the sort of welcome that I expected. I envisioned Cretan baklava, not batons. I walked two miles to my hotel. Luckily, I didn’t have to contend with summer heat. Unluckily my rollerboard bag battled gracelessly against cobbles and torn up narrow sidewalk pavers. Upon my arrival, the staff at the Megaron Luxury Hotel must’ve thought to themselves: “Who is this sweaty, frazzled, deranged man babbling about riot cops, farmers, and the lack of taxis at the airport?”</p>
<p>My thoughts drifted to a bitter reminder from that Sex Pistol’s song where Rotten belches, a “cheap holiday in other people’s misery.” In December 2025, it rang true. The protests during my research trip to Greece drew attention to human rights abuses and state corruption within a national context not immediately familiar to me. Encountering not one, but two walls of riot cops, has a way of piercing a tourist’s protective nescience membrane even when they are there, like me, to visit a video game museum.</p>
<p>But as I continually strive to do with this project, I look for meaning in the journey not just at the destination of a video game museum. A museum’s location is part of its story. This trip to Greece was no exception. Both events weighed on me considerably. They showed me what walking down a street unexpectedly into teargas or having to forego the creature comforts of a taxi can offer my research. And, like its namesake, an Irish Pub in Athens made even its random appearance a Joycean encounter with the situation, “Mistakes are the portals of discovery.”</p>
<p>I would have been unaware of a teenager’s murder, or government agency fraud had I not set out to visit the Video Games Museum in Heraklion. Such locally specific events – social justice protesters marching in Athens, farmers turning their ordinary equipment into resolute political tools – may not have sustained interests back in the States, maybe given only a few seconds of coverage on major media outlets, or a few paragraphs in newspapers. Yet, oddly enough, my “being there” offered me a level of awareness that probably wouldn’t have otherwise affected my thinking about video game museums.</p>
<p>This awareness pertains to local actions, events, and how they resonate beyond the local. Specifically, and for my context, I’m interested to know how the question of “scale” works at video game museums: how stories of local, regionally specific game histories are communicated in conjunction with larger, well-known, general histories (or what we might call universal orthodox history)? I had time to mull this question over during my bumpy walk from Heraklion airport. Dislodged pavers aren’t exactly Joyce’s portals, but they worked their own kind of discovery for me.</p>
<p>US museums like The Strong, the Computer History Museum, and National Videogame Museum organize their game exhibitions at a high altitude. Let’s say that their curatorial frameworks for exhibiting game-related historical collections aren’t locally oriented, situated into local contexts, or aimed at specific places. “Locally” and “local,” here can refer to specific locations within the US and non-US locations, the history and experience of games in various national and transnational contexts.</p>
<p>In other words, the history of games on exhibit at such museums is devoid of actual places. Sure, names like “Brookhaven, NY,” or “Sunnyvale, CA,” or, “MIT,” or “Manchester, NH” may appear on a display’s title card exhibit for <em>Tennis for Two</em>, Atari, <em>Spacewar!</em> and the Magnavox Odyssey but no text explains why <em>that</em> place is significant. To take one example, what type of products were produced in Silicon Valley in the early 1970s, or were game companies even common in that region? Histories of games exhibited at US museums are generalists to the extent that any deviations from this “universal” narrative aren’t present.</p>
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<p>&nbsp;<figcaption class="image-caption">LVLUp! Eesti Interaktiivne Videomängude Muuseum. Tallinn, Estonia</figcaption></figure>
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<p>It isn’t that the “local” equates overtly with the “US” but that attention to other geographical contexts and experiences are absent. No synthesis between local and general exists. For instance, you won’t see period rooms dedicated to game play in Soviet Bloc countries during the 1980s at The Strong. At the National Videogame Museum, you won’t encounter a Brick Game that was a cloned version of the Nintendo GameBoy wildly popular in Estonia and Poland. And you won’t learn about the Sinclair ZX Spectrum or the Spanish game company, DiNamic, at the Computer History Museum.</p>
<div class="image-gallery-embed" data-attrs="{&quot;gallery&quot;:{&quot;images&quot;:[{&quot;type&quot;:&quot;image/jpeg&quot;,&quot;src&quot;:&quot;https://substack-post-media.s3.amazonaws.com/public/images/0b493723-24ca-4501-8531-9f575b6f239c_4032x3024.jpeg&quot;},{&quot;type&quot;:&quot;image/jpeg&quot;,&quot;src&quot;:&quot;https://substack-post-media.s3.amazonaws.com/public/images/11825784-90a9-42cc-9465-1c591b93d788_5712x4284.jpeg&quot;},{&quot;type&quot;:&quot;image/jpeg&quot;,&quot;src&quot;:&quot;https://substack-post-media.s3.amazonaws.com/public/images/468465b2-6b74-41de-a14c-0e205a520c36_4032x3024.jpeg&quot;},{&quot;type&quot;:&quot;image/jpeg&quot;,&quot;src&quot;:&quot;https://substack-post-media.s3.amazonaws.com/public/images/b93e42ce-8279-49c4-990d-941c8bdb82b4_4032x3024.jpeg&quot;}],&quot;caption&quot;:&quot;OXO Museo Del Videojuego. Málaga, Spain.&quot;,&quot;alt&quot;:&quot;&quot;,&quot;staticGalleryImage&quot;:{&quot;type&quot;:&quot;image/png&quot;,&quot;src&quot;:&quot;https://substack-post-media.s3.amazonaws.com/public/images/e11d1256-b038-4da3-b15e-ffe9d40c323c_1456x1456.png&quot;}},&quot;isEditorNode&quot;:true}"></div>
<p>You wouldn’t be wrong to object to my assertion (bearing in mind that it’s neither an allegation, nor an attack on these institutions that I respect deeply). You could easily take issue with my assertion by pointing out that the Brick Game or the ZX Spectrum were never released onto the US market. And you could exclaim, that we – in the US – wouldn’t know how games were experienced in Soviet Bloc countries. After all, an Iron Curtain blocked our view of such interior scenes! And you could therefore conclude that it’s absurd for me to even raise the question of the inclusion of non-US released games or non-US game companies (other than Nintendo, Sega, and Sony, of course) on display at US museums. Case closed. Move along folks, there is nothing to see.</p>
<p>But if teargas taught me anything, such a command always suggests that there is, indeed, something to see. Only, what there is to see doesn’t reside at US museums. US museums with collections of video games don’t show a world history of video games, they exhibit an implied place: the history of games is a US-centric game history (with an unavoidable nod to Japan). What matters, what is shown to matter, resides here in the confines of the US, not elsewhere. The “national” in the title of some US museums alludes to this: it points inward, not outward beyond borders. The danger? Game history, from this perspective, becomes bulldozer-ish, universalizing a one-sizes-fits-all historical narrative, or just pushing past the importance of place for the history of games.</p>
<p>Here’s the rub, or an entirely different take: museums in Europe and Asia showcase this universalizing history exhibited at US museums while <em>also</em> directing attention to local game development, regionally situated social experiences with games, and specific geographical contexts and historical conditions. In other words, the likes of an Atari VCS, Sega Genesis, or NES were not available or in some cases affordable to many in Soviet Bloc countries, for instance. They nevertheless feature at museums in Poland, Estonia, and Latvia. Whether a particular console or handheld device was available in the US is a moot point when so many museums around the world strike a balance between universal histories and regionally specific histories: exhibiting what was actually historically present and what wasn’t due to historical circumstances.</p>
<p>From my experience, game museums that I’ve visited outside of the US (with the exception of Kyoto’s Nintendo Museum that feels more like a shrine to the brand than an actual museum) carefully negotiate two scales: 1) a general history of video games; <em>and</em> 2) local, nationally contextualized histories of video games.</p>
<p>Let’s touch upon the larger scale since its observed equally in the US and across the video game museum world (except in Kyoto). This large scale mainly displays a robust assortment of published games across the game industry’s existence. Malaga’s OXO Museo del Videojuego organizes a lot of its exhibits by specific companies. Signage for “Atari,” “Nintendo,” “Neo-Geo,” “Amiga,” “Sega,” and even the obscure and short-lived, “Vectrex” grab my attention after beginning at the Pioneros Del Videojuego exhibition featuring text cards on computer games like <em>OXO</em>, <em>Spacewar!,</em> and even a recreation of <em>Tennis for Two</em> before moving onto Ralph Baer and the Magnavox Odyssey.</p>
<div class="image-gallery-embed" data-attrs="{&quot;gallery&quot;:{&quot;images&quot;:[{&quot;type&quot;:&quot;image/jpeg&quot;,&quot;src&quot;:&quot;https://substack-post-media.s3.amazonaws.com/public/images/7828ea8e-4199-4ed5-8059-cabaf676e1bd_4032x3024.jpeg&quot;},{&quot;type&quot;:&quot;image/jpeg&quot;,&quot;src&quot;:&quot;https://substack-post-media.s3.amazonaws.com/public/images/95252c8c-eaa1-4452-80bc-b2dabde2d4c4_3024x4032.jpeg&quot;},{&quot;type&quot;:&quot;image/jpeg&quot;,&quot;src&quot;:&quot;https://substack-post-media.s3.amazonaws.com/public/images/417c6666-ecac-49e5-af23-991385709a63_4032x3024.jpeg&quot;}],&quot;caption&quot;:&quot;OXO Museo Del Videojuego. Málaga, Spain.&quot;,&quot;alt&quot;:&quot;&quot;,&quot;staticGalleryImage&quot;:{&quot;type&quot;:&quot;image/png&quot;,&quot;src&quot;:&quot;https://substack-post-media.s3.amazonaws.com/public/images/069df96b-148f-4e98-a33e-86d58c3e6cd3_1456x474.png&quot;}},&quot;isEditorNode&quot;:true}"></div>
<p>Speaking of the Odyssey you’ll see a playable one in Malaga, and you are certain to find it on display in Berlin, Jeju, Shanghai, Paris, and Heraklion (regardless of its market availability in the early 1970s). It usually appears in close proximity to its progenitor, the Brown Box, whose replicas populate the Game On exhibition at Edinburgh’s National Museum of Scotland (29 June to 3 November 2024) and the Computer History Museum in Mountain View. You’ll see a varied assortment of Nintendo’s Game &amp; Watch handhelds in Zagreb and Zoetermeer. A rainbow cascade of different color versions of the Nintendo GameBoy resides in Rome and in Kyoto (you’ll have to take my word on this; photography and voice recorders are forbidden at the Nintendo Museum). <em>PONG</em> derivatives bombard the eye in Riga, Berlin, and Alicante. PlayStation and Xbox consoles stand at attention seemingly everywhere (except in Kyoto……are you starting to have the feeling that I don’t care for the Nintendo Museum?).</p>
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<p style="text-align: center;">Game On exhibition at Edinburgh’s National Museum of Scotland</p>
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<picture><source srcset="https://substackcdn.com/image/fetch/$s_!Mfsh!,w_424,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd05f3f4a-25cd-4285-ba69-948e2051cbec_5712x4284.jpeg 424w, https://substackcdn.com/image/fetch/$s_!Mfsh!,w_848,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd05f3f4a-25cd-4285-ba69-948e2051cbec_5712x4284.jpeg 848w, https://substackcdn.com/image/fetch/$s_!Mfsh!,w_1272,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd05f3f4a-25cd-4285-ba69-948e2051cbec_5712x4284.jpeg 1272w, https://substackcdn.com/image/fetch/$s_!Mfsh!,w_1456,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd05f3f4a-25cd-4285-ba69-948e2051cbec_5712x4284.jpeg 1456w" type="image/webp" sizes="100vw" /><img data-recalc-dims="1" loading="lazy" decoding="async" class="sizing-normal" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/d05f3f4a-25cd-4285-ba69-948e2051cbec_5712x4284.jpeg?resize=1080%2C810&#038;ssl=1" sizes="auto, 100vw" srcset="https://substackcdn.com/image/fetch/$s_!Mfsh!,w_424,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd05f3f4a-25cd-4285-ba69-948e2051cbec_5712x4284.jpeg 424w, https://substackcdn.com/image/fetch/$s_!Mfsh!,w_848,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd05f3f4a-25cd-4285-ba69-948e2051cbec_5712x4284.jpeg 848w, https://substackcdn.com/image/fetch/$s_!Mfsh!,w_1272,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd05f3f4a-25cd-4285-ba69-948e2051cbec_5712x4284.jpeg 1272w, https://substackcdn.com/image/fetch/$s_!Mfsh!,w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd05f3f4a-25cd-4285-ba69-948e2051cbec_5712x4284.jpeg 1456w" alt="" width="1080" height="810" data-attrs="{&quot;src&quot;:&quot;https://substack-post-media.s3.amazonaws.com/public/images/d05f3f4a-25cd-4285-ba69-948e2051cbec_5712x4284.jpeg&quot;,&quot;srcNoWatermark&quot;:null,&quot;fullscreen&quot;:null,&quot;imageSize&quot;:null,&quot;height&quot;:1092,&quot;width&quot;:1456,&quot;resizeWidth&quot;:null,&quot;bytes&quot;:4168649,&quot;alt&quot;:null,&quot;title&quot;:null,&quot;type&quot;:&quot;image/jpeg&quot;,&quot;href&quot;:null,&quot;belowTheFold&quot;:true,&quot;topImage&quot;:false,&quot;internalRedirect&quot;:&quot;https://raifordguins.substack.com/i/192326225?img=https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd05f3f4a-25cd-4285-ba69-948e2051cbec_5712x4284.jpeg&quot;,&quot;isProcessing&quot;:false,&quot;align&quot;:null,&quot;offset&quot;:false}" /></picture>
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<p>&nbsp;<figcaption class="image-caption">Video Games Museum. Heraklion, Crete.</figcaption></figure>
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<picture><source srcset="https://substackcdn.com/image/fetch/$s_!8keD!,w_424,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd42c2047-6c53-439e-b432-524481bf2f9f_4032x3024.jpeg 424w, https://substackcdn.com/image/fetch/$s_!8keD!,w_848,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd42c2047-6c53-439e-b432-524481bf2f9f_4032x3024.jpeg 848w, https://substackcdn.com/image/fetch/$s_!8keD!,w_1272,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd42c2047-6c53-439e-b432-524481bf2f9f_4032x3024.jpeg 1272w, https://substackcdn.com/image/fetch/$s_!8keD!,w_1456,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd42c2047-6c53-439e-b432-524481bf2f9f_4032x3024.jpeg 1456w" type="image/webp" sizes="100vw" /><img data-recalc-dims="1" loading="lazy" decoding="async" class="sizing-normal" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/d42c2047-6c53-439e-b432-524481bf2f9f_4032x3024.jpeg?resize=1080%2C810&#038;ssl=1" sizes="auto, 100vw" srcset="https://substackcdn.com/image/fetch/$s_!8keD!,w_424,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd42c2047-6c53-439e-b432-524481bf2f9f_4032x3024.jpeg 424w, https://substackcdn.com/image/fetch/$s_!8keD!,w_848,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd42c2047-6c53-439e-b432-524481bf2f9f_4032x3024.jpeg 848w, https://substackcdn.com/image/fetch/$s_!8keD!,w_1272,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd42c2047-6c53-439e-b432-524481bf2f9f_4032x3024.jpeg 1272w, https://substackcdn.com/image/fetch/$s_!8keD!,w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd42c2047-6c53-439e-b432-524481bf2f9f_4032x3024.jpeg 1456w" alt="" width="1080" height="810" data-attrs="{&quot;src&quot;:&quot;https://substack-post-media.s3.amazonaws.com/public/images/d42c2047-6c53-439e-b432-524481bf2f9f_4032x3024.jpeg&quot;,&quot;srcNoWatermark&quot;:null,&quot;fullscreen&quot;:null,&quot;imageSize&quot;:null,&quot;height&quot;:1092,&quot;width&quot;:1456,&quot;resizeWidth&quot;:null,&quot;bytes&quot;:3119371,&quot;alt&quot;:null,&quot;title&quot;:null,&quot;type&quot;:&quot;image/jpeg&quot;,&quot;href&quot;:null,&quot;belowTheFold&quot;:true,&quot;topImage&quot;:false,&quot;internalRedirect&quot;:&quot;https://raifordguins.substack.com/i/192326225?img=https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd42c2047-6c53-439e-b432-524481bf2f9f_4032x3024.jpeg&quot;,&quot;isProcessing&quot;:false,&quot;align&quot;:null,&quot;offset&quot;:false}" /></picture>
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<p>&nbsp;<figcaption class="image-caption">GAMM Game Museum. Rome, Italy.</figcaption></figure>
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<p>Published software titles fill in any cracks. Coin-op machines, set to free play, throw their weight around on exhibition floors the world over. PCs are hooked up to monitors with their keyboards ready to touch.</p>
<p>It may sound like I’m not fond of this approach. I do harbor mixed feelings, or maybe it’s just that I’m jaded from looking at too many Pokemon N64 limited editions, or rare Halo versions of the Xbox. I do need to remind myself that this is what visitors expect from a video game museum. They expect to <em>see</em> and <em>play</em> video games. Being shown so much stuff suggests the longevity of the game industry, its rises and falls, top sellers like the Nintendo Wii alongside lesser knowns like the RCA Studio II, innovative software titles, short-lived controllers, every color variation of the Nintendo GameCube. So much of the same commercial stuff, observed across different museums, allows visitors to reflect on experiences that they’ve had with certain games played. It welcomes nostalgia for many while providing object lessons for others a little younger. And it may show a history not experienced directly but known to many living in, for instance, the Soviet Bloc.</p>
<p>Museums, whether in Shanghai, Vigo, Wrocław, Sheffield, Frisco, Jeju, or Rochester are remiss if they don’t display this scale of anticipated objects to evidence and document the history of games irrespective of whether they were commercially available. Certain representatives of video game history are expected, required. As museums devoted to history, they have a responsibility to the subject, they owe the public a lesson in game history that demands all those Nintendo GameCubes if not perhaps every color pathway. ColecoVisions, Sega Genesis, and PS2s. Oh, and all those <em>PONGS</em>!</p>
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<p>&nbsp;<figcaption class="image-caption">GMC Video Game Museum of CADPA, Shanghai, China</figcaption></figure>
</div>
<p>Amidst these expectations and desires, along with the responsibilities of museums to represent the history of games faithfully and broadly regardless of local access, my colleague Melanie Swalwell’s <em>Game History and the Local</em> comes to mind. “Game history did not unfold uniformly and the particularities of space and place matter.”</p>
<p>Now let’s see, with eyes fully flushed out, how such “particularities” are curated and how “space and place” are made to matter…</p>
<p><em>End of Part One.</em></p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/somethings-amiss-in-the-us-part-1/">&lt;div&gt;Something&#8217;s amiss in the US, Part 1&lt;/div&gt;</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">107811</post-id>	</item>
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		<title>One of My Own &#8211; Original Game Boy Still Holds The Best Memories</title>
		<link>https://www.oldschoolgamermagazine.com/original-game-boy-still-holds-the-best-memories/</link>
		
		<dc:creator><![CDATA[William Winter]]></dc:creator>
		<pubDate>Wed, 15 Apr 2026 16:59:20 +0000</pubDate>
				<category><![CDATA[1980s]]></category>
		<category><![CDATA[Console/Handheld]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[nintendo]]></category>
		<category><![CDATA[Nintendo Game Boy]]></category>
		<category><![CDATA[retro]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=109348</guid>

					<description><![CDATA[<p>A look back at my original 1989 Nintendo Game Boy, bought as a birthday gift to myself while attending the University of Arizona. From Tetris and Super Mario Land to the puzzle obsession of Boxxle, this little gray handheld became part of college life, shared with friends who would stop by just to play a game or two.</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/original-game-boy-still-holds-the-best-memories/">One of My Own &#8211; Original Game Boy Still Holds The Best Memories</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>&nbsp;</p>
<p>When I think back to my original Nintendo Game Boy, I don&#8217;t just remember a piece of gaming hardware. I remember a specific time in my life, a season, a university campus, and a particular version of myself.</p>
<h3>The Machine</h3>
<p>I was at the University of Arizona in the fall of 1989 (Go Wildcats!), and the Nintendo Game Boy had just been released. With a birthday coming up, it felt like the perfect gift to mark the moment. I bought it for myself as a treat in the fall of 1989, a small celebration of making it through another year, and if memory serves, it was a little more than $90 after tax. That was real money when I was back in college, so it certainly was not an impulse buy. It was something I chose carefully, brought home proudly, and immediately knew I would get my money’s worth from.</p>
<div id="attachment_109351" style="width: 406px" class="wp-caption aligncenter"><img data-recalc-dims="1" loading="lazy" decoding="async" aria-describedby="caption-attachment-109351" data-attachment-id="109351" data-permalink="https://www.oldschoolgamermagazine.com/original-game-boy-still-holds-the-best-memories/img_0287/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/IMG_0287-scaled.jpg?fit=1920%2C2560&amp;ssl=1" data-orig-size="1920,2560" data-comments-opened="0" data-image-meta="{&quot;aperture&quot;:&quot;2.2&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;iPhone 15 Pro Max&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;1775909733&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;2.2200000286119&quot;,&quot;iso&quot;:&quot;160&quot;,&quot;shutter_speed&quot;:&quot;0.016666666666667&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;1&quot;}" data-image-title="The Nintendo Game Boy Handheld Console" data-image-description="&lt;p&gt;The Nintendo Game Boy Handheld Console&lt;/p&gt;
" data-image-caption="&lt;p&gt;The Nintendo Game Boy Handheld Console&lt;/p&gt;
" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/IMG_0287-scaled.jpg?fit=225%2C300&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/IMG_0287-scaled.jpg?fit=768%2C1024&amp;ssl=1" class=" wp-image-109351" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/IMG_0287.jpg?resize=396%2C528&#038;ssl=1" alt="The Nintendo Game Boy Handheld Console" width="396" height="528" /><p id="caption-attachment-109351" class="wp-caption-text">My Nintendo Game Boy Handheld Console</p></div>
<p>The original Game Boy was not sleek or fancy. It was chunky, gray, and built like a brick, with that greenish screen that somehow made everything feel more magical, not less. It did not have a backlight. It did not have a color screen, just 4 levels of grey. But once you turned it on and heard the familiar click of the power switch, it became its own little world. That was all it needed to be.</p>
<h3>The Games</h3>
<p>Of course, like almost everyone who owned one, I loved Tetris. It was the pack-in title, and Tetris was the universal language of the Game Boy. You could hand it to almost anyone, and within seconds, they understood the goal. It was simple, addictive, and perfectly suited to the system. But for me, two other games became just as memorable, and in some ways even more personal: Super Mario Land and Boxxle.</p>
<div id="attachment_109349" style="width: 505px" class="wp-caption aligncenter"><img data-recalc-dims="1" loading="lazy" decoding="async" aria-describedby="caption-attachment-109349" data-attachment-id="109349" data-permalink="https://www.oldschoolgamermagazine.com/original-game-boy-still-holds-the-best-memories/img_0295/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/IMG_0295-scaled.jpg?fit=2560%2C1920&amp;ssl=1" data-orig-size="2560,1920" data-comments-opened="0" data-image-meta="{&quot;aperture&quot;:&quot;2.2&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;iPhone 15 Pro Max&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;1775910473&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;2.2200000286119&quot;,&quot;iso&quot;:&quot;1250&quot;,&quot;shutter_speed&quot;:&quot;0.016666666666667&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;1&quot;}" data-image-title="Super Mario Land Cartridge and Manual" data-image-description="&lt;p&gt;Super Mario Land Cartridge and Manual&lt;/p&gt;
" data-image-caption="&lt;p&gt;Super Mario Land Cartridge and Manual&lt;/p&gt;
" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/IMG_0295-scaled.jpg?fit=300%2C225&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/IMG_0295-scaled.jpg?fit=1024%2C768&amp;ssl=1" class=" wp-image-109349" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/IMG_0295.jpg?resize=495%2C371&#038;ssl=1" alt="Super Mario Land Cartridge and Manual" width="495" height="371" /><p id="caption-attachment-109349" class="wp-caption-text">Super Mario Land Cartridge and Manual</p></div>
<p>Super Mario Land was a wonderful game. It was clearly a Mario game, but it also felt like its own offbeat cousin. Instead of the usual Mushroom Kingdom atmosphere, it dropped you into Sarasaland, with giant stone heads, mysterious ruins, and enemies that felt unlike anything in the main Mario games. Even the music had a different personality. It was cheerful, slightly odd, and completely unforgettable. The levels moved quickly, and the whole thing had that great Game Boy quality of being easy to pick up for a few minutes but hard to put down once you started. It was Mario stripped down to essentials and somehow made more charming because of it.</p>
<p>Then there was Boxxle, which probably deserves even more credit than it usually gets. Boxxle was not flashy. Nobody would have called it a blockbuster. But it was the kind of game that quietly got its hooks into you and refused to let go. Based on the Japanese puzzle format later widely known through Sokoban-style gameplay, Boxxle challenged you to push crates into the correct storage locations in a warehouse-like maze.</p>
<p>That description sounds simple, maybe even dull, until you play it. Then you realize every move matters. Push a box into the wrong corner and you can ruin the entire puzzle. You have to think ahead, study the layout, and solve it with patience.</p>
<p>That was the beauty of Boxxle on the Game Boy. It did not rely on speed or reflexes. It invited concentration. It rewarded planning. In a college setting, that made it oddly perfect. You could play one puzzle while taking a break from studying, or you could hand it to a friend and watch them become unexpectedly obsessed.</p>
<p>A person might start out casually, convinced they would solve the level in thirty seconds, and five minutes later they would still be staring at the screen, determined not to lose to a tiny stack of virtual boxes.</p>
<div id="attachment_109350" style="width: 538px" class="wp-caption aligncenter"><img data-recalc-dims="1" loading="lazy" decoding="async" aria-describedby="caption-attachment-109350" data-attachment-id="109350" data-permalink="https://www.oldschoolgamermagazine.com/original-game-boy-still-holds-the-best-memories/img_0292/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/IMG_0292-scaled.jpg?fit=2560%2C1920&amp;ssl=1" data-orig-size="2560,1920" data-comments-opened="0" data-image-meta="{&quot;aperture&quot;:&quot;1.78&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;iPhone 15 Pro Max&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;1775910399&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;6.7649998656528&quot;,&quot;iso&quot;:&quot;200&quot;,&quot;shutter_speed&quot;:&quot;0.012987012987013&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;1&quot;}" data-image-title="Boxxle and Tetris for the Game Boy" data-image-description="&lt;p&gt;Boxxle and Tetris for the Game Boy&lt;/p&gt;
" data-image-caption="&lt;p&gt;Boxxle and Tetris for the Game Boy&lt;/p&gt;
" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/IMG_0292-scaled.jpg?fit=300%2C225&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/IMG_0292-scaled.jpg?fit=1024%2C768&amp;ssl=1" class=" wp-image-109350" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/IMG_0292.jpg?resize=528%2C396&#038;ssl=1" alt="Boxxle and Tetris for the Game Boy" width="528" height="396" /><p id="caption-attachment-109350" class="wp-caption-text">Boxxle and Tetris for the Game Boy</p></div>
<h3>The Memories</h3>
<p>What I remember most, though, is how social that little machine became. Not many of my friends in college had game consoles then. A Game Boy was still a novelty, something that sparked curiosity the moment you took it out of your bookbag during a break on campus. Friends would stop by just to say hello, notice it sitting there, and ask, “Can I play a game?” The console would get passed around for a few minutes, one person taking a run at Tetris, another trying Mario, someone else getting trapped in Boxxle and refusing to give up. Then, just as casually as they had arrived, they would hand it back and say, “Thanks! Bye!”</p>
<p>That is the part I treasure most now. The Game Boy was not just a game machine. It was a small social magnet, a conversation starter, and a shared little escape during college life. Looking back, that humble gray handheld was never just a machine. It was a memory-maker, one borrowed round at a time.</p>
<p>And maybe that is why this particular Game Boy still means so much to me. This is not just an old handheld I picked up later for nostalgia’s sake. It is my original Game Boy from 1989, the very one I bought for myself that fall at the Tucson Mall while attending the U of A. Over the years, a lot of things from that era have disappeared, been replaced, or simply drifted away, which is how life tends to go.</p>
<p>But this is one of the very few vintage gaming items that is still truly original to me &#8211; a little beat up, missing a line or two on the display &#8211; but it has a direct path back to that moment in time. That makes it more than a collectible. It makes it personal. When I hold it now, I am not just holding a classic game system. I am holding a small, durable piece of my own history.</p>
<hr />
<p>William W. Winter is the creator of Apple II Adventure Studio, where you can try your hand at making text adventures with a modern web-based design tool. You can try it out and make your own text adventures at: <a href="https://textadventurestudio.com">https://textadventurestudio.com</a><br />
Old School Gamer Magazine readers can sign up for a free account.</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/original-game-boy-still-holds-the-best-memories/">One of My Own &#8211; Original Game Boy Still Holds The Best Memories</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
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		<title>ZORK &#8211; by Jon &#8211; GenX Grownup</title>
		<link>https://www.oldschoolgamermagazine.com/zork-by-jon-genx-grownup/</link>
		
		<dc:creator><![CDATA[Old School Gamer]]></dc:creator>
		<pubDate>Wed, 15 Apr 2026 12:40:35 +0000</pubDate>
				<category><![CDATA[1980s]]></category>
		<category><![CDATA[2020s]]></category>
		<category><![CDATA[Magazine Preview]]></category>
		<category><![CDATA[old school gamer magazine]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=101827</guid>

					<description><![CDATA[<p>I can still remember my Atari 800.  The screen went that deep shade of blue, and the cursor appeared, waiting for me to type something… No joystick… No sprites… Just text. Then these words appeared: “You are standing in an open field west of a white house, with a boarded front door. There is a [&#8230;]</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/zork-by-jon-genx-grownup/">ZORK &#8211; by Jon &#8211; GenX Grownup</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>I can still remember my Atari 800.  The screen went that deep shade of blue, and the cursor appeared, waiting for me to type something… No joystick… No sprites… Just text. Then these words appeared: “You are standing in an open field west of a white house, with a boarded front door. There is a small mailbox here.”</p>
<p>That was it. I was hooked. For a kid growing up in the early ’80s, Zork felt like stepping into another&#8230;</p>
<p><a href="https://www.oldschoolgamermagazine.com/osgdigitalplus/osg50/" target="_blank" rel="noopener noreferrer">Read the rest of this article on page 25 by clicking here!</a></p>
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<p>The post <a href="https://www.oldschoolgamermagazine.com/zork-by-jon-genx-grownup/">ZORK &#8211; by Jon &#8211; GenX Grownup</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">101827</post-id>	</item>
		<item>
		<title>A review of BIG2SMALL</title>
		<link>https://www.oldschoolgamermagazine.com/a-review-of-big2small/</link>
		
		<dc:creator><![CDATA[William Schwartz]]></dc:creator>
		<pubDate>Tue, 14 Apr 2026 00:00:20 +0000</pubDate>
				<category><![CDATA[2020s]]></category>
		<category><![CDATA[Console/Handheld]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=109382</guid>

					<description><![CDATA[<p>&#160; The NES metroidvania game Annalog has already been confirmed for a physical release via The Retro Room thanks to generous Kickstarter backing. With ten days left to go in its funding drive, Annalog will almost certainly hit the $20,000 goal, guaranteeing a release for the Nintendo Switch. And it may or may not get [&#8230;]</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/a-review-of-big2small/">A review of BIG2SMALL</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>&nbsp;</p>
<p>The NES metroidvania game Annalog has already been confirmed for a physical release via The Retro Room thanks to generous <a href="https://www.kickstarter.com/projects/elland/annalog-nes">Kickstarter</a> backing. With ten days left to go in its funding drive, Annalog will almost certainly hit the $20,000 goal, guaranteeing a release for the Nintendo Switch. And it may or may not get the last $5,000 needed to guarantee publication of a Gamefaqs style ASCII walkthrough. While mdsteele, the man behind Annalog, is a nights-and-weekend game developer, Annalog isn&#8217;t his first title to earn a physical release. That honor goes to <a href="https://theretroroomgames.com/products/big2small-presales">BIG2SMALL</a>, so I thought to review the indie title to offer a bit of a preview as to just how mdsteele&#8217;s new game is likely to play.</p>
<p>&nbsp;</p>
<p style="text-align: center"><img data-recalc-dims="1" loading="lazy" decoding="async" data-attachment-id="109385" data-permalink="https://www.oldschoolgamermagazine.com/a-review-of-big2small/big2small2/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/big2small2.png?fit=347%2C312&amp;ssl=1" data-orig-size="347,312" data-comments-opened="0" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="big2small2" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/big2small2.png?fit=300%2C270&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/big2small2.png?fit=347%2C312&amp;ssl=1" class="alignnone  wp-image-109385" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/big2small2.png?resize=563%2C507&#038;ssl=1" alt="" width="563" height="507" srcset="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/big2small2.png?resize=300%2C270&amp;ssl=1 300w, https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/big2small2.png?w=347&amp;ssl=1 347w" sizes="auto, (max-width: 563px) 100vw, 563px" /></p>
<p>&nbsp;</p>
<p style="text-align: center">BIG2SMALL is not a metroidvania, of course, but rather a puzzle game. You play as Ellie the elephant, Giselle the goat, and Melanie the Mouse in a format I think can be best described as sliding ice puzzles. In each stage, you try to get the animals onto their favorite food. They will go forward until stopped, with obstacles changing depending on the specific animal. Each puzzle is a deceptively simple looking 10&#215;9 board. Gradually, new restrictions and abilities are introduced to the animals until by the final board, there&#8217;s a puzzle that uses every single one of the game&#8217;s mechanics at once.</p>
<p>&nbsp;</p>
<p style="text-align: center"><img data-recalc-dims="1" loading="lazy" decoding="async" data-attachment-id="109387" data-permalink="https://www.oldschoolgamermagazine.com/a-review-of-big2small/big2small3/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/big2small3.png?fit=347%2C312&amp;ssl=1" data-orig-size="347,312" data-comments-opened="0" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="big2small3" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/big2small3.png?fit=300%2C270&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/big2small3.png?fit=347%2C312&amp;ssl=1" class="alignnone  wp-image-109387" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/big2small3.png?resize=568%2C511&#038;ssl=1" alt="" width="568" height="511" srcset="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/big2small3.png?resize=300%2C270&amp;ssl=1 300w, https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/big2small3.png?w=347&amp;ssl=1 347w" sizes="auto, (max-width: 568px) 100vw, 568px" /></p>
<p>&nbsp;</p>
<p>The game looking and reads very adorably, with simple dialog that sounds like something out of a snarky children&#8217;s book that clearly explains every new quirk to the gameplay. But don&#8217;t be fooled. BIG2SMALL requires some fairly incredible spatial reasoning skills in order to move forward. Despite the fact that at any given time only twelve moves (and usually not that many) are available to the player, as each animal can only move in four directions, each move greatly complicates the board such that if you can&#8217;t conceptualize what the screen will look like several moves ahead, you may quickly get hopelessly stuck.</p>
<p>&nbsp;</p>
<p style="text-align: center"><img data-recalc-dims="1" loading="lazy" decoding="async" data-attachment-id="109388" data-permalink="https://www.oldschoolgamermagazine.com/a-review-of-big2small/big2small4/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/big2small4.webp?fit=823%2C463&amp;ssl=1" data-orig-size="823,463" data-comments-opened="0" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="big2small4" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/big2small4.webp?fit=300%2C169&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/big2small4.webp?fit=823%2C463&amp;ssl=1" class="alignnone  wp-image-109388" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/big2small4.webp?resize=563%2C317&#038;ssl=1" alt="" width="563" height="317" srcset="https://www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/big2small4-300x169.webp 563w, https://www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/big2small4-480x270.webp 480w" sizes="auto, (min-width: 0px) and (max-width: 480px) 480px, (min-width: 481px) 563px, 100vw" /></p>
<p>&nbsp;</p>
<p>The design of the puzzles in BIG2SMALL are such that it isn&#8217;t really possible to get stuck, although you do have the option to restart the puzzle in the original position whenever you like anyway. BIG2SMALL is quite well designed for play on real hardware in this regard. I can easily imagine someone taking out a Game Boy and playing through a puzzle or two while waiting for something. Only if they&#8217;re really good at these kinds of puzzles though. I&#8217;m definitely not, and while I eventually managed to force my way through most of the game, I had to give up on the last two and look up the online solutions.</p>
<p>&nbsp;</p>
<p style="text-align: center"><img data-recalc-dims="1" loading="lazy" decoding="async" data-attachment-id="109389" data-permalink="https://www.oldschoolgamermagazine.com/a-review-of-big2small/big2small5/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/big2small5.png?fit=347%2C312&amp;ssl=1" data-orig-size="347,312" data-comments-opened="0" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="big2small5" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/big2small5.png?fit=300%2C270&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/big2small5.png?fit=347%2C312&amp;ssl=1" class="alignnone  wp-image-109389" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/big2small5.png?resize=563%2C507&#038;ssl=1" alt="" width="563" height="507" srcset="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/big2small5.png?resize=300%2C270&amp;ssl=1 300w, https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/big2small5.png?w=347&amp;ssl=1 347w" sizes="auto, (max-width: 563px) 100vw, 563px" /></p>
<p>&nbsp;</p>
<p>Oh yeah, the online solutions. For now, the Annalog Gamefaqs style guide is just a dangling Kickstarter prize, but there&#8217;s a very real Gamefaqs guide for BIG2SMALL available <a href="https://gamefaqs.gamespot.com/gameboy/439191-big2small/faqs/81888">right now</a>. While this isn&#8217;t the most artistic looking piece of ASCII, it will answer any flabbergasted responses you might have upon seeing a puzzle that supposedly can be completed in thirteen moves, even though you simply cannot see any way to do so. Again, I&#8217;m bad at these puzzles, and I could only just barely limp to the end of regular gameplay by cheating. I expect anyone who&#8217;s good at them will find quite the formidable challenge trying to complete every puzzle on par, earning a modest little star next to the stage name.</p>
<p>&nbsp;</p>
<p style="text-align: center"><img data-recalc-dims="1" loading="lazy" decoding="async" data-attachment-id="109390" data-permalink="https://www.oldschoolgamermagazine.com/a-review-of-big2small/big2small6/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/big2small6.png?fit=347%2C312&amp;ssl=1" data-orig-size="347,312" data-comments-opened="0" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="big2small6" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/big2small6.png?fit=300%2C270&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/big2small6.png?fit=347%2C312&amp;ssl=1" class="alignnone  wp-image-109390" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/big2small6.png?resize=563%2C507&#038;ssl=1" alt="" width="563" height="507" srcset="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/big2small6.png?resize=300%2C270&amp;ssl=1 300w, https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/big2small6.png?w=347&amp;ssl=1 347w" sizes="auto, (max-width: 563px) 100vw, 563px" /></p>
<p>&nbsp;</p>
<p>What, in the end, does this bode for Annalog? I would say plenty of good! The design of the puzzles in BIG2SMALL are challenging and complex, requiring dozens of careful chess-like precision moves to pull off. Yet the game is quite fair and transparent in its explanation, and at no point did I feel like the difficulty was unfair, even if I certainly would have liked a hint or two every so often. Word to the wise, don&#8217;t interpret BIG2SMALL literally. The exact order you need to get the animals into place varies constantly, and mdsteele packs a lot of variety and even replayability into such a simple concept.</p>
<p>&nbsp;</p>
<p style="text-align: center"><img data-recalc-dims="1" loading="lazy" decoding="async" data-attachment-id="109384" data-permalink="https://www.oldschoolgamermagazine.com/a-review-of-big2small/big2small1/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/Big2Small1.webp?fit=823%2C463&amp;ssl=1" data-orig-size="823,463" data-comments-opened="0" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="Big2Small1" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/Big2Small1.webp?fit=300%2C169&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/Big2Small1.webp?fit=823%2C463&amp;ssl=1" class="alignnone  wp-image-109384" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/Big2Small1.webp?resize=564%2C318&#038;ssl=1" alt="" width="564" height="318" srcset="https://www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/Big2Small1-300x169.webp 564w, https://www.oldschoolgamermagazine.com/wp-content/uploads/2026/04/Big2Small1-480x270.webp 480w" sizes="auto, (min-width: 0px) and (max-width: 480px) 480px, (min-width: 481px) 564px, 100vw" /></p>
<p>&nbsp;</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/a-review-of-big2small/">A review of BIG2SMALL</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">109382</post-id>	</item>
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		<title>The Comeback of Retro Themes in Modern Gaming</title>
		<link>https://www.oldschoolgamermagazine.com/the-comeback-of-retro-themes-in-modern-gaming/</link>
		
		<dc:creator><![CDATA[Old School Gamer]]></dc:creator>
		<pubDate>Mon, 13 Apr 2026 19:58:19 +0000</pubDate>
				<category><![CDATA[Gaming]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=109377</guid>

					<description><![CDATA[<p>Retro design has moved well beyond a simple nod to older players. In 2025 and 2026, it has become one of gaming’s most reliable ways to cut through noise, connect generations, signal identity and make familiar ideas feel current again. Gaming is now old enough to have several shared pasts, which helps define how the [&#8230;]</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/the-comeback-of-retro-themes-in-modern-gaming/">The Comeback of Retro Themes in Modern Gaming</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Retro design has moved well beyond a simple nod to older players. In 2025 and 2026, it has become one of gaming’s most reliable ways to cut through noise, connect generations, signal identity and make familiar ideas feel current again.</p>
<p>Gaming is now old enough to have several shared pasts, which helps define how the medium sells itself. According to<a href="https://www.theesa.com/resources/essential-facts-about-the-us-video-game-industry/2025-data/"> ESA’s 2025 data</a>, more than 205 million Americans play video games. Of those, the average player is 36, with a stereotype-busting 28% of players being 50 or older. That gives publishers a huge audience to cater for, who have memories of cartridges, arcades, early PCs and the first wave of home consoles. And whilst younger players meet retro aesthetics as a style choice, they’re also an enjoyable history lesson.</p>
<h2><strong>Why Familiar Styles Feel Fresh</strong></h2>
<p>This is why retro themes keep resurfacing in forms that feel bigger than simple nostalgia. Pixel art, scanline filters, chiptune hooks and arcade-style scoring still trigger recognition for older fans, but they also offer clarity in a market crowded with uncanny photoreal visuals and bloated interfaces. For many players, a retro look now signals readability, pace, strong identity and quick recognition.</p>
<p>You can see the wider culture of revival in the likes of<a href="https://www.oldschoolgamermagazine.com/commodore-is-back-from-the-dead/"> Commodore’s return</a>, where a legacy computer brand is being revived with updated hardware, or in<a href="https://www.oldschoolgamermagazine.com/nostalgia-meets-new-in-atari-mania/"> Atari Mania</a>, which turns decades of Atari history into a new microgame collection. In both cases, the appeal comes from continuity: people aren’t being asked to relive the past exactly as it was, but to re-enter it through modern packaging, cleaner access, broader reach and a better understanding of what made the original material great.</p>
<h2><strong>Why Publishers Keep Reaching Back</strong></h2>
<p>There is a commercial reason for that approach too.<a href="https://newzoo.com/resources/blog/into-the-data-pc-console-gaming-report-2025"> Newzoo’s 2025 report</a> says only 12% of 2024 playtime on PC and console came from new games, with most hours flowing to established franchises or lifestyle titles. The same report says Fortnite’s OG season tripled engagement, noting that nostalgia works best when it is future-facing rather than a one-off gimmick. In other words: publishers keep using retro themes because familiar worlds, sounds, mechanics and even muscle memory reduce the risk inherent in asking players to care about something from scratch. Newzoo forecasts $85.2 billion in PC and console software revenue for 2025, so even a small gain in visibility is worth chasing.</p>
<p>That also helps explain why so many successful revivals now mix old forms with modern comforts. Rewind systems, instant restarts, cleaner save features and online competition let studios keep the sharp edges people remember while trimming away some of the old friction, not least the often interminable loading time. Recent coverage of Mortal Kombat: Legacy Kollection and the Intellivision Sprint shows the same pattern from two angles: preservation on one side, convenience on the other.</p>
<h2><strong>Retro Themes In Casino Gaming</strong></h2>
<p>Retro styling has spread into casino gaming as well, especially in slot design. Fruit-machine symbols, neon palettes, pixel-art flourishes and arcade-like bonus meters all borrow from older play spaces because they communicate instantly. They suggest speed, simplicity, recognisable rules and low-pressure play even when the software underneath is new, mobile-first and packed with features. That doesn’t make every game better, but it does show how widely retro visual language now travels across digital entertainment.</p>
<p>With so many retro-styled casino games now on the market, one of the hardest parts is working out which ones are actually worth your time. That’s where comparison sites such as Casino.org<a href="https://www.casino.org/ireland/new/"> </a>can help, guiding readers towards games and platforms that are fun to play, safe to use and tested by real people rather than pushed by an anonymous ranking system. It brings together human-written reviews, practical comparisons and input from industry writers like <a href="https://www.casino.org/ireland/new/">Ian Zerafa</a>, one of the site’s content specialists and experienced reviewers of new Irish casinos, so readers get a clearer sense of which retro-themed options genuinely stand out.</p>
<h2><strong>More Than A Visual Trend</strong></h2>
<p>Another reason the comeback has lasted is that retro themes now reach far beyond the gaming screen. They shape collector hardware, anniversary releases, soundtrack vinyl, art books and themed controllers, turning games into objects with lineage. That’s especially valuable in a market where identity is hard to build quickly. A new title can borrow the visual grammar of the 1980s or 1990s and instantly tell you what kind of experience it wants to be: straightforward rather than sprawling, enclosed rather than cinematic, tactile rather than abstract and depending on the game, systems-first rather than lore-heavy.</p>
<p>The age spread in gaming also gives retro design a long runway. Given ESA’s stats suggest more than 100 million American players are 35 or older, with 60% of adults playing every week, retro references no longer speak to a niche. They speak to parents, collectors, long-time hobbyists and newer players who want an aesthetic that feels distinct from the polished sameness of so much big-budget design.</p>
<h2><strong>Why The Revival Looks Sure To Last</strong></h2>
<p>Retro themes are back because they solve multiple problems at once. They help games stand out, they lower the cost of recognition, they let developers build on decades of shared design language and they reuse design rhythms players already understand. When the best of them work, they do not simply replay the past. They take old shapes, sounds, controls and systems, then tune them for the way you play now. That is why the comeback feels less like a fad and more like part of modern gaming’s permanent toolkit for the next cycle as well.</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/the-comeback-of-retro-themes-in-modern-gaming/">The Comeback of Retro Themes in Modern Gaming</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">109377</post-id>	</item>
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		<title>Adventure &#8211; by Eugenio Angueira</title>
		<link>https://www.oldschoolgamermagazine.com/adventure-by-eugenio-angueira/</link>
		
		<dc:creator><![CDATA[Eugenio Angueira]]></dc:creator>
		<pubDate>Mon, 13 Apr 2026 12:32:48 +0000</pubDate>
				<category><![CDATA[1980s]]></category>
		<category><![CDATA[2020s]]></category>
		<category><![CDATA[Magazine Preview]]></category>
		<category><![CDATA[old school gamer magazine]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=101822</guid>

					<description><![CDATA[<p>A more adventured had forgone the“first”Atari in 2600 video is honored game history.to have It is the first adventure-type game on a console, and it is also considered the first action-adventure game (inspired by the text-only adventure game Colossal Cave Adventure). It introduced several new concepts to console gaming, such as enemies that continued to [&#8230;]</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/adventure-by-eugenio-angueira/">Adventure &#8211; by Eugenio Angueira</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>A more adventured had forgone the“first”Atari in 2600 video is honored game history.to have It is the first adventure-type game on a console, and it is also considered the first action-adventure game (inspired by the text-only adventure game Colossal Cave Adventure). It introduced several new concepts to console gaming, such as enemies that continued to move even when not on screen.</p>
<p>It was also the first console game to feature color graphics and sound in a complex adventure on a single cartridge.<br />
Adventure is also the&#8230;</p>
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<p><a href="https://www.oldschoolgamermagazine.com/magazine-free/" target="_blank" rel="noopener noreferrer">Read the rest of this article on page 23 by clicking here!</a></p>
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<p>Be sure to sign up to get Old School Gamer Magazine <a href="https://www.oldschoolgamermagazine.com/subscribe/" target="_blank" rel="noopener noreferrer">for free by clicking here!</a></p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/adventure-by-eugenio-angueira/">Adventure &#8211; by Eugenio Angueira</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">101822</post-id>	</item>
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		<title>Arkamiga &#8211; Mainake Project revives classic Arcade action with this latest Arkanoid clone</title>
		<link>https://www.oldschoolgamermagazine.com/arkamiga-mainake-project-revives-classic-arcade-action-with-this-latest-arkanoid-clone/</link>
		
		<dc:creator><![CDATA[Indie Retro News]]></dc:creator>
		<pubDate>Mon, 13 Apr 2026 00:13:16 +0000</pubDate>
				<category><![CDATA[1990s]]></category>
		<category><![CDATA[2000s]]></category>
		<category><![CDATA[Indie Built-Retro Inspired]]></category>
		<category><![CDATA[Indie Game]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=101657</guid>

					<description><![CDATA[<p>Retro enthusiasts and Amiga fans have a new reason to dust off their hardware. The Mainake Project has officially released Arkamiga, a brand-new Arkanoid-style action game developed specifically for the classic Commodore Amiga system. In fact rather than a WHDLOAD, the game has been released as a bootable ADF disk image, allowing players to jump [&#8230;]</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/arkamiga-mainake-project-revives-classic-arcade-action-with-this-latest-arkanoid-clone/">Arkamiga &#8211; Mainake Project revives classic Arcade action with this latest Arkanoid clone</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<div class="separator"></div>
<p>Retro enthusiasts and Amiga fans have a new reason to dust off their hardware. The Mainake Project has officially released Arkamiga, a brand-new Arkanoid-style action game developed specifically for the classic Commodore Amiga system. In fact rather than a WHDLOAD, the game has been released as a bootable ADF disk image, allowing players to jump straight into the action just as they did in the late 80s and early 90s. To coincide with this news, provided below is the latest footage of the game.</p>
<div class="separator"><iframe loading="lazy" class="BLOG_video_class" src="https://www.youtube.com/embed/lDYJl5wYDcQ" width="640" height="366" allowfullscreen="allowfullscreen">[embedded content]</iframe></div>
<p>Here&#8217;s the latest. &#8220;Arkanoid-style action game for classic Amiga, distributed as a bootable ADF disk. This release is designed to run on a basic Amiga 500 OCS/ECS configuration and also includes optional visual enhancements when executed on faster AGA machines such as the Amiga 1200. The game features Keyboard and joystick controls, Music playback during the game, Multiple levels, lives and score system, Power-ups and gameplay enhancements and Optional enhanced presentation on AGA hardware.&#8221;</p>
<p><b>Links </b>:1) <a href="https://aminet.net/package/game/actio/arkamiga">Source </a></p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/arkamiga-mainake-project-revives-classic-arcade-action-with-this-latest-arkanoid-clone/">Arkamiga &#8211; Mainake Project revives classic Arcade action with this latest Arkanoid clone</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">101657</post-id>	</item>
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		<title>HEIANKYO ALIEN &#8211; by Jeremy Parish</title>
		<link>https://www.oldschoolgamermagazine.com/heiankyo-alien-by-jeremy-parish/</link>
		
		<dc:creator><![CDATA[Jeremy Parish]]></dc:creator>
		<pubDate>Sat, 11 Apr 2026 12:29:07 +0000</pubDate>
				<category><![CDATA[1970s]]></category>
		<category><![CDATA[2020s]]></category>
		<category><![CDATA[Magazine Preview]]></category>
		<category><![CDATA[Opinions]]></category>
		<category><![CDATA[old school gamer magazine]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=101818</guid>

					<description><![CDATA[<p>Gaming historians often write about popular media in the pre-internet age as if it all existed in vacuum-sealed silos by country, but that’s not true at all. Intercontinental communication may have been a lot more complicated back then, but consider Heiankyo Alien, a minor 1970s video game hit in Japan that demonstrated how Western and [&#8230;]</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/heiankyo-alien-by-jeremy-parish/">HEIANKYO ALIEN &#8211; by Jeremy Parish</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Gaming historians often write about popular media in the pre-internet age as if it all existed in vacuum-sealed silos by country, but that’s not true at all. Intercontinental communication may have been a lot more complicated back then, but consider Heiankyo Alien, a minor 1970s video game hit in Japan that demonstrated how Western and Eastern media existed in conversation, even back then. Heiankyo Alien belonged to the late ’70s Japanese sci-fi media wave (see also Gundam, Space Invaders, and Urusei Yatsura) that had been inspired by the success of Star Wars. Of course, Star Wars creator George Lucas took many of his ideas from the samurai films of Akira Kurosawa, which had in&#8230;</p>
<p><a href="https://www.oldschoolgamermagazine.com/magazine-free/" target="_blank" rel="noopener noreferrer">Read the rest of this article on page 20 by clicking here!</a></p>
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<p>The post <a href="https://www.oldschoolgamermagazine.com/heiankyo-alien-by-jeremy-parish/">HEIANKYO ALIEN &#8211; by Jeremy Parish</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
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