Retronauts on USgamer: The tale of Capcom

Hey, everyone. I’d like to chime in and thank everyone who has signed up for our podcast Patreon campaign already — a mere two days in and we’re already to the second tier of funding (biweekly episodes, mini episodes on the off weeks, and streams aplenty) and about a third of the way to the next! That’s really fantastic, and I can’t tell you how much I appreciate the support.

While that ticks along, Bob and I have already started to plan Retronauts content for USgamer… and by “plan” I mean “publish.” Today I’ve posted a Kickstarter backer-requested article on USG. The original plan was to put it here on the blog, but it makes more sense to put it on a site where it’ll get more eyeballs, right?


This particular piece comes to us at the behest of Greg Spenser, who wanted us to write about Capcom’s 8- and 16-bit eras. And that’s exactly what has happened — so please, enjoy this brief look back at the evolution of Capcom during the NES and 16-bit days. And, of course, please continue reading USG and our Twitter feed for more Retronauts-related content to fill your brain with old things as we build up toward the new season of podcasts that kicks off December 1!

The Next Season of Retronauts is Coming Soon! (But We Still Need Your Help)

Hey folks, Bob here with an important announcement. We’ve been on break since late August, and in the passing months, you’ve probably been wondering just what the heck we’ve been up to. Well, this new episode spills each and every bean, but if you’re too impatient to hear us jabber on about the next year of Retronauts, I’ll break down the details below:

  • We’re now partnering with USgamer, where Jeremy and I work. They won’t be funding the podcast, though—it’s more of a reciprocal deal in which we’ll grow the audience of both properties in synergistic harmony.
  • Volume IV (or whatever we’ll be calling it) begins on Monday, December 1st, with episodes to follow biweekly—that’s every two weeks. But if we get enough funding, we’ll be doing bite-sized episodes during the off weeks.
  • The most important thing: This new season of show will be supported by our new Patreon, which includes plenty of physical rewards as incentives. If you can spare just a few bucks a month to help out, we’d really appreciate it! (Here’s that link again…) And, if you donate, you’ll get early access to all of our new episodes.
  • A good deal of this money will go towards funding trips so Jeremy can record live in our studio instead of remotely. We made Skype work as best as we could, but we realize that having everyone in one location results in better shows.
  • If you donated to last year’s Kickstarter and are still waiting for your rewards, don’t worry—we’re working on them! (That includes episode requests for contest winners and donors, BTW.)

Aaand that’s it! We’re extremely grateful for any kind of support, and if you can’t spare a little scratch every month, spreading the word about our Patreon and upcoming season would be appreciated. As always, be sure to follow our Twitter and Facebook accounts for all of the latest news about the podcast. And please bookmark USgamer, because we’ll be writing plenty of stuff about retro games over there—and we really want the site to keep on keepin’ on. Thanks again for all of your support over the years, and we’ll see you again on December 1st!

Libsyn (1:10:15 | MP3 Download) | SoundCloud

And if you’d like to give the upcoming season of our show a little attention, please leave us a review in the iTunes music store!

Attention: We’re Not Dead!

This guy is, though.

This guy is, though.

Hi friends, Bob here—It’s almost been two months since you last heard from us, and in that time, we’ve been taking a break after our great, Kickstarted season of 58 episodes. My media player tells me that’s roughly 40 hours and 22 minutes of audio, which is still kind of astounding to me. So thanks again for helping make this all happen.

So, by this point you’re probably wondering when the new season will start. Well, you’ll be happy to know we’ve already recorded two episodes, though we’ve hit a tiny delay in our plan. Since we want to have plenty of content recorded before we launch, season two will most likely begin in early-to-mid November. Before that, though, we’ll be releasing a mini-episode to give you details about our new Patreon—the source of funding for this next season—as well as read off the list of backers from the last season. So make sure you’re still subscribed to our podcast feed!

And, just so you know, we haven’t forgotten about all of you great people who made the last season happen. We’re still committed to producing and sending out those physical rewards, and we’ve made some progress in the few months we’ve been able to relax. That said, thanks again for your patience and trust—we don’t plan on ripping anyone off, and the ghosts of promised rewards haunt our sleep nightly. (They haunt mine, at least.)

So, what’s going to happen until then? Well, the best way to stay in the know is to keep up with our Facebook and Twitter feeds. Oh, and I’ll be doing a complete playthrough of a horror-themed game this month on our Twitch channel, so stay tuned for more information about that—last year’s stream featuring the Super Famicom’s Clock Tower was lots of fun, and you can watch it again over at our YouTube channel.

Again, thanks for your continued support. We still have an exciting announcement to make, and plenty of great episodes to come, so hang in there—it’ll be worth the wait.

Retronauts Pocket Episode 27: Games of Game Center CX

Time for another one of those rare Retronauts Pocket episodes that directly follow from the last full episode! We’re still talking about Game Center CX this week!

…Ssssort of. Rather than talk about the show itself, I had each of us (me, Bob, Jeremy, and returning guest Justin Haywald) pick one of the games featured on the show and talk about them. Of course, if you listened last week, you know that the host Arino is not always put in the best situations, and struggles through some pretty torturous games. And as it turned out, we all picked some of the more torturous Famicom games he’s played: The Mystery of Atlantis, The Wing of Madoola, Layla, and the one that started it all, Takeshi’s Challenge. Some of those names may be familiar to you, some not, but either way, they’re very interesting examples of Japanese gaming from a very certain period, and they’re all great episodes of GCCX, to boot.

Also, we reveal our plans for the next phase of Retronauts after this run — yes, you’ll be hearing from us again! But nothing is set in stone yet, so as always, keep an eye on this site, our Twitter, and Facebook for the official word.

On behalf of Bob and Jeremy, thanks again for helping us do this again.

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Retronauts Volume III Episode 27: Game Center CX

For this final full Retronauts of the season, we take a sideways step away from retro game talk and into a TV show about retro games: Game Center CX, from Japan. We wouldn’t bother unless it was a special case — Game Center CX is a fun show, long-running, and worth your time if you’re even halfway interested in old video games. If you’ve followed us since 1UP (especially me), you’ve heard me say this before — I’ve been a fan of the show since I was at 1UP, and spent a few years spreading awareness (off and on, here and there).

But… this episode wasn’t my idea! This was a backer-requested topic from Joey Chiu, who, I guess, didn’t think I had talked about Game Center CX enough. I can’t really agree, to be honest, but I couldn’t let this go, either. So please enjoy a whole episode where I, along with Bob, Jeremy, and special guest/old friend Justin Haywald from GameSpot talk about Game Center CX, a show about a middle-aged comedian struggling like hell to finish a game.

Most of our chat involves explaining the show and then why you should watch it, so consider this your primer if you’ve never heard of it. Still, there’s a lot of ground to cover, so we didn’t drill too deeply, but we also found time to talk about the Retro Game Challenge series, which was based on Game Center CX to begin with, and are something else you should try!

Thanks for listening, but we’ll be back with Retronauts Pocket next week for one last go-around.

(Music selections from the Clockwork Fighters: Hiwou’s War soundtrack, which GCCX has also borrowed from. )

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Retronauts Pocket Episode 26: Planescape: Torment

Retronauts 26 Pocket cover

This is usually the part of every Retronauts blog post where I go into greater detail about the episode you’re seconds away from hearing, but since this is the last one I’ll be doing this season, I feel the need to write something different. So here goes.

Thank you.

The past year-and-some-change has been an extraordinary challenge, and even when feelings of worthlessness, depression, and anxiety threatened to consume me in those awful, listless days of unemployment, Retronauts stood as the one constant in my life. I poured all of my being into the shows I put together this year—it was the only way to show my thanks to our audience for giving me a sense of purpose. Thankfully, I’m in a much better place now—in terms of employment and mental health. Plus, we have some exciting plans for the future of Retronauts. But since that information is hush-hush for now, please enjoy this episode!

Oh, and thanks to the always-great Gary Butterfield for appearing on the show. All of the podcasts on come highly recommended by yours truly, so give them a listen!

Libsyn (46:16 | MP3 Download) | SoundCloud

This episode’s description:

“BioWare’s Infinity Engine powered some of the greatest PC experiences the ’90s had to offer, and one of its last games was unlike any other RPG we’d seen before — or since, for that matter. On this episode of Retronauts Pocket, join Bob Mackey, Ray Barnholt, Jeremy Parish, and’s Gary Butterfield for a morbid conversation about Planescape: Torment, an insanely creative RPG with a morality system that went beyond good and evil. And, uh, there’s also a floating skull — if you’re into that sort of thing.”

Please consider leaving us a nice review in the iTunes Music Store. It really helps the show! We also have some wonderful t-shirts for sale via our friends at Fangamer.

Retronauts Vol. III Episode 26: RPG Battle Systems

Retronauts 26 cover

Hey folks, it’s Bob again with my second-to-last episode of the season—but don’t worry, there’s still a few to follow after mine. That said, this is a good one, with a topic brought to us by guest backer Cary Hamby, who unfortunately couldn’t make it in to be a guest on the show (but we still love him). Now, the subject of RPG battle systems might at first seem a little too specific for a 90-minute show, but as you’ll soon hear, we (all being RPG nerds) get a ton of mileage out of the topic, and still have plenty to say by the time the episode wraps up. This subject matter also gives me the chance to fill the episode with great RPG tracks, so you may notice I went a little overboard with the musical breaks. I hope you can find it in your heart to forgive me.

Returning for this installment is GamesRadar’s Henry Gilbert, who also hosts the comic book podcast Cape Crisis, which just reached its 100th episode. I’m a big fan of everything going down at the Laser Time podcast network, so it’s always a treat to have Henry come in.

Libsyn (1:38:12 | MP3 Download) | SoundCloud

This episode’s description:

“RPG battle systems: What started as a way to simulate the rolling of dice on a Cheetos-stained card table has mutated over the past 30-plus years into something far different from its Dungeons and Dragons roots. And even though Gary Gygax had no idea what a “limit break” was back in the early ’70s, this and other additions have made menu-based enemy encounters far more appealing than they used to be. Join Bob Mackey, Ray Barnholt, Jeremy Parish, and GamesRadar’s Henry Gilbert as they wait patiently for their little meters to fill up before saying anything important.”

This episode’s musical selections:

As you could probably guess, they’re RPG battle themes. Here are the ones I picked:

  • 11:42 – Dragon Quest 1
  • 21:52 – Final Fantasy 1
  • 34:04 – Final Fantasy IV
  • 40:34 – Tales of Phantasia
  • 57:15 – Super Mario RPG (Boss Battle Theme)
  • 1:14:21 – SaGa Frontier
  • 1:26:48 – Grandia
  • 1:35:35 – Happy Parade, Delightful Parade (Super Mario RPG Credits Theme)

Packs of roving slimes will not take you by surprise if you give Retronauts a nice review in the iTunes music store. And why not wrap your attractive body in one of our equally attractive t-shirts?

What a horrible night to have Retronauts Pocket Episode 25

Our current run of Retronauts is winding down, and this marks my last stint in the hosting chair for this season. After venturing out into the terrifying world of unfamiliar UK games from the ’80s last week, I felt compelled to scurry back to the comforting embrace of the familiar this time around. Yes, it’s a return to that most abused and tired of classic Retronauts topics, Castlevania.

Pocket 25 cover

Since all those old episodes have long since vanished into the ether, we figured, “Why not?” We’ll almost certainly be revisiting topics from the older, now-missing seasons of Retronauts in the next phase of the show. Consider this a sort of warning shot, I suppose.

Not really much to say here except that the music is from the Akumajou Dracula MIDI Collection album, and also thanks! It’s been an interesting and sometimes challenging run fielding your various topic requests, and I hope you’ve enjoyed what we’ve put together over the past year. Thank you for your support, and I’m sure you’ll hear me stambling my way through hosting duties again in the not-too-distant future.

A buffet of download options awaits you!

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You can also listen right here on this very blog post if you prefer:

Retronauts Vol. III Episode 25: (Union) Jack in for 100 minutes of ’80s games history

retronauts 25 uj cover

In the many years we’ve been doing Retronauts (the show is almost eligible to be its own topic at this point), our one big weakness has been our coverage of ’80s UK gaming. This has made many people angry and is widely considered… well, kind of inevitable, really. The British 8-bit microcomputer scene of the ’80s was very specific to Britain; outside of the Commodore 64, all the systems that defined the decade for England never really had much availability or impact beyond the English Channel. Though it would prove to be a fertile ground for major players who remain active today (Jeff Minter! Codemasters! DMA Designs aka Rockstar North! Psygnosis aka Sony Liverpool! Peter Molyneux! Rare!), the actual games that those legendary designers and studios created rarely left the UK.

The importance of the scene has made it a crucial gap for the show, but the insularity of the scene has made it difficult to speak to it with any authority, what with us being outsiders and all. So, for my final episode of this backer-supported season of Retronauts — for which you can thank one Mike Wasson, by the way — I could think of no more appropriate scheme than to rectify Retronauts’ greatest failing at long last by tracking down someone who actually lived in the UK and followed the gaming scene.

Handily, this required almost zero effort on my part, given that Bob and I happen to work with an icon of the ’80s UK gaming press: USgamer editor-at-large Jaz Rignall, who covered the 8-bit micro scene as a feisty teenager back in Thatcher’s England. We did the research for this one, but he fills in the generalities and hearsay with experience and perspective. The result is, I think, one of our best episodes ever (despite so, so many technical issues), a whirlwind tour of a fascinating but (to us) alien facet of game history. I hope you also enjoy it!

Thanks to Jaz for joining in (despite our scheduling the recording session during the World Cup final, sorry!) and to Mike for prompting us to shore up this particular weakness.

Fill your earholes through the delivery system of your choosing:

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Retronauts Pocket Episode 24: Skyblazer

Mega Man without the guns? Or is it Hook without the… hook? One thing is for sure: it’s Skyblazer, a fun action game for the Super NES from Sony Imagesoft, the developers’ follow-up to their game based on the movie Hook. Skyblazer was not flashy nor an anticipated sequel, which didn’t help its chances in 1994, going up against some of the biggest soon-to-be-classics of the generation. And that’s a shame, because it is a challenging, well put-together action game with with a focus on close-range fighting, occasional acrobatics, and getting past enemies that take too much of your health.

We talk about this and more on the show — including developer Ukiyotei’s other work, more of Skyblazer’s similarities to Mega Man, and of course, a strong suggestion that you seek it out and play it.

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