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The Official Turbografx 16 Thread!


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7 hours ago, livingonwheels said:

Any ideas what could be causing this issue with my TG16? Happened once yesterday, but returned to normal after a half hour or so. All games will display this issue. Was using the system again today, testing games, when it has suddenly returned.

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DSC01006.jpghaji blood+ wallpaper

I can't really tell, but it looks like the colors are messed up too. If all your games are showing this behavior, then it's probably an issue with the VCE. I would check for rot in the traces to the VCE (data bus). If it's both res and colors like that, I highly suspect that's what it is.

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1 hour ago, turboxray said:

I can't really tell, but it looks like the colors are messed up too. If all your games are showing this behavior, then it's probably an issue with the VCE. I would check for rot in the traces to the VCE (data bus). If it's both res and colors like that, I highly suspect that's what it is.

Yes, the colors are messed up too. All my games are showing this behavior. I've tried multiple cables and televisions but the issue randomly persists. I should mention that the RF output barely works (which seems to be a common issue), and when I am able to get any kind of picture, the colors are also messed up. I'm tapping into the composite signal for the pictures I've posted. When speaking of the Data Bus, are you referring to the cartridge slot and the traces leading in and out of it?

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Remember that TurboGrafx shirt from the Japanese PC Engine mini launch? This one

 

https://www.amazon.co.jp/-/en/dp/B07V5PSRZS/ref=sr_1_13?crid=344EWOPLHUJSU&dchild=1&keywords=ターボグラフィックス-16%2Bmini&qid=1601553148&sprefix=turbogra%2Caps%2C289&sr=8-13&th=1

 

I've had mine since April~May, I think, but only about 5 minutes ago did I discover that it glows in the dark! Maybe this was stated somewhere before, but I don't remember seeing it come up! I tried to take a picture but it didn't actually show up, but all of the green parts on the logo on the front glow in the dark.

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Hi!

 

I'm new here. I recently got myself an UperGrafX (UGX-02). I heard there's a few users here with the UperGrafX here so I thought I'd join to discuss.

At first glance I was super excited about hdmi and rom loading with it, but quickly learnt about many limitations. Once I got the information from "Emmett Turner" on youtube, things got easier. I also read a bit in this thread about for example the MMC (sd card) save system. It saddens me that max rom size is 512KiB and also that there seems to be issues with SGX games, that video signal isn't sent to the UperGrafX or something. I don't really understand what is actually not working with SGX. But someone said you could modify the SGX and then the video signal with SGX games should work. Any more info exactly on this?

 

I made a program to fix pce files to work with UperGrafX (clear header information & region fix) and it can also convert .ccd cd image to .cdm. If you'd like to have it, I can provide link!

 

Anyways I have some questions regarding super system card 3 .pce and playing cdm images. I got it working with SystemCard1 to boot RType but it asked for SystemCard3, when I use SystemCard3 it just says Running or Loading and nothing happens. Anyone feel this? Perhaps the .pce I have is bad? Or maybe the actual cd rip is bad?

 

Oh and I forgot to mention I have had a SSD3 for a long time and it has worked great and I'm super happy with it. However I wanted true HDMI and UperGrafX seemed to provide this. However it seems to be much more sensitive to isos, roms etc than SSD3 which "just works" for all I have tested.

Edited by Elrinth
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5 hours ago, Steven Pendleton said:
= [mention=4949]CZroe[/mention]

 

I don't have the UperGrafx, but he does, so...

Thanks.@turboxray and@newtmonkey too. [emoji4]

6 hours ago, Elrinth said:
Hi!

 

I'm new here. I recently got myself an UperGrafX (UGX-02). I heard there's a few users here with the UperGrafX here so I thought I'd join to discuss.

At first glance I was super excited about hdmi and rom loading with it, but quickly learnt about many limitations. Once I got the information from "Emmett Turner" on youtube, things got easier. I also read a bit in this thread about for example the MMC (sd card) save system. It saddens me that max rom size is 512KiB and also that there seems to be issues with SGX games, that video signal isn't sent to the UperGrafX or something. I don't really understand what is actually not working with SGX. But someone said you could modify the SGX and then the video signal with SGX games should work. Any more info exactly on this?

 

I made a program to fix pce files to work with UperGrafX (clear header information & region fix) and it can also convert .ccd cd image to .cdm. If you'd like to have it, I can provide link!

 

Anyways I have some questions regarding super system card 3 .pce and playing cdm images. I got it working with SystemCard1 to boot RType but it asked for SystemCard3, when I use SystemCard3 it just says Running or Loading and nothing happens. Anyone feel this? Perhaps the .pce I have is bad? Or maybe the actual cd rip is bad?

 

Oh and I forgot to mention I have had a SSD3 for a long time and it has worked great and I'm super happy with it. However I wanted true HDMI and UperGrafX seemed to provide this. However it seems to be much more sensitive to isos, roms etc than SSD3 which "just works" for all I have tested.

Yes, the max ROM size is a little disappointing. I checked and the only American releases that are too large are Bonk 3, Neutopia II, and Raiden. Luckily there are CD versions of Bonk 3 and Super Raiden, which work fine, so I only count Neutopoia II. Of course, very few people with a UGX-02 are only interested in American games so the other than the obvious Street Fighter II' Champion Edition (only game large enough to use a mapper), Japan had these official releases over 512k:

 

Bomberman '94

F1 Circus '92 - The Speed of Sound

Fire Pro Wrestling 3 - Legend Bout

Lady Sword

Momotarou Densetsu II

Parodius Da! - Shinwa kara Owarai e

Power League '93 and Power League 5

Quiz Toukou Shashin

Super Momotarou Dentetsu II

 

One of those is an undesirable older version of the other (Power League) so with Neutopia II that's only 10 unique titles they could add simply by increasing the amount of memory on the UGX... 11 if you count Strip Fighter II (the unofficial pornographic game). Not having Parodius Da! stings for western shooter fans and Fire Pro Wrestling 3 stings for western wrestling game fans, but I don't think any of us are going to miss Quiz Toukou Shashin. [emoji6] Me? I'd miss Bomberman '94 except I can still play all those and Street Fighter II on UGX with the Turbo Everdrive. [emoji6]

 

As a percentage, those 10 titles aren't much compared to the total PCE library. It's a different story when you look at SuperGrafx games though, since they were generally bigger. Battle Ace, Darius Alpha, and Madou King Granzort are the only ones small enough, and Darius Alpha isn't even really SGX-enhanced. I'm sure you could force Darius Plus into standard PCE mode somehow to play without missing graphics over DVI/HDMI but you may as well just run CD-ROM² Super Darius on UGX-02 if you are going to do that. Yes, UperGrafx UGX-02 is fully compatible with SGX when using analog output. Even digital output on SGX works perfectly for all the same games UGX can play on a standard PC Engine.

 

The only issue with SGX games and DVI/HDMI output is that NEC stupidly left the EXT port wired to the output of the primary GPU. Because the SGX adds a second GPU and a muxing chip that combines the output of both, it should have been wired to the output of that muxing chip... or nothing at all, since it was likely intended to make a SGX add-on for earlier consoles but was never used. NEC used the same DAC chip (VCE) to convert the output of the GPU to analog so the output of that muxing chip is compliant with the DAC and UGX. That's the theory, anyway... seemingly confirmed by the @UperGrafx Twitter account. I haven't had the nerve to try rewiring it yet. [emoji20] Without rewiring the EXT port inside the SGX, some graphics will be missing when using DVI/HDMI... like you can't see your shots in Darius Plus. Those were being rendered on the second GPU.

 

I tried out your "UperGrafX CD image and ROM fixer" app and I agree: All that functionality should have been built into the UperGrafx Control Panel app! Thanks for making this.

 

I don't know if the UGX creator even realizes that region locking exists. We've asked him to add CCD support since it's literally just hard-coded references to a file extension and strings in a file, but he seemingly balked saying that he wrote it in some way he can't easily change. I think he doesn't want to support CCD because he doesn't want it to look like he supports downloaded CD-ROM images. Japan is where that dude got arrested for using HackChi on Super Famicom Mini for a few of his coworkers, so I can see why he's sensitive to that. Regardless, I use CloneCD for ripping my originals because I own a license and it's better than CDManipulator. I'd prefer it even if I had to use the trial version. I see no good reason to avoid supporting it directly.

 

Do you think a name like "UperGrafx Companion" or "UperGrafx CP Companion" would be better? Only functionality I can suggest is a button to launch UperGrafx Control Panel (ikaebi.exe) if they are in the same directory. Also, maybe it can create a CSV of the fixed/modified ROMs and new CDM files, so then people could just load that up in the UGX CP to quickly add their newly-prepares files. [emoji4] Only other feature I can think of is one to descramble HuCard dumps that will have the bytes reversed if you dump a US game in a Japanese console or a Japanese game in a US console.

 

It's already a huge help even if you don't change a thing, so thanks again!

 

Regarding Super System Card 3.0, the UperGrafx needs to know that the ROM image is from a ROM+RAM HuCard, which is a settable attribute in UGX CP. UGX CP recognizes the Japanese Super System Card 3.0 BIOS/ROM file and automatically applies this attribute but it does not recognize and auto-apply it for the American version. The American version does work when you apply this setting manually. If that does not fix your issue then your issue with that game is likely the rip. I encountered a few that did this. My solution was to use Daemon-Tools to mount the original BIN/CUE file as a virtual SCSI CD-ROM drive then make a new rip from the virtual drive with CloneCD. Of course, I had to edit my CCD file to match CDManipulator, and then it worked.

 

 

Edited by CZroe
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Has anyone in North America received a clear PC Engine shell from Retro Game Restore?

 

My paypal payment was never updated with tracking and I never got a response to an email inquiry... even though they were quick to respond when I asked to cancel my smoke controller shell order after preordering the smoke console shell.

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Has anyone in North America received a clear PC Engine shell from Retro Game Restore?
 
My paypal payment was never updated with tracking and I never got a response to an email inquiry... even though they were quick to respond when I asked to cancel my smoke controller shell order after preordering the smoke console shell.


Yes. I received my original Clear shell months ago and got my Smoke shell a few weeks ago...
02bda79dc6c46d9c1433b12050a33e63.jpg

The Taiwan Post tracking number I received from a PayPal email never worked.
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Wow very gorgeous shell!

 

I took your suggestions to heart and added the functionality. UperGrafX Companion can now fire "UperGrafX control panel" directly.

 

I took the CD Manipulator src code and rebuilt it with some additional changes (I need to contact the original creator and see if I can upload these code changes somewhere):

* Support for auto-start/auto-quit via commandline, just start like: cdm.exe -driveindex 0 -o "somepathtofile.cdm" makes it autostart and rip from cd drive 0 and quit directly.

* If cancel cd rip can notify other programs that user did a cancel.

* The official source code didn't have the track 99 limit fix, so I think I fixed it in this version aswell, but I'm not sure. I haven't tested TBH.

* There was memory leak when the program is stopped. I fixed this.

 

* Can now convert .bin/.cue files to .cdm/.cue instead (thx to being able to fire CDManipulator directly from commandline). Requires Daemon Tools Lite on computer.

 

* Can convert back n forth .pce files for J -> U or U -> J. Will look for AD00102940F0 (U) respectivly AD0010294080 (J).

 

* Added an about section where I put some links and some minor info.

 

https://github.com/Elrinth/UperGrafX-Companion

 

Some more information regarding UperGrafX:

As there are so few games > 512KiB maybe I can just try to focus buy these games original.

 

I tried out the Super GrafX games using HDMI out of the UperGrafX. Indeed, the SGX games are very hard to play as enemies or you, yourself are invisible. :) In Makaimura you are invisible and some background objects like the Guilliotines (spelling?). In 1941 Counter-Attack all enemies are invisible, but you can still see their bullets. Sadly when you collide with enemy plane you also die so very very hard to play :)

In Aldynes all enemies are invisible, but not their bullets.

 

I absolutely wanna modify my SGX to fix the graphics, but I need to know exactly which pin to solder/cut or whatever. And also, do I also need to modify the UperGrafX? The current information on how to fix this is way too cryptic for retarded me.

 

One more question, where did you find the fast-patch for the SSC 3.0?

Edited by Elrinth
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2 hours ago, Elrinth said:

Wow very gorgeous shell!

 

I took your suggestions to heart and added the functionality. UperGrafX Companion can now fire "UperGrafX control panel" directly.

 

I took the CD Manipulator src code and rebuilt it with some additional changes (I need to contact the original creator and see if I can upload these code changes somewhere):

* Support for auto-start/auto-quit via commandline, just start like: cdm.exe -driveindex 0 -o "somepathtofile.cdm" makes it autostart and rip from cd drive 0 and quit directly.

* If cancel cd rip can notify other programs that user did a cancel.

* The official source code didn't have the track 99 limit fix, so I think I fixed it in this version aswell, but I'm not sure. I haven't tested TBH.

* There was memory leak when the program is stopped. I fixed this.

 

* Can now convert .bin/.cue files to .cdm/.cue instead (thx to being able to fire CDManipulator directly from commandline). Requires Daemon Tools Lite on computer.

 

* Can convert back n forth .pce files for J -> U or U -> J. Will look for AD00102940F0 (U) respectivly AD0010294080 (J).

 

* Added an about section where I put some links and some minor info.

 

https://github.com/Elrinth/UperGrafX-Companion

 

Some more information regarding UperGrafX:

As there are so few games > 512KiB maybe I can just try to focus buy these games original.

 

I tried out the Super GrafX games using HDMI out of the UperGrafX. Indeed, the SGX games are very hard to play as enemies or you, yourself are invisible. :) In Makaimura you are invisible and some background objects like the Guilliotines (spelling?). In 1941 Counter-Attack all enemies are invisible, but you can still see their bullets. Sadly when you collide with enemy plane you also die so very very hard to play :)

In Aldynes all enemies are invisible, but not their bullets.

 

I absolutely wanna modify my SGX to fix the graphics, but I need to know exactly which pin to solder/cut or whatever. And also, do I also need to modify the UperGrafX? The current information on how to fix this is way too cryptic for retarded me.

 

One more question, where did you find the fast-patch for the SSC 3.0?

That's incredible! Thank you so much. The ability to convert BIN/CUE to CDM is a huge help! The way I was doing it was a bit tedious: I mounted four images at a time in Daemon-Tools with multiple instances of CloneCD so that I could prepare multiple rips at once. Since everything was already in CloneCD format I was tempted to just use the "NEC PC Engine CD & TurboGrafx CD (TruRip 2014-04-26)" set instead of the ReDump set. :) Of course, I still had to edit the CCD files to make CDM files but I made quick work of those.

 

I believe I got the patch download link from their @UperGrafx Twitter posts but I recently got it again from the developer's blog. Super System Card 3 speed hack:
https://na6ko.hatenadiary.jp/entry/2019/07/21/032956

 

The English translation seems to say that it can't be used with UGX-01, which makes sense because UGX-01 requires a real System Card. They also note it can't be used to speed up loading with real Super System Cards. They remind us to change it from ROM to ROM+RAM in the ikaebi.exe UperGrafx Control Panel, presumably because the patched ROM isn't automatically recognized as a Super System Card for ikaebi to automatically set ROM+RAM. This will probably change with the next ikaebi release. ;) Also, the patched file will behave exactly like an unpatched one when the UGX Virtual CD drive speed is set to "Slow." Individual per-game settings are still available to automatically override the global setting if a specific game is known trouble with faster loading.

 

It adds new registers to read the Virtual CD drive speed settings. He says something about Mednafen but I don't know if he's saying it works or doesn't work.

He also has the patches which will skip "Press Run to Start" so that the UGX-02 can run in "Exhibition Mode" at trade shows (cycles through games on a timer). Exhibition mode and patches:
https://na6ko.hatenadiary.jp/entry/2019/12/15/062327

 

I think he came up with this for Portland Retro Gaming Expo. :) Anyway, I don't think he had released the UGX-02 firmware that has Exhibition mode but I went ahead and prepared a set of these patched ROMs too. The one that gave me trouble was Games Express Green card. None of the dumps had the required CRC32 (20e0a364). When I finally found a "Green" Games Express CD card dump I had to use a Hex editor to remove the header and reduce the 4x overdump to 16KB. FINALLY I had one that matched 20e0a364 to use with the IPS patch.

 

Speaking of Games Express, when I excluded Strip Fighter from the list of official Japanese-exclusive releases that were too large for UGX-02, I forgot to exclude Lady Sword... which is also an unofficial pornographic Games Express game. Unfortunately, AtariAge doesn't let me edit posts older than one hour. :(

 

Regarding the Retro Game Restore Smoke shell from Taiwan, the Smoke shell looks so much better than the yellow shell it replaced! I have another PC Engine and a Clear Retro Game Restore shell but it hasn't yellowed much so I may end up keeping it in the original white shell. I just ordered some extra turbo controllers (PI-PD6) so I can use a more appropriate PCB with the controller shell.

 

The information I have about modifying the SuperGrafx comes from this Twitter exchange with the UperGrafx creator:

 

In it he says:

For digital video capture, the 9-bit intermediate signal of VDC (6270) is output to EXTBUS, so it is used. In the case of SuperGrafx, there are two VDCs, and one VDC is output to EXTBUS. The signal that mixes the two VDCs is wired to the VCE (6260), so rewiring it to the EXTBUS is a good idea. [VCE is the NEC DAC that normally converts digital to analog]


The outline and principle of the modification: The dedicated SuperGrafx ROM2 Adapter [RAU-30?] cannot correct the EXT port wiring, so it cannot be supported. The SuperGrafx console itself needs to be modified. The principle is correct, but it has not actually been modified/tested. I can't know [if it works?] until I see it.


The wiring procedure is as follows as far as the circuit diagram of TurboGrafx16 is seen:

1) Confirm that VD0 to VD7, SPGB (VD8) of pins 38, 37, 36, 35, 34, 31, 30, 29, 28 pin of VDC are wired into 20A~12A of EXTBUS.

2) Disconnect 20A~12A of EXTBUS and VD0 to VD8 of VDC (cut only the trace connecting VDC and EXTBUS).

3) Wire pins 62, 63, 64, 65, 66, 67, 68, 69, 70 from the VCE from 20A~12A of EXTBUS.
That's all there is to it.

 

So the UGX needs VD0~VD8 from the VCE (DAC) connected to pins 20A~12A on the EXT port. Those are pins 62~70 on the VCE chip. Since pins 20A~12A on the EXT port are already connected to the VDC, you need to cut the traces to sever those existing connections. The chip legs are very dense so hopefully there are some vias or test points on the board to make connections easier.

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Has anyone in North America received a clear PC Engine shell from Retro Game Restore?

 

My paypal payment was never updated with tracking and I never got a response to an email inquiry... even though they were quick to respond when I asked to cancel my smoke controller shell order after preordering the smoke console shell.

No word yet?

 

I had a mini-panic when I realized that I had only received two packages for three orders. That's when I noticed that the Smoke controller shell that I ordered separately had the same tracking number as the Clear console and controller shell.

 

I checked my original package and was relieved:

76f20e27a96e4047f26bd89475091181.jpg

 

*WHEW*

 

Wish it had the sticker for a turbo controller like my other Smoke controller has. I'll have to find a way to duplicate that one since I just ordered some extra turbo controllers today:

0b0c8cb5624afdac7f305ac2549f6da8.jpg

 

Both are PI-PD6 like my SuperGrafx. I might just pair those with my CoreGrafx and Duo (not an exact match for Duo but close) and get some NES buttons to use with Old Skool controllers, since the buttons are the only issue with doing a board-swap. Turns out the Old Skool buttons are slightly too tight for the RGR shell.

 

Hmm... I wonder if I can still find an old Doc's-brand NES "Fix-a-Pad" Controller Repair Kit. I remember buying one of those at K-Mart around 30 years ago. It came with new neon-colored buttons (2 sets), replacement rubber pads (2 sets), and a useless screwdriver (didn't fit). It was all inside a plastic clamshell package that doubled as an NES game pak case when you were done. Everyone always wanted to know how I got those neon-colored buttons! Ironically, I had to BREAK my controllers to get into them after their terrible screwdriver stripped the screws. It was like the tip was too pointy so they chopped it but accidentally chopped top much making it too big to fit the screws. As a kid with no other screwdrivers, I never forgave them for making me break screw posts with a kit called "Fix-a-Pad!" These days I never would have thought twice, as evidenced by all the worthless 8BitDo DOY kit screwdrivers I have had to throw away and didn't really care about. atariage_icon_wink.gif

 

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Apparently I was supposed to be checking RGR's twitter in order to find out that although they took payment for orders to Canada, they can't actually ship them.
 
They said that EMS is now available to Canada, but it will be an additional $20 (USD?).
Oh, man... That sucks. When I ordered back in March or whenever it was I was worried he wouldn't be able to ship to the US due to the same COVID-19 restrictions affecting shipments from Japan. ...the ones where most everything has to go by expensive DHL or boat. :(

You've waited this long... If the extra $20 is too much then maybe he's willing to hold onto it until normal shipping resumes?
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I tried to show the Star Parodier intro sequence to my friend yesterday only to realize that they stripped it out of the American "Fantasy Star Solder" Virtual Console release. I can't describe how annoyed this makes me! The intro was so well done and anyone can tell what's going on even without being able to speak Japanese. This is the equivalent of cutting the entire introduction sequence of Akumajou Dracula X Chi no Rondo and having the American "Castlevania Rondo of Blood" Virtual Console release jump straight to the title screen... and that was in German even on the Japanese release!

 

The scene:

Distress call from human who seems to be concerned with planetary defense.

Bomberman-like man answers and frets over what's happening.

In response, the game's three quirky spacecraft are dramatically powered on and prepped by a frantic crew.

Orders are barked through the public address system as each craft is moved into position and launched with a countdown:

"San... Ni... Ich... Zero!" *blast-off* ... "San... Ni... Ich... Zero!" *blast-off* ... "San... Ni... Ich... Zero!" *blast-off*

Title screen.

 

The joke is how over-the-top and detailed it is for the theme/style of the game. In other words, it's way too serious with a ton of effort put into the presentation for something so silly as a flying PC Engine and giant Bomberman ship. Very well-done, Kaneko! Sorry to see all that effort wasted in the Western versions. :(

 

Then again, I was annoyed that they cut the story cinematic from the US release of Kirby's Dream Course on SNES. If you've not played Star Parodier, then trust me: This is WAY worse!

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I'm excited but I'm even more excited for the Pocket adapter. That's something I've been asking for since they announced the Pocket! It would be interesting if it supports CD games with a USB drive connected to the dock but they specifically left CD games out of the list of supported games for the Pocket + adapter.

The design looks like it will have trouble fitting a Turbo Everdrive with the clear plate on top that Krikzz has been including with the 2.5+ since at least 2016. I also have to wonder if they know that the Arcade Card Pro is slightly thicker than Street Fighter II' CE, Populous, Super System Card, and Ten No Koe Bank Card. Speaking of which, they don't say anything about system cards. I have to assume they have a built-in CD BIOS or they would have some note about it requiring a system card, but they don't actually say that anywhere. If they managed to clone it without legal issue then it should be something worth bragging about! Hard to believe they wouldn't but perhaps they just don't have that part nailed down yet.

b517d199cd90b9fda4265ece8f15341b.jpg

Something is wrong with their stated measurements. They say it's only 168mm at the widest dimension. Well, a CD is 120mm wide so the slot is necessarily a bit larger than that. A HuCard is ~50mm wide according to Google, which puts us beyond the 168mm width... yet they show the slots with a comfortable gap and button between them with room on the sides for a power button and more space.

0355074ac3d590df295a85bfb77c0f93.jpg

Another error: they claim it has a "Original-style Turbografx-16controller port" ( DIN-8 ) when, in fact, it has a PC Engine/Duo-style controller port ( 8-pin mini-DIN ).

I really like the clean look of the front but I'm not sure preserving that was worth relegating the controller port to the side. Granted, it will get redirected with a multitap anyway, but the controller cables are way too short as it is.

Edited by CZroe
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If one managed to get a Pocket, I can see how the adapter is exciting news to fans.
 
I am more interested in the wireless controller.
The controller does not appear to be any different than the one 8BitDo already sells. The console has a built-in receiver so it isn't like they made a PCE/TG16 adapter to use with original consoles or something. :(
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You know, it's kind of amazing that it only costs $100 more than the TurboGrafx-16 mini, PC Engine mini, or CoreGrafx mini considering what it is. I know the minis were a hit with critics but it's hard not to think that they could've made it so much more for another $100. That said, there are licensing costs for the mini that Analogue doesn't have to factor into their price but the majority of games on the mini didn't cost Konami anything since they already owned them.

I think it's interesting that the mini costs more than competing "Classic" minis and yet it was probably the most well-reviewed of them all and they almost unanimously say it is a great value. While some of the blame for the inability to keep it in stock is, no doubt, because of the pandemic, they certainly don't have loads of unsold one sitting around like Genesis Mini, Playstation Classic, TheC64 mini, etc. That means they've been able to sell all they could make despite the premium price so I feel that Analogue probably could've got away with another $50. I'm actually shocked that a CD-ROM drive, Bluetooth, USB ports, and built-in 8BitDo wireless receivers only bumped the price up $10 compared to the Super Nt and Mega Sg.

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