The FPGA Retro Gaming War Kicks Off: Analogue’s “Labubu Economics” vs. Palmer Luckey’s Loss Leading ModRetro

My latest video digs back into FPGA-based retro gaming hardware, sparked by the arrival of the Analogue 3D that landed on my doorstep last week.

As someone who has followed Analogue for years and bought most of their consoles as they’ve rolled out, I’ve noticed the rhythm their products follow. The devices show up, YouTube channels light up with praise, interest spikes, and there’s no stock to meet the demand.

The newest Analogue 3D console is no different. It’s a well-constructed machine that very accurately replicates the Nintendo 64 experience with modern conveniences, but like nearly everything Analogue sells, it was gone almost immediately.

Their previous systems—the Mega SG, the Super NT, the NT Mini, and even their handheld—are all unavailable, with no reliable guidance on restocking. It’s become a familiar cycle: excitement, scarcity, and the inevitable rise of inflated eBay listings.

As with Labubu collectibles, another scarce item I’ve had some dealings with (for my daughters of course), drops happen at set times, queues form instantly, scalpers scoop up a large share, and buyers who miss the window pay double or triple later.

The usual assumption is that this is artificial scarcity, but in this case the shortage may have more to do with components and Analogue’s ability to cover manufacturing costs. The FPGAs that power these consoles are in high demand across many sectors, including defense and aerospace, where their massively parallel architecture is especially valuable. That demand affects both availability and cost.

When a company like Analogue is already producing hardware with expensive metals, premium plastics, and custom manufacturing, it’s easy to see how difficult it becomes to scale production without taking a loss – especially with volatile costs of the raw materials making holding inventory a risky endeavor. Even so, the limited customer base for FPGA retro devices also shapes how companies approach supply. These aren’t mainstream gadgets, and for many people, emulators, Switch Online libraries, or even original hardware are good enough. The buyers who care about fidelity and accuracy are passionate but small in number.

That’s why the arrival of ModRetro has captured so much attention. Their first device, the Chromatic (compensated affiliate link), is a Game Boy-style handheld built from magnesium with an optional sapphire screen. It’s over-engineered in ways that resemble Analogue’s philosophy, but what sets it apart is that it’s actually in stock. You can check out my review of it here.

The company is also preparing an FPGA-based N64 clone called the M64, with a controller designed to emulate the original’s feel. ModRetro’s founder, Palmer Luckey, has made it clear that he approaches these products as passion projects rather than profit centers. His resources give him access to supply chains most companies can’t tap, especially given the FPGA needs of his current day job, a defense contractor startup called Anduril. That may allow ModRetro to maintain consistent inventory where others can’t, shifting the dynamic of this small market.

Other options are emerging for people trying to enter the FPGA space without playing drop-day roulette. The MiSTer project remains one of the most flexible and capable FPGA platforms available, covering everything from the PlayStation and Saturn down to early arcade and computer systems.

But even Mister hardware and accessories are caught up in the same supply issues. Some vendors are sold out not only of their core boards but also the add-ons required to run the cores effectively. But there are some promising alternatives that can get a fully functional FPGA system into your hands without having to play games to get one.

The Mister Multisystem 2 offers a more accessible path even though it too is currently out of stock. The Multisystem makers have an ongoing production strategy and a queue-based shipping system that doesn’t require watching a countdown clock.

Taki Udon’s upcoming SuperStation One blends Mister functionality with a PlayStation-focused form factor. Taki collects orders in batches and ships them following production. Currently the SuperStation One is taking orders for a batch that will ship in the first quarter of 2026.

Analogue now faces pressure from multiple directions. Their high quality products continue to attract attention, but scarcity and unpredictable restocks leave buyers discouraged, and a community this small notices quickly when a company seems unresponsive.

Enthusiasts increasingly recognize that a MiSTer setup costs less, does more, and isn’t tied to hype-driven scarcity. With new systems from ModRetro and Mister-based makers on the way, the market is likely to become more competitive. I have several of these systems on order myself, so there will be more reviews coming as they arrive. For now, the retro FPGA landscape is shifting, and companies that want to stay relevant may need to rethink how they balance demand, supply, and the patience of the people who want to support them.

Testing the New Analogue 3D FPGA Nintendo 64 Console with Flash Cartridges : SummerCart64 & Everdrive

I finally got my Analogue 3D this week, a system I ordered more than a year ago. If you haven’t encountered it yet, it’s a modern FPGA recreation of the Nintendo 64 meant to run original cartridges with clean output on current displays. These consoles tend to ship in limited runs, and once they’re gone, they’re usually gone for good, so I jumped on this one when preorders first opened.

Because much of the early coverage focused on its features, I wanted to do a bit of a deeper dive on compatibility questions, especially around flash cartridges. I brought out my older EverDrive 64 and my SummerCart64 I reviewed recently.. I also tested a BlueRetro Bluetooth adapter designed for original hardware to see how far I could push the Analogue 3D beyond standard carts.

You can see it all in action in my latest retro video!

To set a baseline, I first tried everything on an actual N64. The EverDrive behaved as expected: it loaded a homebrew title called Sticks from its SD card, saved progress correctly, and performed normally across a few commercial games. The SummerCart64 worked too, and I was able to run F-Zero X alongside its 64DD expansion disk. And my Bluetooth mouse worked through the BlueRetro adapter when I loaded up the Mario Paint 64DD title. Nothing surprising there.

On the Analogue 3D I tried the EverDrive first. The system simply didn’t see it, even after reseating it a few times. This older V2 Everdrive64 hardware appears to be a dead end for now. Newer EverDrives have already received a firmware update that adds compatibility, although those updates have to be applied using an original N64. But in my case the older Everdrive cart will likely not work at all.

The SummerCart, on the other hand, worked perfectly. The menu appeared, games booted, and saves from Wave Race 64 wrote correctly to the SD card. From there I tested the 64DD functionality, loading the F-Zero X expansion image the same way I did on real hardware. It launched, loaded its special tracks, and ran without issue. Given that this setup pushes accuracy and timing quirks pretty far, seeing it work at all was encouraging. The homebrew game loaded without issue and the BlueRetro mouse features worked just fine too.

There are a few quirks worth noting. The Analogue 3D treats the Summer Cart as a single “game,” which means display settings don’t persist per title the way they do when you insert individual cartridges. The Analogue 3D has a number of per-game settings that can be adjusted including scanlines, video processing and overclocking. But because it sees the SummerCart as a single title, you’ll need to adjust those settings each time you load a game.

Based on what we’ve seen with other Analogue products, it’s likely that an unofficial “jailbreak” firmware will eventually allow SD-card game loading directly through the console’s SD card slot. That has happened with nearly every device they’ve released. If that occurs here, it may open up broader compatibility and more options for people who don’t have a full library of cartridges.

Now that I’ve had some hands-on time with the system, I plan to hang onto it while waiting to see how the firmware evolves. I also might take a fresh look at the rest of the Analogue hardware I’ve collected over the years—each one has effectively become a short-run collector’s item.

The Modretro Chromatic is a Modern Gameboy / Gameboy Color Handheld Powered by an FPGA

In my latest video that YouTube is not showing to my subscribers, we take a look at the ModRetro Chromatic – a modern handheld that plays the full library of Game Boy and Game Boy Color cartridges. It even ships with a modern version of Tetris that company published and released on a physical cart.

Priced at $199 (compensated affiliate link), this is a definitely a premium device for gamers of a certain age, but its features and build quality justifies its price tag in my humble opinion. If $199 wasn’t enough, there’s a version with a sapphire glass screen that costs $299. But given what I’ve seen with the base model, the sapphire one is overkill.

The build is all metal, something you feel right away in the weight and feel of it. It’s sturdier than the original Game Boy hardware ever felt. The layout mirrors the Game Boy Color closely, though I ran into some accidental diagonal inputs on the D-pad. The firmware includes an option to disable diagonals, and once I did that, games like Tetris behaved much better.

The display is a super low-resolution 2.56-inch IPS panel running at 160×144. It’s so low-res that the pixels are clearly visible at normal viewing distances. That isn’t a flaw—it recreates the “dot matrix” look of the original hardware in a way software filters don’t always get right. Even though the screen is modern and backlit, it carries forward that dot-matrix character. Audio comes through a surprisingly loud speaker, controlled by a physical volume wheel that allows for quick adjustments without diving into menus. There’s also a link port for multiplayer with another Chromatic, a Game Boy Color, or potentially even an Analog Pocket when running compatible games.

Power comes from three included AA batteries, though an internal rechargeable pack is available. The battery door is metal as well, maintaining the overall build quality. On the bottom edge there’s a headphone jack and a USB-C port, and the USB-C implementation is more versatile than I expected. It can power the device, charge the optional battery pack, update firmware for both the console and Chromatic cartridges, and back up save data from both Chromatic cartridges and original battery-backed Game Boy carts. It also outputs video over USB as a standard webcam device with essentially no latency, making it easy to capture gameplay in OBS or other recording software. You do need to be plugged in to record—there’s no internal capture option.

But returning to a time of physical games and cartridges is really the point here. I dropped in some old favorites, including my three decade-old and well-traveled copy of Solar Striker, and the games behaved just like they do on a Game Boy Color. Anything beyond that lineage, like Game Boy Advance games, isn’t supported because this is a strict Gameboy Color hardware replica built around an FPGA. That’s similar in concept to the Analogue Pocket, but the focus of the Chromatic is entirely on the Game Boy and its Color successor.

When I plugged in an old copy of Qix that my dad brought back from Japan years ago, the Chromatic behaved like a Game Boy Color would. It selected a color palette on its own, and I could flip through other palettes in the sidebar menu, including faithful recreations of the Game Boy and Game Boy Pocket color palletes. The effect is especially convincing given the low-resolution screen. The settings menu also includes display tweaks like frame blending, which helps older games look a bit more like they did on the original slow-refreshing LCD, and options for brightness, audio, and various system indicators.

What’s neat is that the packed in Tetris cartridge works on original hardware too. I tested it on my twenty-seven year old Gameboy Color and it played perfectly including loading the save game file. It’s part of a small but interesting lineup of reissued and newly published cartridges ModRetro is selling for the platform.

Because this is a hardware-accurate device and not an emulator, it doesn’t load ROMs or offer save states by default. But flash cartridges work, including my older EverDrive GB. Games, ROM hacks, and homebrew all loaded without issue, and newer flash carts with save-state support should work as well.

Palmer Luckey, who founded Oculus, is behind the Chromatic project, and the choices here clearly lean toward preserving a very specific look and feel. For people who want a faithful Game Boy or Game Boy Color experience with modern conveniences, that’s the appeal. For people looking for more flexibility, other devices open up a wider range of systems and features.

There are plenty of alternatives depending on what you’re looking for. Original hardware can be outfitted with modern IPS screens for less money. There are build-it-yourself FPGA handheld kits that deliver a similar experience. And for a little more than the Chromatic, the Analogue Pocket offers a much broader range of supported systems along with SD card loading and community-developed cores. Its display is much higher resolution, which is great for versatility but changes the visual character of Game Boy games unless you apply a software-based dot-matrix filter.

As someone who grew up with these games, it’s been interesting to watch this whole ecosystem of new hardware, flash cartridges, and reissued carts evolve. Some of it improves on the original experience, some of it like the Chromatic leans into preserving quirks, and I seem to be slowly collecting all of it!

See more retro gaming videos here.

HyperMecaTech Super Pocket Review – Evercade Compatible Handhelds

My latest Gadget Picks channel review is of a pair of retro-themed handhelds called the Super Pockets, which come from the same folks behind the Evercade ecosystem. Amazon has these in stock along with Evercade cartridges (compensated affiliate link).

You can see my review here.

The two units I looked at were the Neo Geo and Capcom editions, each loaded with a set number of arcade titles. The Neo Geo version includes 14 games and the Capcom one has 12, and both are designed to be self-contained devices that can also accept Evercade cartridges. The built-in games aren’t removable, and the spacer in the shell is just a bit of plastic, but physical Evercade carts (affiliate link) work the way they do on the other devices in the line.

Each model looks different and comes with different games, but the underlying internals are the same. They use a 2.8-inch IPS display with a 4:3 aspect ratio and a 320×240 resolution. It’s a small screen but sharp and responsive, and input lag didn’t stand out as an issue. They’re compact units overall, and I found the ergonomics a little tight. The main buttons and D-pad are fine, but the rear buttons required by some of the Capcom fighters can feel cramped.

Capcom Game Selection

Most of the fun comes from the quality of the included libraries. The Capcom device brings in well-known arcade staples along with a few titles that required some creative control mapping, like Forgotten Worlds, which originally used a spinner. The Neo Geo model includes Metal Slug X among other familiar names. Not every title you might expect is here, and that may matter if you’re looking for a specific favorite, but the mix covers several genres and feels thoughtfully selected.

Gameplay is handled through a menu system that lets you create and load save states. From there, switching between games is quick. Getting out to the main launcher gives you a clean grid of the available titles. As was the case with the original cabinets, some games like Metal Slug still exhibit the slight slowdown they were known for, which feels true to the era.

Neo Geo Game Selection

Battery life is modest at around four hours, though the devices can run off USB-C power or an external battery. There’s a 3.5mm headphone jack, and no wireless or online features to worry about. Firmware updates are possible, but at the moment only through Windows and only when tethered to a PC. Out of the box, there’s no account setup or onboarding—just switch it on and start playing.

I also tried the Evercade cartridges they sent along. Each comes in a plastic case with artwork and a small manual inside, and the carts slide into the back of the handheld similar to a Gameboy. To access cartridge games, you quit back to the main menu, open the Evercade section, and let the handheld read the cart. From there, the titles load and function the same as the built-in ones, complete with save states and quick access to control instructions. Elevator Action and Operation Wolf were on the two Taito cartridges I tested. Operation Wolf originally used a mounted Uzi-style light gun, so the D-pad-controlled reticle takes a little mental adjustment, but the gameplay is intact.

These handhelds aren’t open platforms and don’t have an established jailbreak, so you’re limited to the built-ins and whatever Evercade cartridges you add. For casual pick-up-and-play sessions or for someone who has a soft spot for specific Capcom or Neo Geo titles, they are similar to other licensed mini collection hardware devices.

The difference here is the ability to expand them a bit with physical carts, which seems to be a large part of Evercade’s appeal. Collectors get something tangible, and the devices themselves remain simple and offline.

Disclosure: The handhelds and cart were sent to the channel free of charge by the manufacturer. However they did not review or approve this content prior to uploading and not other compensation was received.

My Arcade Atari Gamestation Go Review

In my latest video review, I take a look at the My Arcade Atari GameStation Go (compensated affiliate link), a portable emulation console aimed squarely at those of us who grew up in the era of wood-paneled consoles and CRTs.

It’s a self-contained handheld that plays hundreds of mostly Atari classic games from the 80s and 90s and even lets you load more through an SD card. What caught my attention was the variety of control options—there’s a built-in paddle for games like Breakout, a trackball for Centipede and Missile Command, and a solid D-pad with shoulder buttons. It doesn’t have the high-end feel of a Steam Deck or Switch, but it manages to strike a decent balance between nostalgia and functionality.

Navigating the interface is straightforward. The menus are organized by system, with sections for Atari 2600, 5200, and arcade titles. I tried Breakout first, which uses the paddle controller, and I liked that the device’s “SmartGlow” lighting highlights which controls are active for each game. The paddle isn’t a free-spinning spinner, but it has enough resistance to make gameplay feel natural. The trackball, however, felt scratchy and inconsistent, and I found myself preferring the D-pad for precision control in Centipede. The D-pad itself is surprisingly good—firm, responsive, and better than my initial impression led me to believe.

The system includes about 200 licensed games, mostly from Atari’s catalog. Activision classics like Kaboom and Pitfall! are missing due to licensing, but loading them from an SD card is simple. Once I inserted a card, a hidden menu appeared, letting me boot ROMs from different systems, including the Sega Genesis, Super Nintendo, and even PlayStation. Performance varies—Sonic the Hedgehog lagged a bit, and Dreamcast games crawl. But PlayStation and Atari Lynx emulation worked better than expected. It’s essentially running an open-source emulator framework under the hood, so there’s potential for the community to expand its capabilities over time.

Battery life felt similar to a small tablet—around four to six hours, depending on what’s running. There’s HDMI output too, but connecting it reboots the system and reduces performance. The image quality looks fine at 1080p, but frame rates dip with some of the newer “Recharged” Atari titles installed on the console. Still, older Atari games like Bowling and Breakout play smoothly both on the built-in screen and an external display.

While this isn’t a machine for hardcore emulation fans, it’s an enjoyable, self-contained throwback for casual players and gift-givers who want a plug-and-play experience without tinkering. The stand-out features here are the paddle and trackball that allow for game controls that more closely match how these games were originally played.

Free App Hidden Gem: Retro Achievements for Emulators!

My latest video takes a look at RetroAchievements, a free online service that adds Xbox-style achievements to classic games played through supported emulators. Think of it as a gamified layer on top of your retro library, with score tracking, leaderboards, and a whole community of players competing to earn bragging rights.

In the video I demo an achievement I earned playing the Sega Master system version of Choplifter for gaining an extra life without losing any lives. When an achievement is reached, an on-screen badge pops up, and points get logged on the RetroAchievements website. That bumped me to rank 100,800 out of around 111,000 players. It’s not exactly elite status, but it’s a start :)!

Setting it up was straightforward. After creating an account on retroachievements.org, I linked it up with my emulators. There’s a wide range of compatible emulators, including RetroArch, Dolphin, DuckStation, and PCSX2. On my Steam Deck, I use EmuDeck, which simplifies the process even further and logs you in across all your installed emulators.

RetroAchievements has two play modes: “hardcore,” which disables cheats, save states, rewinds, and slow motion, and “softcore,” which allows those conveniences. There’s a separate ranking system for each mode, so your score stays relevant no matter how you like to play. The community enforces rules against cheating, so even in softcore, the competition feels fair.

What makes this system interesting is how the achievements are actually built. They’re tied to the emulator’s memory and look for specific values or in-game events. When the right conditions are met, the emulator triggers the achievement and reports it back to the website. You can even follow other users and compare your scores directly.

Another nice feature is the in-game feedback indicating how close you’re getting to your next achievement. While playing Afterburner II on the Sega Saturn, I went after a particularly tricky achievement called “Too Close for Missiles,” which requires destroying 150 enemies with guns on normal difficulty or higher. A counter appeared on screen, incrementing after every plane was downed with my cannons. I haven’t cracked that one yet—it resets if you game over and continue—but it’s kept me coming back to the game long after I completed it.

The achievements themselves are created by the RetroAchievements community, and becoming an achievement developer involves learning how emulators and game memory work. It’s more than just coming up with fun challenges—you actually have to build them into the game logic without breaking anything. There’s a whole process for ensuring that achievements trigger properly and don’t interfere with the game’s performance.

FPGA-based systems like the MiSTer and Analog consoles aren’t supported, at least not yet. I use a MiSTer for a lot of my retro gaming on a CRT upstairs, and it would be great to get achievements while playing there. Hopefully, support for those systems is on the horizon.

You can find my RetroAchievements profile here. If you think you can top my score in Afterburner II, go for it. I’ll be watching.

Curious about how I retro these days? Check out my video on that here!

Retro Fighters Game Controller Haul! Quick reviews of the D6 Dreamcast, Hunter and BattlerGC Pro

When it comes to modern takes on classic gaming, Retro Fighters has been making a name for itself by designing controllers that blend nostalgia with contemporary features. Their latest lineup includes controllers inspired by the Dreamcast, GameCube, and original Xbox, each offering wireless connectivity to their respective consoles while also working with modern platforms like the Nintendo Switch and PC.

You can see them all in my latest video.

The Dreamcast-inspired D6 is a six-button controller designed with fighting games and shooters in mind. It features mechanical switches for responsive actuation and comes with a dongles that allow it to function wirelessly with the Dreamcast, as well as on modern systems. While the button feel is satisfying thanks to its mechanical Kailh switches, the D-pad’s rolling maneuverability felt bumpier than expected. This could be a pre-release issue, and Retro Fighters acknowledged that it shouldn’t feel this way. Otherwise, the controller offers solid performance with minimal input lag.

An original VMU attached to a Dreamcast console using the Retro Fighters D6 Dreamcast wireless dongle

The GameCube-style BattlerGC Pro brings modern enhancements to the classic design. Its octagonal-gated sticks are hall effect sensors, meaning no drift issues, and the triggers replicate the analog and digital functionality of the original including an digital button push when the trigger is fully engaged. Like the D6, it includes a dongle for GameCube compatibility and also works on the Nintendo Switch, PC, and other platforms with a second dongle. Interestingly, Bluetooth connectivity is an option, which actually provides lower latency on the Switch compared to the USB connection. The controller performs well across platforms, offering a familiar feel for Super Smash Bros. players.

The Hunter controller is a modernized take on the original Xbox gamepad. While visually similar to an Xbox One controller, it’s designed exclusively for the original Xbox, along with PC and emulation compatibility. The controller maintains pressure-sensitive face buttons, a feature for certain original Xbox titles, while integrating hall effect sensors for the sticks and triggers. A slight drawback is the D-pad, which feels restricted by a raised plastic lip, though this is a minor issue given the Xbox’s limited reliance on the D-pad. Unlike the other controllers, the Hunter doesn’t support wired connectivity, functioning solely through its included dongles.

Across all three controllers, latency performance using my method of shooting a display at 240 fps was excellent. Wired connections on each came in at seven frames and wireless around ten to eleven frames for a button push to be registered on screen. Given the industry’s improvements in reducing input lag, these controllers are competitive with the fastest options available.

All in the Retro Fighters controllers bring a welcome update for those looking to get the right ‘feel’ for their emulated console favorites on modern platforms along with the ability to plug these same controllers into the original console that inspired them.

You can find the controllers on Amazon or via the Retro Fighters website (compensated affiliate links). If you purchase direct from Retro Fighters you can get 10% off your order if you use the code lontv.

Disclosure: Retro Fighters provided the controllers free of charge. However, they did not review or approve this content before it was uploaded and no other compensation was received. All opinions are my own.

Mayflash F700 Arcade Stick Review

I recently spent some time with the Mayflash F700 arcade stick, a controller that is both hefty and versatile. Weighing in at around six pounds (2.69 kg), it’s a device built with enthusiasts of fighting games and retro arcade shoot-’em-ups in mind. The F700 is priced at $149, putting it firmly in the premium category, but it offers a wide range of features to justify that investment. You can check it out in my latest review.

Right out of the box, the F700 is equipped with Mayflash-branded controls. The joystick has a satisfying click with every movement, offering a tactile, mechanical feel. The buttons, while quieter, are responsive, featuring shallow actuation and a quick spring-back that lends itself well to fast-paced gameplay. If customization is your thing, both the joystick and buttons can be swapped out for Sanwa components. Mayflash also sells a more premium version with those Sanwa controls already installed. Additionally, the controller’s top acrylic panel, held in place by magnets, allows you to personalize its appearance by replacing the background with your own design.

Another customizable feature is the gate for the joystick. The device comes with an octagonal gate as an alternative to the default rounded square one. While swapping gates requires disassembling the controller, it’s a useful option for those who want more precise control tailored to specific games.

The F700 also boasts a variety of connectivity options. The controller can be used via USB, 2.4GHz wireless with a dongle, or Bluetooth. Its built-in 1,000 mAh battery ensures tens of hours of wireless play. For wired connections, the cable is conveniently stored inside the controller, accessible through a small door. A notch on the door allows you to keep the cable partially exposed for quicker access. One gotchya is that the cable is not easily removed or replaced, it’s hard wired inside.

Compatibility is another standout feature. The F700 works with an impressive array of platforms, including the Nintendo Switch, PlayStation 4 and 3, Android devices, Apple products, and retro emulation consoles like the Sega Genesis Mini and Neo Geo Mini. While it’s technically compatible with the PlayStation 5, it only supports games that allow legacy PS4 controllers, which limits its usability on that platform. During my tests, the controller performed seamlessly across several systems, including a PC, a PS4, the Nintendo Switch, and my MiSTer console.

While the controller lacks a customization tool there’s still a bunch of functionality on board. There’s a switch that lets you map the joystick to act as a left stick, right stick, or D-pad, depending on your needs along with the ability to apply turbo to specific buttons. There’s even a headset jack for trash-talking during online matches, though it’s limited to certain connection methods like USB or the 2.4GHz dongle on the PC and PS3/PS4.

In terms of gameplay, the F700 delivers a satisfying arcade experience. I tested it with arcade classics like Teenage Mutant Ninja Turtles on the MiSTer and Street Fighter 2 on the Switch, as well as shoot ’em up titles like the original arcade Zaxxon. The controls felt precise and responsive, with no noticeable input lag when hardwired to a PC or the MiSTer.

For latency testing, I recorded gameplay using an iPhone at 240 frames per second, capturing both the button press and the on-screen response. By analyzing the footage frame by frame, I counted the number of frames it took for the input to register on the display. This approach, while not as scientifically rigorous as connecting electronics directly to the controller for precise measurements, provides a reliable baseline for comparison across different controllers and configurations.

That testing revealed the F700’s strong performance. When wired to a gaming laptop, it registered input in just seven frames at 240 frames per second, a remarkably low number. The 2.4GHz dongle added a mere three to four frames, while Bluetooth added a few additional frames. On the Nintendo Switch, however, latency was higher, with input taking around 18 frames. This result aligns with the Switch’s hardware limitations rather than any fault of the controller.

Overall, the Mayflash F700 is a solid choice for casual and enthusiast arcade players alike. Its extensive compatibility, customizable features, and robust build quality make it a versatile option for a variety of gaming setups.

Disclosure: Mayflash provided the F700 to the channel free of charge. However no other compensation was received and they did not review or approve the video or this post before it was uploaded. All opinions are my own.

The Mister Pi is an Affordable New Option for FPGA Retro Gaming and Computing

I’ve spent a lot of time with retro gaming and computing, and one of my favorite devices for diving into that world is the MiSTer. For those unfamiliar, the MiSTer is a device that replicates retro computers, game consoles, and arcade machines with impressive accuracy.

This accuracy comes from its field-programmable gate array processor (FPGA), which remaps the logic of the original devices at a hardware level. The community’s dedication to preserving this technology is extraordinary, going so far as to remove chip casings and manually map circuits to achieve faithful recreations of the original hardware.

Getting into the MiSTer ecosystem hasn’t always been easy, though. It used to require sourcing various components—a DE-10 Nano FPGA development board, analog video boards, USB hub boards, additional memory—and assembling them yourself, often at a high cost.

That’s where a new solution from YouTuber Taki Udon comes in: the MiSTer Pi. It’s a pre-assembled, more affordable version of the MiSTer. I decided to pick one up, opting for the $180 Turbo Pack, which includes everything pre-assembled and ready to use. You can see it in action in my latest review.

The kit comes fully assembled inside a case. The components include Taki’s DE-10 Nano FPGA board clone, a USB hub board for connecting peripherals, Taki’s analog board that allows for connecting the device to CRT televisions (along with attaching original console controllers via SNAC), a 128MB memory board, and a 64GB Sandisk SD card already set up with the MiSTer project firmware.

You only need to add a USB-C power supply, which many of us likely have lying around. I recommend also picking up a Wi-Fi and Bluetooth adapter for wireless connectivity and controller support. Taki sells these for only $5.

If you want to save a little money, the Mega Pack lets you assemble the components yourself, though compatibility with third-party cases might be limited. For beginners, the fully assembled Turbo Pack is a great choice.

Running the MiSTer Pi is straightforward. You select a core—the hardware profile for a specific console, computer, or arcade—and the device reconfigures itself to replicate that system’s logic. Transitioning from an arcade game to a Sega Saturn, for instance, happens with just a few key presses. The MiSTer Pi performs equally well across various platforms, and when paired with a CRT, the experience feels as close to the original hardware as possible. In some cases, the video output even surpasses what the original systems could achieve without modification, especially when used with televisions that have a component video input.

For those interested in maximizing the device’s potential, I recommend a few setup tweaks. First, install the “Update All” script to ensure your MiSTer Pi stays current with community updates, new cores along with ROMs and BIOS files. This script simplifies the process of downloading updates and organizing files, making maintenance a breeze.

I’ve been using my MiSTer Pi primarily for retro computing, dedicating it to classic systems like the Amiga. The vast library of games and demos available for these systems is a treasure trove of nostalgia and discovery. For gaming, the MiSTer Pi supports a wide range of consoles and arcade titles with more being added on a very regular basis by the community. The MiSTer project maintains a list of cores here.

There are a few minor drawbacks. The built-in fan is somewhat noisy compared to fanless MiSTer cases, and existing cases may not be compatible with the MiSTer Pi’s port layout. These are small trade-offs, though, for a device that brings so much functionality at a more accessible price point.

Taki sells the Mister Pi in batches on his website at RetroRemake.co. I suggest keeping an eye on his social media posts on X or BlueSky for updates on when the next batch will be available. I found the last batch remained in stock for about a week or two.

Blockbuster Mini VHS Game Case Review

I am an easy mark when it comes to weird retro stuff.. A few weeks ago I learned of the Retro Fighters Blockbuster VHS Mini Game Case, a case for Nintendo Switch games that looks like a Blockbuster rental complete with a replica VHS tape inside. This is the subject of my latest review.

The case, an officially licensed Blockbuster replica, is designed to hold Nintendo Switch games, capturing the essence of a bygone era of home video rental. Purchased from Stone Age Gamer (compensated affiliate link), this $20 item is likely going to be in short supply given its very niche appeal. It is manufactured by Retro Fighters, known for their retro gaming accessories and controllers.

Unboxing the product, the first component that caught my eye was the miniature Blockbuster case. Although smaller than the VHS cases many of us picked up from Blockbuster on a Friday night, the detailing is impressively accurate, complete with a generic label and a barcode, mimicking the original Blockbuster aesthetic. The case even includes an address for a fictional Blockbuster location.

The next component, central to the product’s function, is a faux VHS tape, which houses the Nintendo Switch games. This miniaturized tape, while not functional in the traditional sense, features movable wheels and a decent weight, contributing to its realistic feel. The tape opens up to reveal storage for 12 Switch games and four microSD cards. The design ensures games are securely held, with a slightly rubbery surface inside for added grip.

Assembling the case with the tape inside completes the nostalgic experience. It’s a creative and playful way to store and transport Nintendo Switch games, merging modern gaming with a touch of retro flair.

With all of the chatter about the end of physical media, this product makes a bit of statement. It pays homage to a dead physical media distribution while housing modern physical games!

Hallmark Keepsake NES Zelda Cartridge Mini Review

As someone who has never been particularly drawn to Christmas ornaments, I found myself intrigued by Hallmark’s Keepsake ornaments, especially those that resonate with my passion for retro video games. The latest addition to my collection is the NES Zelda cartridge ornament, which not only appeals to my gaming nostalgia but also stands out for its solid metal construction. Check out my short review here.

The ornament is a diecast metal version of the original Nintendo Zelda cartridge, known for its distinctive gold color—a vivid memory from when I first purchased it years ago. It’s much heavier than expected, requiring a sturdy branch for display.

What sets this Zelda ornament apart from others in my collection, like the Sega Genesis, Nintendo Entertainment System, and Dreamcast, is the absence of electronics. Unlike its counterparts that play sounds from their respective games, this ornament is purely a visual representation. It’s a smaller yet faithful reproduction of the original cartridge’s appearance.

Upon a closer look, the ornament does require a bit of polishing, possibly due to some condensation build-up, a natural occurrence given its metallic nature and my current cold environment. Its design is very close to the original cartridge that was released in 1987 in North America. You can see the two side-by-side in the video.

Nintendo 64 to HDMI on a Budget!

In my latest video I take a look at some budget friendly options to get your old Nintendo 64 working on your modern HDMI television.

The most straightforward method would be using the composite output if your television has composite inputs. But not all televisions do a very good job displaying composite signals properly.

A better way is to get a decent line doubler or scaler to process that signal into something that’s more compatible with modern HD and 4k televisions. I stumbled upon two budget-friendly solutions for this purpose through the Amazon Vine review program: the Pound Link Cable and another device from a company called RuntoGOL. Both devices plug directly into the Nintendo 64 and promise high def output via HDMI. But do they deliver on this promise?

Before diving into these budget options, I explored the higher-end solutions to set a benchmark. The RetroTink products, particularly the RetroTink 2x and the 5x, are renowned in the retro gaming community. These devices are really perfect – they offer a near-zero lag experience with stunning visual quality. But they are quite expensive, starting at $149 for their lowest cost version available at the moment.

However, the Pound Link Cable and the RuntoGOL Adapter are significantly less expensive coming in at under $30 each.

Unfortunately you get what you pay for with the least expensive RuntoGOL Adapter. It stretched the game’s aspect ratio, making everything appear squished. The image clarity was also subpar, likely because it sourced the video from the composite output. Additionally, it introduced noticeable input lag.

On the other hand, the Pound Link Cable was a pleasant surprise. Despite its low cost, it delivered decent image quality by sourcing its visuals from the Nintendo 64’s S-Video output. The aspect ratio was preserved, and the games looked as they should. For casual retro gamers looking for a quick and affordable solution it checks the box. However, like the RuntoGOL Adapter, it also suffered from input lag that was about double vs. what I experienced with the Retrotink products.

For those looking for resources on retro gaming, the best place to start is my friend Bob at retroRGB.com. This website offers invaluable insights into getting the most out of retro game consoles. From modification guides to non-mod solutions, it’s a treasure trove for enthusiasts.

So what’s the best way to experience retro games? On an old tube CRT television of course! And the best part is that you could probably find someone to pay you to take their old TV away! A win-win!

Disclosure: The RuntoGol and Pound cables came in free of charge through the Amazon Vine program. I had no contact with the manufacturers, no one reviewed or approved this video before uploading, and no other compensation was received.