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		<title>Why Ball-Drop Games Will Never Go Out of Style</title>
		<link>https://www.oldschoolgamermagazine.com/why-ball-drop-games-will-never-go-out-of-style/</link>
		
		<dc:creator><![CDATA[Old School Gamer]]></dc:creator>
		<pubDate>Thu, 13 Aug 2026 14:01:07 +0000</pubDate>
				<category><![CDATA[Gaming]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=112949</guid>

					<description><![CDATA[<p>Some game mechanics are trends, and some are permanent. The ball-drop, where a disc, a ball, or a coin is released from the top of a pegged board and allowed to find its own path down through a maze of obstacles to a prize slot at the bottom, belongs firmly in the second category. It [&#8230;]</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/why-ball-drop-games-will-never-go-out-of-style/">Why Ball-Drop Games Will Never Go Out of Style</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><span style="font-weight: 400;">Some game mechanics are trends, and some are permanent. The ball-drop, where a disc, a ball, or a coin is released from the top of a pegged board and allowed to find its own path down through a maze of obstacles to a prize slot at the bottom, belongs firmly in the second category. It predates the video game industry by decades, outlasted the golden age of the arcade, survived the transition from physical boards to television to digital screens, and is currently experiencing one of the more unexpected resurgences in modern gaming. Understanding why this mechanic keeps coming back tells you something important about what makes a game design idea genuinely timeless.</span></p>
<h2><b>It Started Long Before “The Price Is Right”</b></h2>
<p><span style="font-weight: 400;">The ball-drop&#8217;s history runs deeper than most people realize. The foundational device is the Galton Board – a scientific instrument invented by Francis Galton in the 19th century to demonstrate probability and normal distribution. Steel balls dropped from the top fell through a triangular array of pegs, bouncing left or right at each one with roughly equal probability, and collected at the bottom in slots that filled predictably into a bell curve shape, regardless of individual ball trajectories. It wasn&#8217;t a game. It was a demonstration of statistics. But the visual appeal of watching a ball find its unpredictable path through a field of pegs was immediately obvious to anyone who saw it in action.</span></p>
<p><span style="font-weight: 400;">Pachinko took that appeal and built an entertainment industry around it. The Japanese mechanical game – in development from the 1920s and commercially established by the 1940s – involved launching steel balls through a vertical pin-filled playfield, with the balls&#8217; paths determining outcomes. Pachinko halls became a</span><a href="https://www.timetravelturtle.com/japan/pachinko-parlours/"> <span style="font-weight: 400;">fixture of Japanese leisure culture</span></a><span style="font-weight: 400;">, sustaining a dedicated player base for nearly a century on the back of a mechanic that is, at its core, a direct descendant of the Galton Board.</span></p>
<p><span style="font-weight: 400;">The American television version came in 1983, when executive producer Frank Wayne introduced Plinko on</span><a href="https://nab.org/hof/inductees/thepriceisright.asp"> <span style="font-weight: 400;">The Price Is Right</span></a><span style="font-weight: 400;">. The concept was simple: a contestant dropped a flat disc from the top of a large vertical pegboard and watched it bounce unpredictably through rows of pegs before settling into one of nine prize slots at the bottom. Wayne named it after the sound the disc made as it hit each peg. The reception was immediate. Plinko became one of The Price Is Right&#8217;s signature games within months, and by the mid-1980s, the chip-drop had become a cultural shorthand for randomness that extended well beyond the show itself.</span></p>
<h2><b>Why Pinball Belongs in the Same Conversation</b></h2>
<p><span style="font-weight: 400;">Readers of this site don&#8217;t need an explanation of pinball&#8217;s significance – but it&#8217;s worth noting that pinball and Plinko share more DNA than their different aesthetics suggest. Both are fundamentally ball-physics games in which a ball is launched into a field of obstacles, and its path is determined by the interaction of physics, randomness, and, in pinball&#8217;s case, player input. The tactile satisfaction of watching a ball ricochet unpredictably through a field of targets and bumpers is the same satisfaction Plinko provides, just with player agency added to the equation.</span></p>
<p><span style="font-weight: 400;">The golden age of pinball from the 1970s through the early 1990s coincided almost exactly with Plinko&#8217;s emergence on television. Both formats understood something that a lot of subsequent game design forgot: watching a physical object follow an unpredictable path is inherently interesting. The eye tracks it. The brain anticipates where it might go. The outcome carries emotional weight that a card flip or a dice roll doesn&#8217;t produce in quite the same way, because the path to the outcome is visible throughout.</span></p>
<h2><b>From the Arcade to the Online Casino</b></h2>
<p><span style="font-weight: 400;">Ball-drop mechanics translated into video games relatively early – pachinko-style elements appeared in various arcade formats, and the underlying physics engine of a pegged board proved straightforward to simulate once hardware could handle it. What&#8217;s happened more recently is a full-scale revival of the format in online gaming, driven by a new generation of players discovering what anyone who watched The Price Is Right in the 1980s already knew: the mechanic is compulsively watchable.</span></p>
<p><span style="font-weight: 400;">Online Plinko games have evolved the original concept while keeping its core intact. Modern versions use a triangular board rather than the original rectangular one, with the ball always entering from the top center – eliminating the player&#8217;s ability to choose a drop point while preserving the unpredictability that made the format compelling. Multipliers, variable row counts, volatility settings, and bonus mechanics have been layered onto the basic peg-and-slot structure to give players more control over risk profile without changing the fundamental visual experience. When you</span><a href="https://www.cafecasino.lv/casino/plinko-games-online"> <span style="font-weight: 400;">play Plinko online</span></a><span style="font-weight: 400;">, you&#8217;ll find versions that let players adjust the number of rows and the risk level before each drop, with payouts concentrated toward the edges for higher risk settings and spread more evenly for lower risk ones. The ball still falls through pegs. That part hasn&#8217;t changed.</span></p>
<h2><b>What Makes the Mechanic Permanent</b></h2>
<p><span style="font-weight: 400;">The ball-drop&#8217;s longevity comes down to a few qualities that are genuinely hard to engineer and almost impossible to fake. The first is visual transparency: you can see exactly what&#8217;s happening and why. There&#8217;s no hidden algorithm, no card face-down on a table. The ball is right there, in front of you, making its way through an obstacle field whose structure you can observe directly. That transparency produces a specific kind of engagement – you&#8217;re not just waiting for a result; you&#8217;re watching a process.</span></p>
<p><span style="font-weight: 400;">The second is unpredictability within a legible system. Every drop is different. The path a disc takes through a field of pegs cannot be reliably predicted, even if you understand the physics perfectly – small variations in drop position and initial angle compound through each peg interaction until the outcome is genuinely random. But that randomness happens inside a system whose rules are completely visible and immediately understandable. The combination of legible structure and unpredictable outcome is the design sweet spot that the best arcade games also occupy.</span></p>
<p><span style="font-weight: 400;">The third is the sound. Frank Wayne named his creation after the &#8220;plink-plink&#8221; the disc made as it hit each peg, and that auditory feedback loop remains a core part of why ball-drop games are satisfying to play. Pinball designers understood this decades earlier – the sonic experience of a ball bouncing through bumpers and targets is inseparable from the visual one. Digital versions of Plinko replicate this carefully, because the sound is doing real work.</span></p>
<p><span style="font-weight: 400;">Plinko&#8217;s online revival is not a nostalgia play. The players discovering it today are not necessarily the same people who watched Bob Barker drop chips on afternoon television in 1983. What they&#8217;ve found is a mechanic that holds up independently of its cultural context – that is as watchable and engaging on a phone screen as it was on a television studio stage.</span></p>
<p>&nbsp;</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/why-ball-drop-games-will-never-go-out-of-style/">Why Ball-Drop Games Will Never Go Out of Style</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">112949</post-id>	</item>
		<item>
		<title>Why Retro Gaming Continues to Attract a New Generation of Players</title>
		<link>https://www.oldschoolgamermagazine.com/why-retro-gaming-continues-to-attract-a-new-generation-of-players/</link>
		
		<dc:creator><![CDATA[Old School Gamer]]></dc:creator>
		<pubDate>Thu, 13 Aug 2026 13:58:06 +0000</pubDate>
				<category><![CDATA[Gaming]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=112946</guid>

					<description><![CDATA[<p>Pixels the size of postage stamps still fill Discord chats, school clubs, and handheld screens in 2026. Retro gaming keeps pulling in players who never blew dust from a cartridge or waited for a CRT to warm up. The draw is plain. Old games start fast, ask little, and put skill on display after one [&#8230;]</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/why-retro-gaming-continues-to-attract-a-new-generation-of-players/">Why Retro Gaming Continues to Attract a New Generation of Players</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><span style="font-weight: 400;">Pixels the size of postage stamps still fill Discord chats, school clubs, and handheld screens in 2026. Retro gaming keeps pulling in players who never blew dust from a cartridge or waited for a CRT to warm up. The draw is plain. Old games start fast, ask little, and put skill on display after one minute.</span></p>
<p><span style="font-weight: 400;">Clips travel well too, because a twenty-second boss fight on TikTok makes more sense than a ten-minute tutorial with six currencies, three pop-ups, and a login reward nobody asked for. Some of the same appetite shows up around quick-play digital spaces, where a title like </span><a href="https://jackpotfishing-india.com/"><span style="font-weight: 400;">jackpot fishing</span></a><span style="font-weight: 400;"> proves that short sessions and clear feedback still beat bloated menus. Retro fans talk the same way about Tetris, Metal Slug, and Super Mario World. One screen. One goal. Try again.</span></p>
<h2><b>The appeal of rules that fit in one breath</b></h2>
<p><span style="font-weight: 400;">Ask a sixteen-year-old why Pac-Man works, and the answer rarely sounds academic. The yellow guy eats dots. Ghosts chase him. Corners feel risky. Done.</span></p>
<p><span style="font-weight: 400;">That kind of clarity also explains why brands with short, punchy identities, including </span><a href="https://md-88casino.net/"><span style="font-weight: 400;">md88</span></a><span style="font-weight: 400;">, sit comfortably beside older arcade talk in search results and social feeds. People remember compact names. They remember compact rules even faster.</span></p>
<p><span style="font-weight: 400;">Modern blockbusters sometimes teach for forty minutes before the real play begins. Contra needs seconds. Street Fighter II needs one match. A new player loses, laughs, learns a fireball motion, then wants another round because the mistake made sense.</span></p>
<p><span style="font-weight: 400;">Simple rules do not mean shallow play. Chess proves that, and so does Bomberman. The magic sits in the gap between easy entry and stubborn mastery.</span></p>
<h2><b>Hardware nostalgia without the attic dust</b></h2>
<p><span style="font-weight: 400;">Old machines used to be a barrier. A working SNES, a clean copy of EarthBound, and the right cable could cost more than a used PlayStation 4. That gate has cracked.</span></p>
<p><span style="font-weight: 400;">Mini consoles, FPGA boards, Analogue Pocket carts, and legal re-releases have made old play less fussy. Nintendo Switch Online puts Game Boy and Super NES titles in front of kids who know Mario through memes first. Steam sells collections with save states. Even cheap Android phones run 8-bit games without drama.</span></p>
<p><span style="font-weight: 400;">Purists still care about scanlines and original controllers. Fair enough. Yet a seventh grader with a Bluetooth pad and a tablet is still meeting Mega Man in a real way, even if no plastic cartridge clicks into place.</span></p>
<p><span style="font-weight: 400;">The point is access. Less hunting. More playing.</span></p>
<h2><b>Challenge feels fair, even when it is brutal</b></h2>
<p><span style="font-weight: 400;">Retro games punish mistakes, but the best ones do it in visible ways. A Goomba walks in a straight line. A Castlevania bat swoops at the same ugly angle every time. The player sees the pattern and owns the error.</span></p>
<p><span style="font-weight: 400;">That feeling matters to younger players raised on patches, balance updates, and matchmaking ratings. Older games do not apologize. They ask for one more try. Sometimes they eat three lives in ninety seconds, which sounds rude until the next run reaches a new checkpoint.</span></p>
<p><span style="font-weight: 400;">Speedrunners turned this into theater. A Celeste fan can watch a Super Metroid runner reset over one missed jump and still understand the chase for a cleaner line. Failure becomes data. Painful data, yes.</span></p>
<p><span style="font-weight: 400;">Brutal is fine when the rules stay honest.</span></p>
<h2><b>Pixel art travels better than realism</b></h2>
<p><span style="font-weight: 400;">Realistic graphics age strangely. Faces that looked jaw-dropping in 2007 can seem waxy now, with dead eyes and stiff hands. Pixel art has a different contract with the player. It admits it is an image.</span></p>
<p><span style="font-weight: 400;">That honesty helps. Chrono Trigger still looks warm because its tiny poses carry emotion. Sonic still reads at full speed because the silhouette is loud. The Legend of Zelda: A Link to the Past uses color like a map, not wallpaper.</span></p>
<p><span style="font-weight: 400;">Younger artists notice. So do indie studios. Stardew Valley, Shovel Knight, Sea of Stars, and Pizza Tower all borrow old limits, then bend them. The result feels handmade, like a zine or a garage band demo with sharp hooks.</span></p>
<p><span style="font-weight: 400;">Pixels leave room for imagination. A blocky hero becomes personal because the mind fills the blanks.</span></p>
<h2><b>Communities turn old cartridges into living events</b></h2>
<p><span style="font-weight: 400;">A cartridge no longer has to sit on a lonely shelf in a basement. It has weekly races, ROM hack showcases, repair channels, and score attacks streamed to an audience eating cereal at midnight.</span></p>
<p><span style="font-weight: 400;">Games Done Quick made old skill public. A runner can beat The Legend of Zelda blindfolded while chat spams jokes, donations, and tiny gasps. The cartridge becomes a stage prop. The real show is memory under pressure.</span></p>
<p><span style="font-weight: 400;">Local scenes matter too. A café with one Neo Geo cabinet can create rivals by Friday night. Names go on a whiteboard. Someone brings quarters. Someone else brings bragging rights.</span></p>
<h2><b>How new players can start without overspending</b></h2>
<p><span style="font-weight: 400;">A smart start is small. One controller, one legal collection, and one game that fits a ten-minute break will teach more than a shopping cart full of nostalgia bait.</span></p>
<p><span style="font-weight: 400;">Super Mario Bros. 3 is friendly. Tetris is pure. Street Fighter II works best with another person nearby, because trash talk is half the lesson.</span></p>
<p><span style="font-weight: 400;">Parents and teachers can help by treating these games like short stories, not museum pieces. Ask what the player noticed. Was the jump fair? Did the music change the mood? Then pass the controller back.</span></p>
<p><span style="font-weight: 400;">Start with one classic tonight. No collector shelf is required, just honest curiosity.</span></p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/why-retro-gaming-continues-to-attract-a-new-generation-of-players/">Why Retro Gaming Continues to Attract a New Generation of Players</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">112946</post-id>	</item>
		<item>
		<title>Review &#8211; Roguecraft GB for the Game Boy Color</title>
		<link>https://www.oldschoolgamermagazine.com/review-roguecraft-gb-for-the-game-boy-color/</link>
		
		<dc:creator><![CDATA[Marcus Albers]]></dc:creator>
		<pubDate>Thu, 13 Aug 2026 01:03:50 +0000</pubDate>
				<category><![CDATA[2020s]]></category>
		<category><![CDATA[Console/Handheld]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Reviews]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=112824</guid>

					<description><![CDATA[<p>I&#8217;ve been a fan of games based on the Rogue formula for quite some time. It probably stems from my love for the dungeon crawls in RPGs like Phantasy Star and Eye of the Beholder. For the uninitiated, the basic formula for a Rogue game, or &#8220;roguelike&#8221;, is pretty simple. You are presented with a [&#8230;]</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/review-roguecraft-gb-for-the-game-boy-color/">Review &#8211; Roguecraft GB for the Game Boy Color</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>I&#8217;ve been a fan of games based on the Rogue formula for quite some time. It probably stems from my love for the dungeon crawls in RPGs like Phantasy Star and Eye of the Beholder.</p>
<div id="attachment_112828" style="width: 310px" class="wp-caption alignright"><img data-recalc-dims="1" fetchpriority="high" decoding="async" aria-describedby="caption-attachment-112828" data-attachment-id="112828" data-permalink="https://www.oldschoolgamermagazine.com/review-roguecraft-gb-for-the-game-boy-color/roguecraftgbtitle/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/08/RogueCraftGBTitle.jpg?fit=1024%2C922&amp;ssl=1" data-orig-size="1024,922" 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;1&quot;}" data-image-title="Roguecraft GB Title Screen" data-image-description="&lt;p&gt;Roguecraft GB Title Screen&lt;/p&gt;
" data-image-caption="&lt;p&gt;Roguecraft GB Title Screen&lt;/p&gt;
" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/08/RogueCraftGBTitle.jpg?fit=300%2C270&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/08/RogueCraftGBTitle.jpg?fit=1024%2C922&amp;ssl=1" class="size-medium wp-image-112828" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/08/RogueCraftGBTitle.jpg?resize=300%2C270&#038;ssl=1" alt="Roguecraft GB Title Screen" width="300" height="270" /><p id="caption-attachment-112828" class="wp-caption-text">Roguecraft GB Title Screen</p></div>
<p>For the uninitiated, the basic formula for a Rogue game, or &#8220;roguelike&#8221;, is pretty simple. You are presented with a procedurally generated dungeon. As you make your way through each level, slowly descending deeper into the dungeon, you will come across items to pick up, potions to use, and monsters to defeat. The original Rogue game has been ported to many systems since its 1980 release for Unix terminals.</p>
<p>Roguecraft is a variation on the Rogue formula, originally released on the Commodore Amiga. The lineage of this particular version begins with the Commodore 64 game Rogue4k, developed by Ricki Sickenger of Badger Punch Games. The &#8220;4k&#8221; stood for the fact that the entire game fit into just 4 kilobytes of RAM. The game was then expanded into Rogue64 with custom graphics and additional features.</p>
<p>Both Rogue4k and Rogue64 were presented in the standard top-down perspective of most Rogue games. When the decision was made to bring the game to the Amiga, one of the major changes was to swap out the top-down graphics for a three-quarter isometric view, similar to games like Head Over Heels and the original Fallout games. The graphics were given a full 16-bit overhaul, with more colors, more animation, and more variety.</p>
<div id="attachment_112827" style="width: 310px" class="wp-caption alignright"><img data-recalc-dims="1" decoding="async" aria-describedby="caption-attachment-112827" data-attachment-id="112827" data-permalink="https://www.oldschoolgamermagazine.com/review-roguecraft-gb-for-the-game-boy-color/roguecraftgbss1/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/08/RogueCraftGBSS1.jpg?fit=1024%2C922&amp;ssl=1" data-orig-size="1024,922" 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;1&quot;}" data-image-title="Roguecraft GB Above Ground" data-image-description="&lt;p&gt;Roguecraft GB Above Ground&lt;/p&gt;
" data-image-caption="&lt;p&gt;Roguecraft GB Above Ground&lt;/p&gt;
" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/08/RogueCraftGBSS1.jpg?fit=300%2C270&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/08/RogueCraftGBSS1.jpg?fit=1024%2C922&amp;ssl=1" class="size-medium wp-image-112827" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/08/RogueCraftGBSS1.jpg?resize=300%2C270&#038;ssl=1" alt="Roguecraft GB Above Ground" width="300" height="270" /><p id="caption-attachment-112827" class="wp-caption-text">Roguecraft GB Above Ground</p></div>
<p>Not long after the initial Amiga release, a new version of the game, dubbed Roguecraft DX, was released for Blaze&#8217;s Evercade retro console ecosystem. It quickly became one of their most popular single-game cartridge releases. This expanded version of the game was back-ported to the Amiga and brought to the Mega65, with a Windows version and even a ZX Speccy version planned.</p>
<p>Amongst those versions was a new release for the Game Boy Color. Instead of attempting a straight port of the game to the system&#8217;s tiny screen, it was rewritten to exploit the console&#8217;s limitations. Given the portable&#8217;s reduced screen resolution, it would have been extremely limiting to attempt to replicate the original&#8217;s isometric view, which would have forced the graphics to be incredibly small to fit an entire dungeon room on the screen. Instead, the view was switched back to an overhead perspective, similar to the original Commodore 64 game, but retaining much of the color and detail of the Amiga version.</p>
<p>The game itself is pretty straightforward. You start out above ground for the first level of the game (a change that was made for the DX version of the game). Each screen can be exited in one or more of the four cardinal directions, advancing you to the next screen in the level. Each screen has the potential to contain treasure, potions, the key to exit the level, and any number of different monsters. Starting off, you will face chickens and green tentacled monsters. As you descend through the levels of the dungeon, you will face different, stronger creatures to defeat. You&#8217;ll need to tread carefully, because if you run out of health, you&#8217;re dead. No extra lives. No continues.</p>
<div id="attachment_112826" style="width: 310px" class="wp-caption alignright"><img data-recalc-dims="1" decoding="async" aria-describedby="caption-attachment-112826" data-attachment-id="112826" data-permalink="https://www.oldschoolgamermagazine.com/review-roguecraft-gb-for-the-game-boy-color/roguecraftgbss2/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/08/RogueCraftGBSS2.jpg?fit=1024%2C922&amp;ssl=1" data-orig-size="1024,922" 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;1&quot;}" data-image-title="Roguecraft GB Dungeon" data-image-description="&lt;p&gt;Roguecraft GB Dungeon&lt;/p&gt;
" data-image-caption="&lt;p&gt;Roguecraft GB Dungeon&lt;/p&gt;
" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/08/RogueCraftGBSS2.jpg?fit=300%2C270&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/08/RogueCraftGBSS2.jpg?fit=1024%2C922&amp;ssl=1" class="size-medium wp-image-112826" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/08/RogueCraftGBSS2.jpg?resize=300%2C270&#038;ssl=1" alt="Roguecraft GB Dungeon" width="300" height="270" /><p id="caption-attachment-112826" class="wp-caption-text">Roguecraft GB Dungeon</p></div>
<p>Fortunately, you have a number of tools at your disposal during your journey. Three different colored potions will appear randomly throughout the game. The green potions will always refill your health and heal any poison you may have encountered. The red and blue potions are assigned random effects at the beginning of the game that persist for the remainder of the play session. The effects range from showing all of the rooms on the map (accessed by holding down the B button) to temporarily increasing your character&#8217;s strength or turning all of the monsters in the room into chickens. You will also encounter red and blue crystals that will increase your maximum health and strength, respectively. These will appear after killing a certain number of creatures. Hearts will refill your health and heal any poisoning. And the final pickup is the key that unlocks the level&#8217;s exit. Keep in mind, you will need a free inventory slot to hold the key once you find it.</p>
<p>The original Roguecraft contained a ten-level dungeon leading to a final encounter with the boss creature. In DX, that number was increased to 15 levels plus the introductory above-ground level and final boss. For the Game Boy version, the number of levels was decreased to 10, including the initial ground level, plus the final boss. The first run I successfully completed took me nearly an hour. Given that each dungeon is procedurally generated, there is quite a lot of gameplay to be had here.</p>
<div id="attachment_112825" style="width: 310px" class="wp-caption alignright"><img data-recalc-dims="1" decoding="async" aria-describedby="caption-attachment-112825" data-attachment-id="112825" data-permalink="https://www.oldschoolgamermagazine.com/review-roguecraft-gb-for-the-game-boy-color/roguecraftgbfinal/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/08/RogueCraftGBFinal.jpg?fit=1024%2C922&amp;ssl=1" data-orig-size="1024,922" 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;1&quot;}" data-image-title="Roguecraft GB Final Level" data-image-description="&lt;p&gt;Roguecraft GB Final Level&lt;/p&gt;
" data-image-caption="&lt;p&gt;Roguecraft GB Final Level&lt;/p&gt;
" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/08/RogueCraftGBFinal.jpg?fit=300%2C270&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/08/RogueCraftGBFinal.jpg?fit=1024%2C922&amp;ssl=1" class="size-medium wp-image-112825" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/08/RogueCraftGBFinal.jpg?resize=300%2C270&#038;ssl=1" alt="Roguecraft GB Final Level" width="300" height="270" /><p id="caption-attachment-112825" class="wp-caption-text">Roguecraft GB Final Level</p></div>
<p>Additionally, there are three different characters to choose from at the beginning of the game. The Warrior is the default character and the easiest of the three. They start with the most health but have no additional abilities. The Rogue is the next hardest. They start with less health, but have the ability to teleport, and after teleporting, they receive a backstab ability that will kill most creatures with a single hit. The Wizard is the hardest character to play. They start out with very little health, but are the only character that has a ranged attack. This can allow you to clear a room without ever coming into contact with a monster. Thus, the different characters serve as difficulty levels for the game, providing additional challenges to complete it. There are even three separate achievements for completing a run with each of the different characters.</p>
<p>I have absolutely adored this game ever since playing the original Amiga version a number of years ago. I have effectively purchased the game 5 times: after buying the original, I bought the Evercade version, the DX on the Amiga, the Mega65, and now this version. And I have every intention of purchasing the Windows version when it releases next month. It is just fun. The gameplay is simple and straightforward; it is easy to pick up for a gaming session, but the challenge is real. While the graphics aren&#8217;t quite as impressive as the 16-bit versions, they are very good in comparison to other Game Boy Color games. And the fact that Badger Punch and Thalamus are supporting a system that was discontinued 23 years ago is just amazing.</p>
<p>If you&#8217;re looking for a good dungeon crawl, or just want something to make your aging Game Boy Color feel new again, definitely check Roguecraft GB out. One caveat, though: you will need a flash cart to play this game on your original hardware, as it is currently digital-only. While they did take pre-orders for physical copies of the game earlier this year, it is not clear whether any will be available for sale once they are released.</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/review-roguecraft-gb-for-the-game-boy-color/">Review &#8211; Roguecraft GB for the Game Boy Color</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">112824</post-id>	</item>
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		<title>Undocumented NES Variant Found in Wisconsin, Sending 97 Cartridges to Auction</title>
		<link>https://www.oldschoolgamermagazine.com/undocumented-nes-variant-found-in-wisconsin-sending-97-cartridges-to-auction/</link>
		
		<dc:creator><![CDATA[Old School Gamer]]></dc:creator>
		<pubDate>Wed, 12 Aug 2026 15:36:53 +0000</pubDate>
				<category><![CDATA[Gaming]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=112935</guid>

					<description><![CDATA[<p>Ninety-seven copies of a previously undocumented Super Mario Bros./Duck Hunt cartridge variant for the Nintendo Entertainment System have surfaced at a retro game store in Waukesha, Wisconsin, and the first of them are now heading to auction. The find, reported by UPI News, is being described as one of the most significant discoveries in video [&#8230;]</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/undocumented-nes-variant-found-in-wisconsin-sending-97-cartridges-to-auction/">Undocumented NES Variant Found in Wisconsin, Sending 97 Cartridges to Auction</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><span style="font-weight: 400;">Ninety-seven copies of a previously undocumented Super Mario Bros./Duck Hunt cartridge variant for the Nintendo Entertainment System have surfaced at a retro game store in Waukesha, Wisconsin, and the first of them are now heading to auction. The find, reported by </span><a href="https://www.upi.com/Odd_News/2026/08/11/Super-Mario-Bros-Duck-Hunt-unknown-variant-auction/4761786455877/"><span style="font-weight: 400;">UPI News</span></a><span style="font-weight: 400;">, is being described as one of the most significant discoveries in video game preservation history. That significance, however, comes with a hard question every serious collector knows well: when nobody can say what something is ultimately worth, how much is it reasonable to spend chasing it?</span></p>
<h2><span style="font-weight: 400;">Collector Discipline and the Cap-and-Treat-It-as-Entertainment Rule</span></h2>
<p><span style="font-weight: 400;">The auction&#8217;s unpredictable ceiling makes the Waukesha find a textbook case for a principle that experienced hobby spenders tend to apply by instinct. Three cartridges are scheduled to sell at Goldin Auctions and are expected to fetch thousands of dollars apiece, but &#8220;expected&#8221; is doing a great deal of work in that sentence. Final prices will depend on who shows up, what mood the market is in, and how much buyers trust a variant with no established sales history.</span></p>
<p><span style="font-weight: 400;">Jason Ganos, who co-managed the find, and Kevin Braun of One Stop Wonders each held cartridges back for their own collections. Others will go to auction. Still more have been reserved for a charity sale. That three-way split is, whether intentional or not, a model of the capped-and-disposable mindset in action: take what you value personally, release what the market will reward, and give the rest away. None of it is treated as a retirement fund.</span></p>
<p><span style="font-weight: 400;">The Rizik HR editorial team, which follows Croatia&#8217;s discretionary-entertainment and leisure-spending market, recognizes the same logic in a different context. </span><a href="https://rizik.hr/"><span style="font-weight: 400;">Rizik HR</span></a><span style="font-weight: 400;"> sits inside that same capped discretionary-entertainment budget many Croatian readers draw from, and the identical rule applies there: set aside a fixed, disposable amount and treat whatever is spent as entertainment rather than investment. The logic travels across hobbies.</span></p>
<p><i><span style="font-weight: 400;">“The truth is, though, nobody knows for certain. For now, the exact reason these cartridges were manufactured is just one more mystery surrounding this incredible discovery.”</span></i></p>
<h2><span style="font-weight: 400;">From a Grandfather&#8217;s Possession to a Six-Year Backlog</span></h2>
<p><span style="font-weight: 400;">The cartridges did not arrive through a collector&#8217;s estate sale or a warehouse liquidation. They came in through the front door of One Stop Wonders, a retro shop in Waukesha, carried by a seller whose grandfather had worked for a precious metal recovery service.</span></p>
<p><span style="font-weight: 400;">Kevin Braun owns the store. Jason Ganos, who runs the gaming website Nintendo Wire, was brought in to help work through a backlog of video games Braun had been accumulating. The box containing the 97 cartridges had been sitting in that backlog for approximately six years before anyone recognized what it held.</span></p>
<p><span style="font-weight: 400;">The grandfather&#8217;s employer had received the games from Nintendo directly. The arrangement was straightforward: Nintendo handed over the cartridges so gold could be extracted from the circuit boards. The games were never meant to survive. They simply never made it into the recovery process, and so they did.</span></p>
<h2><span style="font-weight: 400;">Four Physical Differences and a Date Code That Should Not Exist</span></h2>
<p><span style="font-weight: 400;">What distinguishes these cartridges from every previously documented copy of Super Mario Bros./Duck Hunt is not subtle. Ganos laid it out plainly when describing the variant to WISN-TV.</span></p>
<p><i><span style="font-weight: 400;">“The back sticker on the cartridge is different. The screws are different. The manual is different. Even the motherboard for the game is different. So this is one of the most-documented games in the history of video game preservation and nobody has seen these specific carts before.”</span></i></p>
<p><span style="font-weight: 400;">Four distinct, physical deviations from any known version of the game. That alone would make the find notable. But a date code discovered inside one of the cartridges pushes the story further. The code places manufacture in late August 1993, two years after the last known printing of the game. Super Mario Bros./Duck Hunt was not supposed to be in production at that point.</span></p>
<p><span style="font-weight: 400;">Two theories have emerged to explain why it was. One holds that the cartridges were produced as replacement stock for warranty repairs and refurbished systems. The other suggests they were manufactured for a bundle that was planned but ultimately never released. Neither has been confirmed, and no documentary evidence has yet settled the question.</span></p>
<h2><span style="font-weight: 400;">PSA 10 Grades, a Historic First, and the Three-Way Split</span></h2>
<p><span style="font-weight: 400;">When the cartridges went to Professional Sports Authenticator for grading, the results made history in their own right. Five of the examined copies received a PSA 10, the organization&#8217;s perfect score. That had never happened before with any NES cartridge.</span></p>
<p><span style="font-weight: 400;">The grade distribution across the remainder was striking in its consistency. Sixty cartridges received a 9.8. Thirty-one came back with a 9.6. One received a 9.4. The condition of the lot as a whole reflects games that spent decades in storage rather than in anyone&#8217;s hands.</span></p>
<p><span style="font-weight: 400;">The first three cartridges go to Goldin Auctions, with prices expected to reach into the thousands of dollars. Ganos and Braun have each kept a number for their private collections. A separate allocation has been set aside for a charity auction, destination unannounced.</span></p>
<h2><span style="font-weight: 400;">Surprise at PSA, and Ganos on the Find&#8217;s Place in History</span></h2>
<p><span style="font-weight: 400;">Claire Shelton, head of PSA Video Games, did not hide her reaction when the perfect grades came through.</span></p>
<p><i><span style="font-weight: 400;">“We were shocked. It almost felt too good to be true. We&#8217;ve looked at so many examples over the years. Our graders have graded hundreds of thousands of examples across all platforms, and it&#8217;s often the case with tens where you almost start doubting yourself. You&#8217;re like, &#8216;I must be missing something. There&#8217;s no way it could be perfect.&#8217;”</span></i></p>
<p><span style="font-weight: 400;">Shelton&#8217;s framing captures what a PSA 10 represents at scale. It is not just a clean cartridge; it is a cartridge that survived everything and shows no evidence of it.</span></p>
<p><span style="font-weight: 400;">For Ganos, the physical condition is almost secondary to the historical puzzle the variant represents. Super Mario Bros./Duck Hunt is among the most studied games in the NES library. Collectors, historians, and preservationists have catalogued it exhaustively. The fact that 97 copies of a physically distinct version could pass through a precious metal recovery service, sit in a shop&#8217;s backlog for six years, and emerge undocumented says something about the limits of even the most careful preservation record.</span></p>
<p><span style="font-weight: 400;">As Ganos himself wrote when laying out the origin theories, the best explanation anyone can offer is still a guess. Nobody knows for certain why these cartridges were manufactured. That question, for now, remains open.</span></p>
<p>&nbsp;</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/undocumented-nes-variant-found-in-wisconsin-sending-97-cartridges-to-auction/">Undocumented NES Variant Found in Wisconsin, Sending 97 Cartridges to Auction</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">112935</post-id>	</item>
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		<title>Commodore Revives the TAC-2 Joystick in Five Colorways, Steel Shaft and All</title>
		<link>https://www.oldschoolgamermagazine.com/commodore-revives-the-tac-2-joystick-in-five-colorways-steel-shaft-and-all/</link>
		
		<dc:creator><![CDATA[Old School Gamer]]></dc:creator>
		<pubDate>Wed, 12 Aug 2026 15:34:57 +0000</pubDate>
				<category><![CDATA[Gaming]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=112932</guid>

					<description><![CDATA[<p>Tvrtko Horvat, a casino expert and iGaming industry advisor who tracks Croatia&#8217;s online-gaming market closely, noticed something in Commodore&#8217;s TAC-2 announcement that resonated well beyond the retro hardware circuit. The company&#8217;s explicit commitment to authentic feel — a steel shaft replacing a flawed original component, a tactile response preserved unchanged — mirrors precisely the test [&#8230;]</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/commodore-revives-the-tac-2-joystick-in-five-colorways-steel-shaft-and-all/">Commodore Revives the TAC-2 Joystick in Five Colorways, Steel Shaft and All</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><span style="font-weight: 400;">Tvrtko Horvat, a casino expert and iGaming industry advisor who tracks Croatia&#8217;s online-gaming market closely, noticed something in Commodore&#8217;s TAC-2 announcement that resonated well beyond the retro hardware circuit. The company&#8217;s explicit commitment to authentic feel — a steel shaft replacing a flawed original component, a tactile response preserved unchanged — mirrors precisely the test that Croatian players apply before committing to a digital platform. </span><a href="https://hrk.hr/"><span style="font-weight: 400;">HRK.hr</span></a><span style="font-weight: 400;"> is one example Horvat sees bettors weigh in that market, sizing it up for responsiveness and reliability before they place a single kuna. The instinct, he observes, is identical whether the object under scrutiny is a forty-year-old joystick or a gambling interface: does it feel right, and will it hold up?</span></p>
<p><i><span style="font-weight: 400;">“The same standard applies. Whether you are gripping a stick or loading a platform, players want to know the mechanism responds precisely and does not fail them at a critical moment. Commodore has stated that out loud, which is exactly what builds confidence.”</span></i></p>
<p><span style="font-weight: 400;">With that parallel noted, the news itself deserves a straight read.</span></p>
<h2><span style="font-weight: 400;">Five Colorways, Two Price Points, One Classic Name</span></h2>
<p><span style="font-weight: 400;">According to </span><a href="https://www.gamesradar.com/hardware/retro/commodore-is-bringing-back-a-legendary-80s-joystick-and-im-hyped-to-see-the-microcomputer-maker-delve-into-retro-controllers/"><span style="font-weight: 400;">GamesRadar+</span></a><span style="font-weight: 400;">, Commodore has announced the return of the Suncom TAC-2 joystick across five distinct colorways. The name, for those unfamiliar, stands for Totally Accurate Controller. Four of the five variants — BASIC Beige, C= White, Knight Black, and Starlight Edition — are priced at $49.99 each and have been designed to pair visually and functionally with specific Commodore 64 Ultimate and C64C models.</span></p>
<p><span style="font-weight: 400;">The fifth option is a limited-edition Founders Edition TAC-2, priced at $64. It features a gold PVD coated ball and matching premium PVD buttons, and is intended for owners of the gold Founders Edition C64 Ultimate. That pricing detail is not coincidental. Commodore has already released the C64 Ultimate, a machine built to support all classic C64 peripherals, and the TAC-2 line fits directly into that ecosystem. The colorway range gives buyers a matching option for whichever C64 variant sits on their desk.</span></p>
<h2><span style="font-weight: 400;">Steel Replaces a Tire Valve, Durability Claims Follow</span></h2>
<p><span style="font-weight: 400;">The original TAC-2 carried an unusual engineering decision at its core. Its shaft was constructed from a TR418 tire valve with a brass ball attached. That construction worked well enough under normal use, but it introduced a failure point that Commodore now describes as a rare flaw. The company has confirmed, in its own press release language, that the shaft has been replaced entirely in the new version.</span></p>
<p><span style="font-weight: 400;">The replacement is a steel shaft. Commodore states the new TAC-2 retains the precision and quiet functionality that distinguished the original from competitors. That quietness mattered. Compared to joysticks using leaf contacts or older microswitches, the TAC-2 operated with noticeably less mechanical noise, and that character has been preserved. The original stick was tested to three million moves without failure, a figure Commodore points to when framing the shaft issue as an edge case rather than a systemic weakness. The new design addresses the edge case without altering the underlying mechanism&#8217;s character.</span></p>
<h2><span style="font-weight: 400;">LED Accents and Breadbin Compatibility Built In</span></h2>
<p><span style="font-weight: 400;">Beyond the mechanical changes, the revival carries an aesthetic dimension that reflects where retro hardware sits in 2026. All five TAC-2 colorways include LED elements, a detail that places the controller somewhere between faithful reproduction and deliberate modernization. The effect is described internally as a retro-futurist design language, one that allows the stick to read as vintage while acknowledging that its buyers are often collectors and display-conscious enthusiasts as much as active players.</span></p>
<p><span style="font-weight: 400;">Compatibility spans both new FPGA-based systems and older Commodore breadbin hardware. That dual compatibility matters for a community that has not fully migrated to newer iron. Many collectors run original machines alongside modern FPGA setups, and a controller that bridges both saves a meaningful practical inconvenience. Combined with the color-matching philosophy built into the four standard variants, the TAC-2 range functions as both a peripheral and a presentation piece.</span></p>
<h2><span style="font-weight: 400;">Fractic Names the Problem the Revival Solves</span></h2>
<p><span style="font-weight: 400;">Peri Fractic, Commodore&#8217;s CEO, carries a secondary title alongside his executive role: Chief Joystick Waggler. The designation signals how seriously the company is treating its controller hardware as a product category in its own right, not as an accessory afterthought.</span></p>
<p><span style="font-weight: 400;">Fractic has been direct about why the revival exists. &#8220;While the Commodore 64 Ultimate was designed to support all classic C64 peripherals, getting your hands on vintage hardware like the TAC-2 is sometimes easier said than done,&#8221; he said, explaining the practical gap the re-release fills. Original TAC-2 units surface occasionally on the second-hand market, but condition varies and prices reflect scarcity. A factory-fresh version removes that uncertainty.</span></p>
<p><span style="font-weight: 400;">His description of the design philosophy goes further. &#8220;The TAC-2 was always a personal favorite of mine, from its sleek silvery design to its almost indestructible nature, and we&#8217;ve taken every effort to ensure the Commodore TAC-2 is a faithful re-release of the original&#8217;s tactile history that looks, feels, and plays just like you remember.&#8221; The phrase &#8220;tactile history&#8221; is deliberate. It frames the controller not as a copy but as a continuation, one that carries the original&#8217;s physical identity into a production run that can actually be bought new.</span></p>
<p><span style="font-weight: 400;">That framing, taken alongside the C64 Ultimate&#8217;s existing position in the market, points to something larger. Commodore is assembling a hardware catalog — computing hardware, now controller hardware — that coheres around the C64 ecosystem. The TAC-2 revival is the clearest signal yet that Commodore intends to build out that catalog rather than treat the C64 Ultimate as a standalone product.</span></p>
<p>&nbsp;</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/commodore-revives-the-tac-2-joystick-in-five-colorways-steel-shaft-and-all/">Commodore Revives the TAC-2 Joystick in Five Colorways, Steel Shaft and All</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">112932</post-id>	</item>
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		<title>A Refurbished 2013 MacBook Pro Became a Retro Gaming Machine — No New Handheld Required</title>
		<link>https://www.oldschoolgamermagazine.com/a-refurbished-2013-macbook-pro-became-a-retro-gaming-machine-no-new-handheld-required/</link>
		
		<dc:creator><![CDATA[Old School Gamer]]></dc:creator>
		<pubDate>Wed, 12 Aug 2026 15:32:44 +0000</pubDate>
				<category><![CDATA[Gaming]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=112929</guid>

					<description><![CDATA[<p>A writer at XDA Developers skipped the impulse purchase of yet another dedicated handheld and instead pulled out a refurbished 2013 MacBook Pro, loaded it with OpenEmu and Dolphin, and rebuilt it as a capable retro gaming rig. The machine no longer fits into a modern daily workflow, but it runs emulation software well and [&#8230;]</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/a-refurbished-2013-macbook-pro-became-a-retro-gaming-machine-no-new-handheld-required/">A Refurbished 2013 MacBook Pro Became a Retro Gaming Machine — No New Handheld Required</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><span style="font-weight: 400;">A writer at </span><a href="https://www.xda-developers.com/forget-buying-another-handheld-i-turned-old-laptop-into-perfect-retro-gaming-machine/"><span style="font-weight: 400;">XDA Developers</span></a><span style="font-weight: 400;"> skipped the impulse purchase of yet another dedicated handheld and instead pulled out a refurbished 2013 MacBook Pro, loaded it with OpenEmu and Dolphin, and rebuilt it as a capable retro gaming rig. The machine no longer fits into a modern daily workflow, but it runs emulation software well and still holds a useful charge. That combination, it turns out, is enough.</span></p>
<h2><span style="font-weight: 400;">Old Hardware, Second Life — A Story Geek Croatia Knows Well</span></h2>
<p><span style="font-weight: 400;">The Geek.hr editorial team covers technology, science, and digital culture for Croatian readers, and the image of a decade-old laptop being handed a new purpose is immediately familiar territory. Hands-on projects like reviving aging hardware into a retro-gaming setup are precisely the kind of DIY tech story regularly featured by </span><a href="https://geek.hr/"><span style="font-weight: 400;">Geek Croatia</span></a><span style="font-weight: 400;">, which consistently walks through gaming configurations, emulation tools, and digital-hardware trends for its audience.</span></p>
<p><i><span style="font-weight: 400;">“if you try to beat the original Contra using arrow keys, you&#8217;re in for a world of pain”</span></i></p>
<p><span style="font-weight: 400;">That line, delivered by the XDA Developers author, captures the spirit of the whole project. Intention matters. A 2013 MacBook Pro given proper software and the right controllers stops being a retired device and becomes something genuinely fun.</span></p>
<h2><span style="font-weight: 400;">OpenEmu Over RetroArch, and Dolphin Standing Alone</span></h2>
<p><span style="font-weight: 400;">Software selection was deliberate. The writer chose OpenEmu over RetroArch for this particular build because OpenEmu loaded faster, felt snappier, and offered a plug-and-play experience that older hardware handles without friction. There was no need for the kind of granular, per-ROM configuration that RetroArch encourages.</span></p>
<p><span style="font-weight: 400;">That is not a dismissal of RetroArch. The writer is clear that it remains a preferred tool for emulation in other contexts. It simply was not the right fit for a build whose entire goal was low-friction setup on aging hardware.</span></p>
<p><span style="font-weight: 400;">GameCube emulation required a different approach. The OpenEmu Dolphin core does not perform well enough on the 2013 MacBook Pro, so the writer runs standalone Dolphin alongside OpenEmu. The standalone version delivers noticeably better performance with less stuttering — a meaningful distinction when the target platform is already pushing the older machine&#8217;s limits. OpenEmu, for its part, displays games letterboxed by default, preserving the original aspect ratio rather than distorting it to fill the screen, though full-screen output can be forced when preferred.</span></p>
<h2><span style="font-weight: 400;">The Screen Advantage That Handhelds Cannot Match</span></h2>
<p><span style="font-weight: 400;">One of the more compelling arguments for the laptop setup is purely physical. The 2013 MacBook Pro&#8217;s display is roughly the same size as the old CRT televisions that many of these games were originally designed for, which makes on-screen text considerably easier to read than it is on a small handheld screen. Games built for the living room look right at that scale.</span></p>
<p><span style="font-weight: 400;">The laptop also connects to a television via HDMI, offering full-screen output when the built-in display is not enough. That flexibility puts it closer to a home console setup than anything a handheld can deliver.</span></p>
<p><span style="font-weight: 400;">Controller choices follow the same period-appropriate logic. The writer plugs in three separate USB controllers depending on the platform being played: a USB SNES controller for SNES titles, a PS5 controller for PSOne games, and a USB GameCube controller for Dolphin sessions. Each one connects directly to the laptop. The physicality of reaching for the right controller for the right game is part of the experience, not an obstacle to it.</span></p>
<h2><span style="font-weight: 400;">Where the Setup Runs Into Walls</span></h2>
<p><span style="font-weight: 400;">The 2013 MacBook Pro is not without its limits, and the GameCube library exposes them most clearly. Performance on GameCube titles is inconsistent. Sonic Adventure 2 runs, but its iconic opening level, &#8220;City Escape,&#8221; stutters, and the audio does not always stay in sync with the action.</span></p>
<p><span style="font-weight: 400;">The writer&#8217;s verdict on that particular shortcoming is pointed. &#8220;City Escape deserves better than that.&#8221; It is a fair complaint about a level that defined a console generation for many players, and it is also an honest signal about where the hardware ceiling sits.</span></p>
<p><span style="font-weight: 400;">The convenience gap against dedicated handhelds is also real. Devices like the Steam Deck or ROG Ally require no external controllers, no setup process, and no decisions before play begins. The laptop approach asks for more. Controllers have to be plugged in, software has to be opened, and the right configuration has to be selected before a game loads. For someone who just wants to pick up and play, that friction adds up.</span></p>
<p><span style="font-weight: 400;">The writer acknowledges all of it. The old-laptop approach, in their assessment, is a strong option for anyone who does not want to spend more money on new hardware — but it is less convenient than the dedicated alternatives, and that trade-off is real rather than theoretical.</span></p>
<p><span style="font-weight: 400;">Despite that, the writer is not abandoning the setup. Nostalgia, they explain, is the primary engine behind their retro gaming, and the process of preparing the machine has taken on its own appeal. &#8220;The ritual of setting it up might make it my favorite,&#8221; they write — a conclusion that says less about the MacBook Pro&#8217;s specs than about what retro gaming actually is for the people who keep coming back to it.</span></p>
<p>&nbsp;</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/a-refurbished-2013-macbook-pro-became-a-retro-gaming-machine-no-new-handheld-required/">A Refurbished 2013 MacBook Pro Became a Retro Gaming Machine — No New Handheld Required</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">112929</post-id>	</item>
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		<title>Video Games that Launched a Franchise</title>
		<link>https://www.oldschoolgamermagazine.com/video-games-that-launched-a-franchise/</link>
		
		<dc:creator><![CDATA[Old School Gamer]]></dc:creator>
		<pubDate>Wed, 12 Aug 2026 15:29:12 +0000</pubDate>
				<category><![CDATA[Gaming]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=112927</guid>

					<description><![CDATA[<p>Some video games arrive quietly, sell a few copies and disappear. Others show up, take over living rooms, and suddenly become a franchise with sequels, spin-offs, films, merchandise and fans who can quote every line twenty years later. It’s funny looking back at the original releases, because nobody buying those first games could have known [&#8230;]</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/video-games-that-launched-a-franchise/">Video Games that Launched a Franchise</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><span style="font-weight: 400;">Some video games arrive quietly, sell a few copies and disappear. Others show up, take over living rooms, and suddenly become a franchise with sequels, spin-offs, films, merchandise and fans who can quote every line twenty years later. It’s funny looking back at the original releases, because nobody buying those first games could have known what they were starting.</span></p>
<p><span style="font-weight: 400;">Take Super Mario Bros.. In 1985 it was simply a new platform game for the NES. Fast forward a few decades and Mario is one of the most recognisable characters on the planet. The same goes for Pokémon Red and Blue. They began as two Game Boy cartridges and grew into a global phenomenon that now includes television, films, cards, toys and competitive gaming.</span></p>
<p><span style="font-weight: 400;">Some even cross over into </span><a href="https://www.heartbingo.co.uk/en-gb/online-casino"><span style="font-weight: 400;">casino games online</span></a><span style="font-weight: 400;">, with Hitman, Tomb Raider and Street Fighter all making it onto the reels, and you know it’s just a matter of time before Mario shows up in a VR live game. </span></p>
<p><span style="font-weight: 400;">The Legend of Zelda deserves a special mention because it launched a franchise that has managed to stay fresh for forty years and you’ll find references to it in fashion, music and online casino entertainment. A good example is the Slot ’Zelda’ from JDB168, a 5&#215;3 slot with 20 betways featuring wilds, scatters, multipliers and bonus spins. This has become a </span><a href="https://www.heartbingo.co.uk/en-gb/slots"><span style="font-weight: 400;">favourite slots games</span></a><span style="font-weight: 400;"> for many slots fans and shows how a famous gaming name can inspire products in completely different parts of the entertainment world.</span></p>
<p><span style="font-weight: 400;">Grand Theft Auto III impacted the gaming world more than any previous title. To be sure, the GTA brand existed before then, but this title really put the franchise on the gaming map. The result? Everyone wanted open-world games. With no limitations, players could proceed anywhere they liked, leave the storyline aside for the most part and have some fun doing anything that came to their mind. The new game model has paved the way for many games that followed.</span></p>
<p><span style="font-weight: 400;">And let&#8217;s not forget another iconic title, Halo: Combat Evolved. While this game was responsible for the establishment of the genre of console shooters, it became the Xbox trademark franchise. </span></p>
<p><span style="font-weight: 400;">Racing fans had Gran Turismo, horror fans had </span><a href="https://www.oldschoolgamermagazine.com/a-review-of-resident-evil-from-boss-fight-books/"><span style="font-weight: 400;">Resident Evil</span></a><span style="font-weight: 400;">, and role-playing fans had Final Fantasy. Each of those first entries laid down a template that publishers kept building on for years.</span></p>
<p><span style="font-weight: 400;">Casino gaming has its own unique form of franchising. A slot machine game that becomes popular leads to sequels, special editions and complete series. Consider titles like Book of Dead, </span><a href="https://www.thesun.co.uk/betting/35580388/starburst-slot-review/"><span style="font-weight: 400;">Starburst</span></a><span style="font-weight: 400;"> or various films and music branded games. After the players play the original game, other versions come up. So, we can relate this to video games: if a gaming developer creates a great world, a well-known character or a good storyline, this creates interest in the continuation of the game.</span></p>
<p><span style="font-weight: 400;">What all these examples have in common is that the first game rarely looks like a guaranteed empire. Developers were usually trying to make one great game, not build a multimedia universe. The franchise came later, after players kept coming back, talking about it with friends and wanting one more adventure. That’s the real magic of a launch title: it starts as a game and ends up becoming part of popular culture.</span></p>
<p>&nbsp;</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/video-games-that-launched-a-franchise/">Video Games that Launched a Franchise</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">112927</post-id>	</item>
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		<title>Totally Accurate Controller Makes a Totally Accurate Comeback with the Commodore TAC-2</title>
		<link>https://www.oldschoolgamermagazine.com/totally-accurate-controller-makes-a-totally-accurate-comeback-with-the-commodore-tac-2/</link>
		
		<dc:creator><![CDATA[Old School Gamer]]></dc:creator>
		<pubDate>Wed, 12 Aug 2026 00:52:21 +0000</pubDate>
				<category><![CDATA[1990s]]></category>
		<category><![CDATA[2010s]]></category>
		<category><![CDATA[2020s]]></category>
		<category><![CDATA[press]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=112899</guid>

					<description><![CDATA[<p>One of the 1980s most popular home joysticks is now available for pre-order AUGUST 11, 2026 — Following the runaway success of last year’s Commodore 64 Ultimate, Commodore International has announced it is bringing the TAC-2 joystick, also known as the “Totally Accurate Controller,” back into production more than 40 years after its debut. Pre-orders [&#8230;]</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/totally-accurate-controller-makes-a-totally-accurate-comeback-with-the-commodore-tac-2/">Totally Accurate Controller Makes a Totally Accurate Comeback with the Commodore TAC-2</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p dir="ltr"><strong>One of the 1980s most popular home joysticks is now available for pre-order</strong></p>
<p dir="ltr"><strong>AUGUST 11, 2026</strong> — Following the runaway success of last year’s <a href="https://commodore-international-dot-yamm-track.appspot.com/23HE5z6XFwkdq1WRVC68IAPOQzdQ-JIupCC6iqyCSU3ti4kPxnwGAT4qwfRUVhfvPbenuYexfkTZ1VkL7Jgu5ql8WYJvXtPOUqT4aVNl90Mhu6lPOFElP7OHg8dyqO8NCsI3v23WQuhCGwRVMV2y36YnjT1Mss2QcEV579ebehFkRTauo-_0DqHo4Ns9MINQ" target="_blank" rel="nofollow noopener" data-saferedirecturl="https://www.google.com/url?q=https://commodore-international-dot-yamm-track.appspot.com/23HE5z6XFwkdq1WRVC68IAPOQzdQ-JIupCC6iqyCSU3ti4kPxnwGAT4qwfRUVhfvPbenuYexfkTZ1VkL7Jgu5ql8WYJvXtPOUqT4aVNl90Mhu6lPOFElP7OHg8dyqO8NCsI3v23WQuhCGwRVMV2y36YnjT1Mss2QcEV579ebehFkRTauo-_0DqHo4Ns9MINQ&amp;source=gmail&amp;ust=1786581726143000&amp;usg=AOvVaw3ep9LzmYRlkqlWGwe1a4Fp">Commodore 64 Ultimate</a>, Commodore International has announced it is bringing the TAC-2 joystick, also known as the “Totally Accurate Controller,” back into production more than 40 years after its debut. Pre-orders begin today at <a href="https://commodore-international-dot-yamm-track.appspot.com/2SYVOnpEO_I-I6my_i639CEVnKZqinNnY55PZWewJoPdt4kPxnwH7vLZ3QtylClKurB7wnklA5aAd50hC5RkGROtbN6ZpM9humEGkpDcHlWakmbi_lr11R1lNl-cSmUkCkJL_OsBtLvozx4spFsAn9nCeY9MeYreu0gPfmFeUjzNQ-WxGgFv2Xxil" target="_blank" rel="nofollow noopener" data-saferedirecturl="https://www.google.com/url?q=https://commodore-international-dot-yamm-track.appspot.com/2SYVOnpEO_I-I6my_i639CEVnKZqinNnY55PZWewJoPdt4kPxnwH7vLZ3QtylClKurB7wnklA5aAd50hC5RkGROtbN6ZpM9humEGkpDcHlWakmbi_lr11R1lNl-cSmUkCkJL_OsBtLvozx4spFsAn9nCeY9MeYreu0gPfmFeUjzNQ-WxGgFv2Xxil&amp;source=gmail&amp;ust=1786581726143000&amp;usg=AOvVaw2vyqku6omL1xu0TxueJnEM">commodore.net</a>.</p>
<p dir="ltr"><img data-recalc-dims="1" decoding="async" data-attachment-id="112902" data-permalink="https://www.oldschoolgamermagazine.com/totally-accurate-controller-makes-a-totally-accurate-comeback-with-the-commodore-tac-2/screenshot-2026-08-11-195015/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/08/Screenshot-2026-08-11-195015.png?fit=542%2C327&amp;ssl=1" data-orig-size="542,327" 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="Screenshot 2026-08-11 195015" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/08/Screenshot-2026-08-11-195015.png?fit=300%2C181&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/08/Screenshot-2026-08-11-195015.png?fit=542%2C327&amp;ssl=1" class="alignnone size-full wp-image-112902" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/08/Screenshot-2026-08-11-195015.png?resize=542%2C327&#038;ssl=1" alt="" width="542" height="327" srcset="https://www.oldschoolgamermagazine.com/wp-content/uploads/2026/08/Screenshot-2026-08-11-195015.png 542w, https://www.oldschoolgamermagazine.com/wp-content/uploads/2026/08/Screenshot-2026-08-11-195015-480x290.png 480w" sizes="(min-width: 0px) and (max-width: 480px) 480px, (min-width: 481px) 542px, 100vw" /></p>
<p dir="ltr">Originally released in 1983 by Suncom Technologies (whose “We Help Make Computers Friendly” motto complemented Commodore’s own “Welcome to the World of Friendly Computing” quite well), the TAC-2 was renowned for its durable, microswitch-free design alongside its arcade-accurate ball-top handle and gloriously clicky dual fire buttons, and remains highly in demand to this day. Due to its scarcity, re-sales of a fully-functional TAC-2 can fetch upwards of $100 or more. To make the TAC-2 more accessible while furthering Commodore’s mission to preserve home computing history, and building the company on its two strong “retro” and “futurism” pillars, the company is officially bringing this controller king back to the front lines and into its ecosystem. Today Commodore has begun production on a faithful new recreation of the TAC-2, that will retail for half the price of a well-preserved original.</p>
<p dir="ltr">“While the Commodore 64 Ultimate was designed to support all classic C64 peripherals, getting your hands on vintage hardware like the TAC-2 is sometimes easier said than done,” said Commodore’s CEO, President, and Chief Joystick Waggler, Peri Fractic. “The TAC-2 was always a personal favorite of mine, from its sleek silvery design, to its almost indestructible nature, and we’ve taken every effort to ensure the Commodore TAC-2 is a faithful re-release of the original’s tactile history, that looks, feels, and plays just like you remember.”</p>
<p dir="ltr"><img data-recalc-dims="1" decoding="async" data-attachment-id="112901" data-permalink="https://www.oldschoolgamermagazine.com/totally-accurate-controller-makes-a-totally-accurate-comeback-with-the-commodore-tac-2/images-10/" data-orig-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/08/images.jpg?fit=335%2C597&amp;ssl=1" data-orig-size="335,597" 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="images" data-image-description="" data-image-caption="" data-medium-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/08/images.jpg?fit=168%2C300&amp;ssl=1" data-large-file="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/08/images.jpg?fit=335%2C597&amp;ssl=1" class="size-full wp-image-112901 alignleft" src="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/08/images.jpg?resize=335%2C597&#038;ssl=1" alt="" width="335" height="597" srcset="https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/08/images.jpg?w=335&amp;ssl=1 335w, https://i0.wp.com/www.oldschoolgamermagazine.com/wp-content/uploads/2026/08/images.jpg?resize=168%2C300&amp;ssl=1 168w" sizes="(max-width: 335px) 100vw, 335px" /></p>
<p dir="ltr">Like the original, the Commodore TAC-2 joystick movement is controlled using an internal ball-and-contact mechanism. Unlike the original, Commodore has replaced the shaft – previously made from a TR418 tire valve and an attached brass ball – with a single form, solid steel, chrome-plated shaft assembly, to overcome the main – if rare – cause of failure in the original: stress fractures between the separate components that could occur after repeated use. Still, the TAC-2 was famously “tested to 3 million moves without failure”, and Commodore’s new steel shaft is engineered to be even stronger than the original TAC-2’s.</p>
<p dir="ltr">The Commodore TAC-2 is available for pre-order in five colorways: BASIC Beige, C= White, Knight Black, and Starlight Edition will all be available for $49.99, with a limited Founders Edition featuring a gold PVD coated ball and matching premium PVD buttons, available for ‘Commodore’ $64 dollars. Additionally, BASIC Beige, Starlight Edition, and Founders Edition, will feature a fixed color LED under fire buttons to light up the fun, while Knight Black and C= White will retain the classic look of the originals.</p>
<p dir="ltr">The BASIC Beige is designed to match the Commodore 64 Ultimate ‘breadbin’ style, C= White matches the C64C ‘slimline’ computer, with the Starlight Edition matching the translucent stylings of its own namesake Commodore 64 Ultimate edition.</p>
<p dir="ltr">Fellow joystick wagglers can pre-order theirs today at <a href="https://commodore-international-dot-yamm-track.appspot.com/2xt47Vyw7dVu6rwjmGzDxWHhMvfXISB2fHuHXMcPO_nyA4kPxnwGZh1Fi0r80enQxm21ovaM9SiPKF9pfiluN6HkIe9TkfJjqeiPo1VWQXgneYSDqSfX4EMH7a8GvTMQ-jti6_Hqou1nnRg2LxyI0RjKzJ2bxZM6wZR4O47kpiotx1uGY4M8s30jx" target="_blank" rel="nofollow noopener" data-saferedirecturl="https://www.google.com/url?q=https://commodore-international-dot-yamm-track.appspot.com/2xt47Vyw7dVu6rwjmGzDxWHhMvfXISB2fHuHXMcPO_nyA4kPxnwGZh1Fi0r80enQxm21ovaM9SiPKF9pfiluN6HkIe9TkfJjqeiPo1VWQXgneYSDqSfX4EMH7a8GvTMQ-jti6_Hqou1nnRg2LxyI0RjKzJ2bxZM6wZR4O47kpiotx1uGY4M8s30jx&amp;source=gmail&amp;ust=1786581726143000&amp;usg=AOvVaw0VeYSLEYZME8TCfxqOpLRy">commodore.net</a>.</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/totally-accurate-controller-makes-a-totally-accurate-comeback-with-the-commodore-tac-2/">Totally Accurate Controller Makes a Totally Accurate Comeback with the Commodore TAC-2</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">112899</post-id>	</item>
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		<title>iiSU Turns a Spare Android Phone Into a Retro Handheld Worth Taking Seriously</title>
		<link>https://www.oldschoolgamermagazine.com/iisu-turns-a-spare-android-phone-into-a-retro-handheld-worth-taking-seriously/</link>
		
		<dc:creator><![CDATA[Old School Gamer]]></dc:creator>
		<pubDate>Tue, 11 Aug 2026 17:18:17 +0000</pubDate>
				<category><![CDATA[Console/Handheld]]></category>
		<category><![CDATA[Gaming]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=112885</guid>

					<description><![CDATA[<p>The Pokeriomokykla editorial team covers platforms the way a serious player scrutinizes any new tool: does the interface hold up before a single session begins, and are the controls genuinely usable before hours are invested? That test is exactly what iiSU passes. According to XDA Developers, the Android app functions exclusively as a retro gaming [&#8230;]</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/iisu-turns-a-spare-android-phone-into-a-retro-handheld-worth-taking-seriously/">iiSU Turns a Spare Android Phone Into a Retro Handheld Worth Taking Seriously</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><span style="font-weight: 400;">The Pokeriomokykla editorial team covers platforms the way a serious player scrutinizes any new tool: does the interface hold up before a single session begins, and are the controls genuinely usable before hours are invested? That test is exactly what iiSU passes. According to </span><a href="https://www.xda-developers.com/turned-old-phone-retro-gaming-machine-iisu-ui-alone-makes-worth-trying/"><span style="font-weight: 400;">XDA Developers</span></a><span style="font-weight: 400;">, the Android app functions exclusively as a retro gaming frontend — no emulators bundled, no games included — yet its console-style design and full controller support are enough to make a discarded smartphone feel like purpose-built hardware. The same evaluation logic applies in the Slovak-language poker-learning market the team follows. </span><a href="https://pokeriomokykla.com/sk"><span style="font-weight: 400;">Pokerio Mokykla SK</span></a><span style="font-weight: 400;"> gets judged on precisely those grounds: whether the layout stays clear and the toolset runs deep enough to justify a learner&#8217;s commitment before any serious time is spent.</span></p>
<h2><span style="font-weight: 400;">A Console-Style Front End That Can Replace Your Home Screen</span></h2>
<p><span style="font-weight: 400;">iiSU is, by design, nothing more than a frontend. Emulators must be sourced and configured separately. That constraint is also its clearest statement of intent: the app is built entirely around the experience of browsing and launching games, not running them.</span></p>
<p><span style="font-weight: 400;">The visual language draws directly from Nintendo&#8217;s Wii U and 3DS interfaces, per XDA Developers, giving the launcher an immediate familiarity for anyone who grew up with those consoles. Users who prefer something different can switch to an XMB-style view modeled on Sony&#8217;s PlayStation 3 and PlayStation Portable when browsing the full library. That choice alone signals a level of design consideration that most mobile emulation setups never bother with.</span></p>
<p><span style="font-weight: 400;">Controller integration is thorough. Every step of the initial setup and every navigational action within the UI works with both touchscreen and physical controller. Xbox controllers are explicitly supported alongside dedicated mobile controllers, and button prompts remain visible on screen at all times, so users are never left guessing. The experience does not feel like a phone app wearing a console costume. It feels like a console.</span></p>
<p><span style="font-weight: 400;">The deepest expression of that philosophy is the launcher mode. iiSU can replace the phone&#8217;s standard home screen entirely, functioning as a full Android launcher. Apps, widgets, and system notifications are all accessible through its own interface. For a device dedicated to retro gaming, the phone&#8217;s stock home screen becomes unnecessary.</span></p>
<h2><span style="font-weight: 400;">Social Tools, Achievement Tracking, and a Path to Streaming</span></h2>
<p><span style="font-weight: 400;">A frontend that only organizes games is useful. One that populates artwork, tracks achievements, connects to friends, and eliminates the need for local storage is a different proposition.</span></p>
<p><span style="font-weight: 400;">iiSU supports two game data scrapers. Screenscraper requires no account to use and supplies artwork and metadata automatically; TheGamesDB offers an alternative source for the same function. Both services work to give a library the visual weight of a polished collection rather than a flat file list.</span></p>
<p><span style="font-weight: 400;">RetroAchievements integration goes further. The service hosts community-created achievements for retro games that never received them officially. Inside iiSU, users connect via an API key, browse achievement lists for individual games while navigating the library, and track recent activity through a dedicated Achievements tab on the home screen. For players who want ongoing progression in games that predate trophy systems, this is a material addition.</span></p>
<p><span style="font-weight: 400;">Discord sits inside the launcher as well. Users can access a friends list, pin frequent contacts, and send messages without installing a separate app. Typed responses still require the touchscreen — no Android keyboard currently handles controller input cleanly — but the integration means conversation happens without leaving the frontend. That friction point is real, though minor given the workaround.</span></p>
<p><span style="font-weight: 400;">Library management reaches beyond the phone itself. iiSU can import an existing collection from ES-DE, another widely used emulation frontend, making migration straightforward for anyone already organized elsewhere. It can also stream games from a self-hosted RomM server, removing the need to store ROM files on the device at all.</span></p>
<h2><span style="font-weight: 400;">Alpha-Stage Crashes and a Release Pace That Keeps Moving</span></h2>
<p><span style="font-weight: 400;">iiSU launched its first alpha in October 2025 and remains in alpha testing. That designation carries real meaning. The app crashes, and the circumstances have been documented specifically enough to be useful.</span></p>
<p><span style="font-weight: 400;">Connecting a Discord account during initial setup can trigger a crash. General use produces random crashes at no predictable interval. The most disruptive documented failure involves adding a widget, which has caused a permanent blank screen on every subsequent relaunch until the app cache is manually cleared. That last scenario requires deliberate recovery steps and represents the kind of bug that can genuinely strand a user.</span></p>
<p><span style="font-weight: 400;">The counterweight is pace. Fifteen public releases have shipped since the October debut, and paid supporters have received newer builds ahead of the most recent public version. That cadence suggests active development rather than a stalled project, and the gap between supporter and public builds points to a functioning feedback loop.</span></p>
<h2><span style="font-weight: 400;">Desktop Platforms on the Horizon, With ES-DE in Its Sights</span></h2>
<p><span style="font-weight: 400;">The project&#8217;s stated ambitions run beyond Android. Per a post on iiSU&#8217;s official Discord server, support for Windows, macOS, and Linux is planned. Some components of the app already have desktop versions in place, though current development remains focused on Android.</span></p>
<p><span style="font-weight: 400;">That roadmap situates iiSU squarely in competition with ES-DE, the established cross-platform frontend it already integrates with for library imports. Whether a project still in alpha can close the maturity gap is an open question, but the direction is clear. A frontend that begins on Android, absorbs existing ES-DE libraries, and extends toward the same desktop platforms ES-DE already covers is not positioning itself as a companion tool. It is positioning itself as a replacement candidate. The interface quality and controller-first design that distinguish iiSU on mobile are the same qualities that would need to carry it there.</span></p>
<p>&nbsp;</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/iisu-turns-a-spare-android-phone-into-a-retro-handheld-worth-taking-seriously/">iiSU Turns a Spare Android Phone Into a Retro Handheld Worth Taking Seriously</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">112885</post-id>	</item>
		<item>
		<title>Where’s the Best Place to Sell Nintendo Games Online? 5 Options Compared</title>
		<link>https://www.oldschoolgamermagazine.com/wheres-the-best-place-to-sell-nintendo-games-online-5-options-compared/</link>
		
		<dc:creator><![CDATA[Old School Gamer]]></dc:creator>
		<pubDate>Tue, 11 Aug 2026 17:15:02 +0000</pubDate>
				<category><![CDATA[Gaming]]></category>
		<guid isPermaLink="false">https://www.oldschoolgamermagazine.com/?p=112882</guid>

					<description><![CDATA[<p>Whether you’re offloading a shelf full of NES games or a boxed GameCube set, it comes down to a choice between mailed trade-ins, franchised brick-and mortar trade-ins and online peer to peer marketplaces, all of which have different terms of payment, shipping, and grading features. The retro gaming market will grow 10% from last year, [&#8230;]</p>
<p>The post <a href="https://www.oldschoolgamermagazine.com/wheres-the-best-place-to-sell-nintendo-games-online-5-options-compared/">Where’s the Best Place to Sell Nintendo Games Online? 5 Options Compared</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><span style="font-weight: 400;">Whether you’re offloading a shelf full of NES games or a boxed GameCube set, it comes down to a choice between mailed trade-ins, franchised brick-and mortar trade-ins and online peer to peer marketplaces, all of which have different terms of payment, shipping, and grading features. The </span><a href="https://armchairarcade.com/perspectives/2026/05/28/how-retro-game-collecting-became-high-stakes/"><span style="font-weight: 400;">retro gaming market will grow 10%</span></a><span style="font-weight: 400;"> from last year, according to data tracked by Armchair Arcade, making it a $4.18 dollar industry by the end of 2026.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">This means that buyers are competing for the same cartridges, and sellers want to know who’s really paying well for their old games. Here are five places to sell your Nintendo games, updated August 2026.</span></p>
<p>&nbsp;</p>
<h2><b>1. DKOldies</b></h2>
<p><span style="font-weight: 400;">Pricing/payout structure: Operates a published buy-list with fixed prices per title as opposed to negotiated offers, as well as a ‘we buy everything’ options for non-listed games.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Turnaround time: Clients report checks arriving one week after a package is received, though some mention delayed payouts at busy times.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Shipping process: Sellers request either a shipping kit or print a shipping label of the website. Packaging requirements are not as clear as that of other competitors.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Condition grading: Largely favors function over graded CIB pricing, this means that a loose cartridge and a boxed version may end up close in value.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Console/game coverage: Covers NES, SNES, N64, Wii, the Game Boy family, and other Sega and Playstation hardware and software.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Trust signals: Holds a 2.6 star ‘Poor’ Trustpilot rating from 428 reviews. Most negative feedback mentions the quality of the </span><a href="https://www.datainsightsmarket.com/reports/refurbished-gaming-consoles-421026"><span style="font-weight: 400;">refurbished consoles</span></a><span style="font-weight: 400;">.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Bulk/collection selling vs. single item selling: Supports both, but the flat buy-list pricing is advantageous to those trading in large amounts instead of individual collector’s items.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Instant quote tool/offer process: The buy-list acts as the quote. Select all games, get your price, and send them off.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Payment methods: Check, PayPal, or store credit are supported. You will get more when opting for store credit than PayPal or a check.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Use cases: The best choice for someone trying to unload a box of various common games quickly, instead of engaging in a discussion for a price on single, valuable games.</span></p>
<h2><b>2. The Old School Game Vault</b></h2>
<p><span style="font-weight: 400;">Pricing/payout structure: </span><a href="https://theoldschoolgamevault.com/sell-nintendo-games-more"><span style="font-weight: 400;">The Old School Game Vault </span></a><span style="font-weight: 400;">offers cash payouts on a fixed rate determined by title (not tiers), with no deductions applied from quote.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Turnaround time: Offers free expedited shipping from receiving shipment; process pays out within 3-4 business days following published policy.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Shipping process: Pays to provide prepaid shipping labels on collections exceeding $100 (smaller assortments pay their own shipping).</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Condition grading: Pricing for most classic titles is offered per cartridge and not full price. Switch and some modern libraries require the original case and artwork to receive full prices.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Console/game coverage: Full line of Switch games and consoles, the Game Boy/DS/3DS systems as well as all generation NES/SNES, N64 games and consoles.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Trust signals: Has an A+ grade from the Better Business Bureau since 2008 and achieves a trust score of </span><a href="https://www.trustpilot.com/review/theoldschoolgamevault.com"><span style="font-weight: 400;">4.99 out of 5 on Trustpilot</span></a><span style="font-weight: 400;">.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Bulk/collection selling vs. single-item selling: Can buy both. The site advertises its latest six figure-mixed lot purchases from customers throughout the entire country.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Instant quote tool/offer process: Sell Nintendo games and systems using a search engine that quotes immediate and fixed prices before checkout.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Payment methods: Sellers are given cash in the form of PayPal, Zelle, checks or Amazon e-gift cards instead of the store credit markup that others may use.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Use cases: Appropriate for individuals seeking no-frills cash (instead of in-store credit) for their unwanted games/systems by mail, without the need to locate a nearby physical store since there is only an online service.</span></p>
<h2><b>3. PayMore</b></h2>
<p><span style="font-weight: 400;">Pricing/payout structure: Offers are determined via in-store negotiation on a per item basis and are not published in a guide.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Turnaround time: In-store trades are immediate and do not involve shipping because the transaction is finalized right there on the sales counter.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Shipping process: Does not apply to the in-store model, though most stores are able to facilitate large item mail-in trade online.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Condition grading: Items are physically inspected and tested by store associates and PayMore will even accept broken and incomplete systems.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Console/game coverage: Will accept NES, SNES, Nintendo64, GameCube, and Game Boy variations alongside typical cell phones, laptops and other electronics.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Trust signals: Ranked ‘excellent’ on Trustpilot with a 4.7 out of 5 rating with nearly 2,000 reviews.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Bulk/collection selling vs single-item selling: Is generally accepted with a single, high-value item, as pricing is negotiated on an </span><a href="https://www.researchgate.net/publication/311399000_Chapter_15_Value-Added_Negotiations"><span style="font-weight: 400;">item-by-item basis</span></a><span style="font-weight: 400;">; hauling a large collection to the physical store is often impractical.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Instant quote tool/offer process: No instant quote tool for games is available and pricing will be given upon in-person evaluation.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Payment methods: Cash is paid at the register after negotiating an acceptable price.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Use cases: Ideal for anyone located near a participating store who wants to get cash for items the same day and who does not mind negotiating the offers.</span></p>
<h2><b>4. BuyBackWorld</b></h2>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Pricing/payout structure: Sellers will receive an instant, itemized online quote similar to what is available for phone trade-ins. The price is usually locked for two days after submission, though it will adjust if the reported item condition differs.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Turnaround time: Some users reported payment within days of the item arriving and passing inspection, but many reported waiting times of more than two weeks for their payment while the company negotiated over the item condition.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Shipping process: Once you agree to the online quote, you will receive free, pre-paid shipping materials you can use to package your items.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Condition grading: Sellers will self-report the item’s condition on their online form. Sellers must be aware that items may sell for less during the final inspection if the condition does not match the initial report.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Console/game coverage: Accepts N64 consoles and games, NES, Switch 3DS and Super Nintendo but does not feature particularly extensive retro coverage of games.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Trust signals: Has an A+ rating from the </span><a href="https://www.investopedia.com/what-is-the-better-business-bureau-5024818"><span style="font-weight: 400;">Better Business Bureau</span></a><span style="font-weight: 400;">, with a 3.0 out of 5 ‘average’ rating from more than 360 Trustpilot reviews.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Bulk/collection selling vs. single item selling: BuyBackWorld is focused more on single-item or small quantity trade-ins than buying entire mixed vintage collections of games or consoles.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Instant quote tool/offer process: Offer instant quotes for more than thousands of products, though older or lesser-known Nintendo games are not always listed.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Payment process: Direct deposit, check, Venmo, PayPal, or gift cards are offered, including a bonus for opting for store credit.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Use case: Ideal for someone clearing out newer Nintendo products, alongside other electronics in one shipment, less so for retro cartridge collections.</span></p>
<h2><b>5. Swappa</b></h2>
<p><span style="font-weight: 400;">Pricing payout structure: Sellers decide on an ask price, though Swappa charges both parties a flat 3% commission instead of buying the itself at a price and re-listing the product.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Turnaround time: Completely relies on when an item listing gets bought. The turnaround time can range from hours to several weeks if the products are less popular.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Shipping process: Sellers package and ship their items to the buyer once the transaction is complete, Swappa does not offer shipping labels.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Condition grading: Sellers create their own condition listings, with Swappa reviewing listings before they go live to cut down on scams.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Console/game coverage: Generally focuses on home and </span><a href="https://dataintelo.com/report/handheld-consoles-market"><span style="font-weight: 400;">handheld consoles</span></a><span style="font-weight: 400;"> such as the Nintendo Switch and older systems, far more than loose games.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Trust signals: Boasts an ‘excellent’ trustpilot rating from over 30,000 reviews.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Bulk/collection selling vs single-item selling: Much better at listing just one or two unique or high-value items then entire lots of common ones &#8211; it takes individual effort for each listed piece.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Instant quote tool/offer process: No instant option is available with sellers pricing their own products and waiting for demand.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Payment methods: Get paid by PayPal or Stripe. Funds should arrive once the buyer confirms receipt of your item.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Use case: Best for someone with a single high-value, desirable item such as a boxed N64 console or a special edition Nintendo Switch console. Sellers must be patient when trying to make the maximum profit from the sale.</span></p>
<h2><b>Comparison at a Glance</b></h2>
<p>&nbsp;</p>
<table>
<tbody>
<tr>
<td><b>Site</b></td>
<td><b>Pricing Model</b></td>
<td><b>Key Feature</b></td>
<td><b>Best For</b></td>
<td><b>Limitation</b></td>
</tr>
<tr>
<td><span style="font-weight: 400;">DKOldies</span></td>
<td><span style="font-weight: 400;">Published buy-list</span></td>
<td><span style="font-weight: 400;">‘We buy everything’ fallback option</span></td>
<td><span style="font-weight: 400;">Large mixed lots of common titles</span></td>
<td><span style="font-weight: 400;">Bad Trustpilot rating</span></td>
</tr>
<tr>
<td><span style="font-weight: 400;">The Old School Game Vault</span></td>
<td><span style="font-weight: 400;">Fixed market-based cash</span></td>
<td><span style="font-weight: 400;">3-4 day payment, no seller fees</span></td>
<td><span style="font-weight: 400;">Cash-focused mail-in sellers</span></td>
<td><span style="font-weight: 400;">Mail-in only, no local drop-off</span></td>
</tr>
<tr>
<td><span style="font-weight: 400;">PayMore</span></td>
<td><span style="font-weight: 400;">Negotiated in-store</span></td>
<td><span style="font-weight: 400;">Same-day cash</span></td>
<td><span style="font-weight: 400;">Local sellers wanting instant payout</span></td>
<td><span style="font-weight: 400;">No online quote tool for games</span></td>
</tr>
<tr>
<td><span style="font-weight: 400;">BuyBackWorld</span></td>
<td><span style="font-weight: 400;">Locked online quote</span></td>
<td><span style="font-weight: 400;">Multi-electronics coverage</span></td>
<td><span style="font-weight: 400;">Sellers bundling games with other tech</span></td>
<td><span style="font-weight: 400;">Payout timing varies</span></td>
</tr>
<tr>
<td><span style="font-weight: 400;">Swappa</span></td>
<td><span style="font-weight: 400;">Seller-set asking price</span></td>
<td><span style="font-weight: 400;">Low, transparent 3% fee</span></td>
<td><span style="font-weight: 400;">One high-value item, willing to wait</span></td>
<td><span style="font-weight: 400;">No instant offer, sellers ships product</span></td>
</tr>
</tbody>
</table>
<p>&nbsp;</p>
<h2><b>Frequently Asked Questions</b></h2>
<p><b>Which websites can pay out cash for Nintendo games?</b></p>
<p><span style="font-weight: 400;">The Old School Game Vault or PayMore are stores that offer cash-payment instead of store-credit for Nintendo games. Other buyback sites keep the funds within their own stores through gift cards or store credit. </span></p>
<p>&nbsp;</p>
<p><b>Is it necessary to have the original box to be paid for retro Nintendo games?</b></p>
<p><span style="font-weight: 400;">This varies from one service to the next. Some mail-in services charge a flat rate for NES, SNES and N64 games regardless of box status but for newer Switch games, boxed items may be more valuable.</span></p>
<p>&nbsp;</p>
<p><b>How long until they pay me after I mail my games?</b></p>
<p><span style="font-weight: 400;">Turnaround time varies but can take three to four days from some mail-in services but it may be as quick as 24 hours for cash-based purchases, as long as the buyer has made the payment.</span></p>
<h2><b>Conclusion</b></h2>
<p><span style="font-weight: 400;">The Problem: Deciding where to sell Nintendo games is challenging due to varying payouts, condition grading, shipping costs, and processing times.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Key Takeaways: Buyback sites offer bulk speed, physical stores provide instant local cash, and paper-to-peer marketplaces deliver maximum profit for rare titles.</span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">Next Steps:</span></p>
<ol>
<li style="font-weight: 400;" aria-level="1"><span style="font-weight: 400;">Catalog your games and evaluate their condition.</span></li>
<li style="font-weight: 400;" aria-level="1"><span style="font-weight: 400;">Compare quotes between buyback sites and marketplaces.</span></li>
<li style="font-weight: 400;" aria-level="1"><span style="font-weight: 400;">Choose the platform matching your payout preferences.</span></li>
</ol>
<p>The post <a href="https://www.oldschoolgamermagazine.com/wheres-the-best-place-to-sell-nintendo-games-online-5-options-compared/">Where’s the Best Place to Sell Nintendo Games Online? 5 Options Compared</a> appeared first on <a href="https://www.oldschoolgamermagazine.com">Old School Gamer Magazine</a>.</p>
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