Hello, Patreon friends; right now, you’re probably wondering “Where’s my stuff?” A fair question, considering we promised quarterly goodies for all of you kind donors.
Well, the good news is we’ve finalized our designs for this first round of rewards and submitted them for production and distribution. You can check them out below. The bad news–well, it’s more unfortunate than bad–is that we’re going to need to rejigger our rewards schedule to make things financially feasible on our end. While we have plenty of great fans donating to our cause, we’re not pulling in enough to justify making these relatively small runs of physical goods four times a year. Sticking to our quarterly schedule might be possible if we went with a cheap print-on-demand service, but we’re big fans of the folks at Fangamer, and we definitely don’t want to compromise the quality of these rewards by going with a cheaper production house. So, from here on out, we’ll be switching to a twice-a-year schedule for sending out rewards, which will make the expense of this undertaking much more manageable on our end.
If this news causes you to withdraw your monthly pledge, we won’t be offended. But please keep in mind 99.8% of the money we pull in goes directly to our many, many expenses–I just filed taxes for 2014, so I can tell you running a podcast like ours is surprisingly expensive. Full disclosure: Jeremy and I haven’t taken a dime from our Patreon earnings to date, and the profit made by each of us on the Kickstarted season was tiny at best–well under minimum wage if you count all the time we pour into the show. Of course, we don’t believe any of you think we’re misappropriating your donations for any nefarious reason–like playing the risky Amiibo market–but we wanted to make it clear Retronauts is a passion project and not a means of income for either of us.
And one more note about the rewards: We’ve received plenty of messages from people concerned that a change of address might interfere with the delivery of their stuff. Well, don’t worry: The nice people at Fangamer will send out a survey for you to answer shortly before the rewards ship, meaning you’ll have a chance to give them your current whereabouts.
So there you have it. We apologize for disappointing you, and hope that you’ll stick with our little video game podcast as we do our best to keep you entertained. Without your support, Retronauts would be as much of a relic as the stuff we talk about every week, so we definitely appreciate how you’ve kept us afloat for these past few years. If you have any questions, please leave them in the comments section below!
Last week, we talked about the Game Boy line’s would-be competitors from the late ’90s. This week: A look at its erstwhile replacement, Virtual Boy. Since people actually bought and liked Neo Geo Pocket (and to a lesser degree WonderSwan), last week’s conversation worked as a full episode. Virtual Boy, however… that’s a 10-minute monologue topic if ever there was one.
Description for this episode:
Following our look at Game Boy’s competitors in the late ’90s, Jeremy explores the system’s would-be successor: Nintendo’s disastrous Virtual Boy. Aw, but it wasn’t all bad.
Listen or download here:
Next week, we’ll be back with another podcast. It’s kind of what we do.
I spend a lot of time these days thinking about Nintendo Game Boy. It’s kind of a sickness, I guess, but that’s what I do. The side effect of this particular obsession is that I also spend a lot of time musing about other portable systems. I have to admit the Lynx is a little hard to love, with its cumbersome size and hellacious battery consumption, but the second-generation handhelds that popped up in the late ’90s, alongside Game Boy Color? Man, I love those things. In fact, I would go so far as to say Neo Geo Pocket Color was the system that made me truly love portable games. That and Metal Gear Solid for GBC, I guess.
Both NGP (before it meant “Next Generation Portable”) and WonderSwan were two great little handheld systems that did nearly everything right. They offered good power, solid libraries, and excellent physical design. About the only thing they got wrong was showing up too late to be properly competitive. Had NGPC and WonderSwan Color appeared in, say, 1996… they could have been monsters. Instead, they rolled out slowly against a color-enhanced Game Boy empowered by the might of Pokémon. They never stood a chance. But by god, we loved them anyway.
Description for this episode:
Old-timers Shane Bettenhausen and Christian Nutt join Jeremy and Bob to hash out the history and relative failures of the last great Game Boy challengers of the ’90s: Neo Geo Pocket and WonderSwan.
Listen or download here:
Thanks, and we’ll be back next week with another ’90s vintage portable system! Kind of.
Greetings and welcome to a thrilling new week… oh, wait, it’s Wednesday. Never mind.
Sorry for the delay on this episode, but the first version I recorded for this one didn’t turn out very well — my audio setup hadn’t been fine-tuned yet to my new office. So I made the executive decision to delay it and re-record it with a proper setup. Hopefully it was worth the wait.
Just kidding, it wasn’t worth the wait. This is a Micro episode, so no one’s really champing at the bit for it. But this is pretty much the definitive sort of Micro episode — it follows up on last week’s full episode to look with a bit more depth at a game we brushed on in passing, but which deserves more attention. Wizards & Warriors isn’t one of Rare’s most beloved classics, but the games hold a sort of unique place in the company’s history: They were among their first attempts to get their bearings on both NES and Game Boy, where they stood as pioneers leading other Western developers onto the promised land of Nintendo licensing. That makes these games pretty noteworthy, in my book.
This week’s show description:
After last week’s in-depth blowout on Rare, Jeremy pauses to look briefly at one of the company’s most significant yet underappreciated creations: 1987’s Wizards & Warriors for NES.
Listen to or grab it here:
Next week, we’ll be back with a standard full-length episode. Probably on time, too!
Hi everyone, it’s Monday. And we all know Garfield hates Mondays because he hates awesome podcasts about video game history. But since you enjoy such things, you’ll be delighted to know that the latest episode of Retronauts is now live. Perhaps you’ll even be chuffed, given that today’s episode takes us to jolly old England to explore the history of one that land’s most legendary developers, Rare.
Ye olde description:
UK ex-pat Jaz Rignall joins Bob and Jeremy to discuss England’s crown jewel: Rare. From their early era as Ultimate Play the Game to their N64 glory days, we cover the full history of this enigmatic developer. By request of Kickstarter backer Michael Lee!
And the usual shenanigans:
Incidentally, we’ve just about wrapped up all our Kickstarter episodes with this — just a handful more to go! Drop us a line if you were a backer at the episode or co-hosting level and still haven’t told us what you want, OK? And the backer-exclusive content hasn’t been forgotten about! Expect good news on that front soon…