Category: Retro Gaming

Celebrating the classics: 8-bit, 16-bit, arcade, and the golden age of console gaming.

  • Evercade NEOGEO Arcade 4 and Activision Collection 3 Announced — Which Cart Is Worth Buying?

    Evercade NEOGEO Arcade 4 and Activision Collection 3 Announced — Which Cart Is Worth Buying?

    Evercade announcements can be a bit dangerous for anyone with weak shelf discipline, and today’s double-hit looks especially effective. Blaze has revealed NEOGEO Arcade 4 and Activision Collection 3, two new cartridges that aim at very different corners of retro obsession but land on the same basic message: Evercade still knows how to package nostalgia as something you might genuinely want to play, not just display.

    If your search today is basically “what’s on Evercade NEOGEO Arcade 4 and Activision Collection 3, and which one is worth buying?”, the short version is this: the NEOGEO cart looks like the headline-grabber, while the Activision cart might be the sneaky comfort-food pick for collectors who want more early-80s charm on one shelf.

    Why this Evercade drop has a real collector hook

    One reason this works is contrast. NEOGEO Arcade 4 is selling swagger: Metal Slug 4, Blazing Star, Fatal Fury Special, King of the Monsters and The King of Fighters 2002 are not subtle names. This is the louder, flashier cart, the one you mention first when you are trying to tempt a lapsed arcade fan back into buying physical retro cartridges in 2026.

    Activision Collection 3 goes the other way. Its lineup leans into Atari 2600-era design, with Barnstorming, Chopper Command, Kaboom!, Keystone Kapers, Pressure Cooker and more. That is less about raw spectacle and more about texture: quick-fire score chasing, bright rule sets, and the kind of games that still make sense within seconds.

    That split gives the announcement a better buying angle than yet another vague “retro classics available now” bundle. Like the recent Spectrum White Edition collector push, this is retro hardware culture leaning into identity rather than generic nostalgia. You are not just buying old games. You are choosing which flavour of old games you want sitting in your living room.

    NEOGEO Arcade 4 looks like the prestige cart

    On paper, NEOGEO Arcade 4 has the easier sell. The official cartridge page confirms an eight-game lineup built around recognisable names and arcade heft, including 3 Count Bout, Baseball Stars 2, Blazing Star, Fatal Fury Special, King of the Monsters, Metal Slug 4, Robo Army and The King of Fighters 2002.

    That is a nicely balanced spread. You get fighting games, a beat ’em up, a shooter and one of the later Metal Slug entries, which means the cart reads less like a niche compilation and more like a broad sampler of why NEOGEO still carries such ridiculous charisma. Even if Metal Slug 4 is not the most universally beloved game in that series, it is still a recognisable anchor for anyone browsing Evercade news with their wallet half-open.

    More importantly, it fits the bigger story we have been watching across the 2026 retro revival: people are not only chasing childhood memories, they are chasing curation. A cart that says “here is a punchy little NEOGEO showcase” is easier to understand than a hundred-ROM download folder and a vague promise that you might sort it out later.

    Activision Collection 3 is the shelf-filler that could get more playtime

    That said, Activision Collection 3 should not be dismissed as the lesser cart. The official page pitches it as another batch of ’80s classics, and that undersells how good this kind of package can feel on Evercade. Chopper Command, Kaboom!, Keystone Kapers and Pressure Cooker are exactly the sort of games that make sense in short bursts, on portable hardware, or when you have ten spare minutes and no interest in a tutorial.

    There is also something pleasingly honest about this lineup. It is not pretending early Activision design needs to be modernised to matter. It is betting that strong arcade logic, clean presentation and a physical cartridge are enough. For retro collectors, that is often the whole point.

    The Happy Fragger take

    If I had to pick one, NEOGEO Arcade 4 is the stronger headline and probably the safer blind buy. It has the bigger names, the more obvious wow factor, and the sort of lineup that flatters Evercade’s whole “official retro showcase” pitch. But Activision Collection 3 might quietly be the cartridge that gets used more, because early Activision games are brilliant at slipping into the gaps of a day.

    According to Time Extension’s report, both cartridges are due in June 2026 and priced at £19.99 / €24.99 / $29.99. That feels about right for Evercade in 2026: not impulse-buy cheap, but still low enough that a good lineup and a little nostalgia can absolutely win the argument.

    Honestly, I’m glad Blaze announced these as a pair. Together they make Evercade look broader than just “the machine for one specific type of old game”. One cart is arcade flash. The other is early-home-format comfort food. Both make sense. Which one would earn your shelf space first?

    Sources

  • Spectrum White Edition Is Here — Why ZX Spectrum Collectors Should Pay Attention

    Spectrum White Edition Is Here — Why ZX Spectrum Collectors Should Pay Attention

    Retro hardware cash-ins usually live or die on one question: do they feel like a museum piece, or something you would actually plug in on a rainy weekend? Retro Games’ new Spectrum White Edition looks like it might land on the right side of that line.

    The company’s all-white take on The Spectrum is now up for pre-order, and it leans hard into collector appeal without changing the machine’s core pitch. This is still the full-size modern recreation of the ZX Spectrum that launched in late 2024, complete with 48 built-in games, HDMI output, USB support and that gloriously rubbery keyboard feel. The difference is presentation: a white shell inspired by one of British computing’s favourite bits of folklore.

    A collector hook that actually means something

    The big selling point is the colour scheme. According to reports from Video Games Chronicle, the White Edition pays tribute to the long-circulating story that Clive Sinclair received a one-off white Spectrum to mark one million units sold. Whether that legendary machine ever really existed in the exact form fans imagine almost doesn’t matter at this point. The myth has been part of Spectrum culture for years, and Retro Games is smart to build a modern collector product around it.

    That makes this less interesting as a pure spec upgrade and more interesting as a nostalgia object with a proper story behind it. For retro fans, that matters. A lot of mini and remake hardware feels interchangeable now. An all-white Spectrum with a direct line to Sinclair-era lore stands out more than another generic “classic games included” box ever could.

    What you actually get

    The official Retro Games product page says the White Edition bundle includes the machine itself, a matching joystick, a Microdrive USB stick and a copy of CRASH magazine. There is also a pricier Collector’s Edition that adds extras like THE PRINTER, The Quickshot II, THEGAMEPAD and a spiral-bound manual.

    That split feels sensible. The standard White Edition looks aimed at players who want the machine and the vibe. The Collector’s Edition is for the people who want their shelf to look like a tiny shrine to British 8-bit history.

    If you have already been dipping into Spectrum nostalgia through emulation, or through recent Happy Fragger favourites like Jet Set Willy and Head Over Heels, this hardware makes more sense than it might at first glance. The machine is not just selling old games. It is selling context, ritual and physicality — the bits that emulation always struggles to recreate.

    Why this matters beyond one machine

    The White Edition also says something useful about where retro gaming is in 2026. We are well past the stage where reissues succeed simply because they exist. Nostalgia alone is not rare anymore. What people seem to want now is a sharper angle: better curation, a stronger story, or a more specific link to the history they remember.

    That is part of why the broader retro revival still has legs. Fans are not only replaying old software. They are buying into scenes, myths, formats and tactile rituals that modern gaming left behind. A white Spectrum bundled like a collector’s conversation piece fits that shift almost perfectly.

    The catch, of course, is price. Collector hardware always walks a thin line between lovingly niche and a bit cheeky. If you just want to load Spectrum games, there are cheaper ways to do it. If you want something that feels like it belongs in the same room as old issue racks, cassette cases and a battered Competition Pro, the White Edition is making a much stronger argument.

    The Happy Fragger verdict

    The Spectrum White Edition looks less like a gimmick and more like a clever piece of retro fan service. It is not essential for everyone, but it absolutely knows who it is for: collectors, Spectrum nostalgists and anyone who thinks old computers should have personality instead of just compatibility.

    If Retro Games can keep availability sensible, this could end up being one of 2026’s nicest retro hardware releases — not because it reinvents anything, but because it understands that history, myth and presentation are half the fun.

    Would you rather buy a collector-focused remake like this, or stick with emulation and spend the difference on more actual games?


    Sources:

  • Sega’s Classic Reboots Survived the Super Game Cancellation — What It Means for Crazy Taxi, Jet Set Radio and More

    Sega’s Classic Reboots Survived the Super Game Cancellation — What It Means for Crazy Taxi, Jet Set Radio and More

    Sega has killed off its long-teased Super Game project, but the part retro fans actually care about is still alive. According to Sega Sammy’s latest financial presentation, the publisher’s revivals of Crazy Taxi, Jet Set Radio, Streets of Rage and Golden Axe are all still in development, with release plans stretching into the financial year ending March 2027 and beyond.

    If your search query today is basically “did Sega cancel the classic reboots too?”, the short answer is no. The giant all-purpose corporate moonshot is gone. The beloved old series are still on the board.

    What Sega actually confirmed

    The important bit comes from Sega Sammy’s Q4 materials. The company quietly confirmed that Super Game has been cancelled, but multiple legacy revivals remain part of the release pipeline. VGC reports that the four big reboots first teased at The Game Awards 2023 — Crazy Taxi, Jet Set Radio, Golden Axe and Streets of Rage — are still marked for future release, alongside the new Virtua Fighter project and the Alien: Isolation sequel.

    Nintendo Life’s coverage points in the same direction. Sega’s financial slides still list multiple classic properties under upcoming plans, with official titles and dates apparently still to come later. So while Sega is clearly rethinking the bigger “gaming ecosystem” dream, it is not backing away from mining its best-loved history.

    Why retro fans should care

    This matters because Sega’s back catalogue is not just decorative nostalgia. These are series with very specific identities that modern publishers rarely bother to preserve. Crazy Taxi is not merely “a driving game”. Jet Set Radio is not merely “an action game with roller skates”. Streets of Rage and Golden Axe come with entire textures, rhythms and moods attached to them. If Sega gets these revivals right, it is not just reviving brands. It is reviving design languages.

    That is why the wider retro revival still has real weight in 2026. People are not only buying old games because they miss being younger. They are going back because a lot of those games still feel sharper, stranger and more authored than the safe middle of today’s blockbuster catalogue. We have been seeing that again even in our own recent retro coverage, from the brutally individual architecture of Jet Set Willy to the puzzle-box brilliance of Head Over Heels.

    The risk: modern reboots love the brand more than the feel

    There is a catch, obviously. Plenty of publishers know how to resurrect a logo and almost none know how to resurrect a vibe. Sega’s own early descriptions sound promising — VGC notes that the new Jet Set Radio is pitched as a counter-culture Tokyo open world, while Streets of Rage is still being framed as side-scrolling beat-’em-up action — but descriptions are easy. The hard part is knowing what must stay rough-edged, stylish or gloriously silly.

    Crazy Taxi without that reckless arcade momentum is just transport with attitude problems. Golden Axe without weighty melee, absurd fantasy swagger and co-op chaos is just another fantasy action game fighting for oxygen. Sega does not need these reboots to be bigger than everything else. It needs them to feel unmistakably themselves within thirty seconds.

    Happy Fragger take

    Honestly, I’m glad Super Game got sacrificed before the old legends did. “One giant platform-scale mega-strategy thing” always sounded like the sort of boardroom phrase that eventually produces an expensive shrug. Crazy Taxi, Jet Set Radio, Streets of Rage and Golden Axe are much better bets because each already knows what it is supposed to be.

    Now Sega just has to resist the usual temptation to sand off the personality in search of broader appeal. If these revivals land with conviction rather than market-tested mush, they could become some of the most interesting retro-comeback stories of the next year. If not, we will get a few pretty trailers and another reminder that classic names are easier to reboot than classic instincts.

    Either way, the key update is simple: Sega’s classic reboots are still alive, and retro players should keep watching. Which one are you most worried Sega might mess up — and which one are you secretly most hopeful about?

    Sources

  • Head Over Heels Review — Is the 1987 Isometric Classic Still Worth Playing?

    Head Over Heels Review — Is the 1987 Isometric Classic Still Worth Playing?

    Title Head Over Heels
    Developer Jon Ritman and Bernie Drummond
    Publisher Ocean Software
    Year 1987
    Platform focus ZX Spectrum original release
    Genre Isometric action-adventure
    Score 9 / 10

    Some retro games are important because they invented something. Head Over Heels is rarer than that: it still feels clever. Released by Ocean Software in 1987, Jon Ritman and Bernie Drummond’s isometric adventure drops two captured spies into a surreal empire of floating rooms, cruel stairs and puzzle-box planets. Nearly four decades later, the big search question is not whether it was influential. It obviously was. The better question is whether Head Over Heels is still worth playing in 2026 if you do not already have childhood loyalty doing half the work for it.

    Happily, the answer is yes. More than yes, really. This is one of those rare 8-bit classics that still communicates its design brilliance almost immediately.

    Why the Split-Hero Idea Still Works

    You begin with the two heroes separated. Head jumps high and fires doughnut shots to stun enemies. Heels runs faster, carries items and handles movement challenges differently. Once reunited, they can combine into a single character with both move sets. It is a brilliant hook because the game keeps teaching you through contrast. A room that feels awkward with Head might be trivial with Heels. A puzzle that seems impossible alone becomes obvious once you understand how the duo’s abilities interlock.

    That gives Head Over Heels a kind of generosity that a lot of hard 8-bit games never had. Where Jet Set Willy often feels like a battle against single-screen cruelty, this feels like a conversation with a very mischievous level designer. You still fail plenty, but the failures usually teach rather than merely punish.

    An Isometric World With Real Personality

    The setting matters almost as much as the mechanics. Castle Blacktooth and the surrounding worlds are full of strange enemies, teleports, hidden items and rooms that look like logic puzzles dressed up as dreams. Bernie Drummond’s art gives the whole thing a slightly absurd warmth. Even now, the world feels authored rather than procedural. You can sense human taste in every awkward statue, moving platform and suspiciously inviting corner.

    That is a big part of why the game has aged so much better than many of its peers. The isometric view can still be fiddly, especially when jumps ask you to judge depth by instinct, but the rooms are memorable enough that you learn them as spaces instead of treating them like anonymous stages. It scratches the same historical itch as the wider retro revival: players keep returning to old games when those games offer a point of view, not just nostalgia.

    What Feels Old in 2026

    For all its brilliance, Head Over Heels is still a product of the 1980s. The isometric angle occasionally turns simple movement into theatre. Some hazards are easier to understand after you have already died to them. Progress can also become a little opaque once you are juggling crowns, teleports and backtracking routes across multiple themed worlds.

    That said, these are manageable frustrations rather than deal-breakers. Unlike some revered retro games, Head Over Heels does not survive on museum value alone. Its ideas still carry enough momentum to pull you through the rough edges. Once you start mapping routes in your head and noticing how one ability unlocks another layer of the world, the game becomes extremely hard to leave alone.

    Verdict

    Head Over Heels remains one of the smartest retro games to revisit because its appeal is not locked to technology or childhood memory. It is funny, inventive and structurally elegant in ways that modern indie designers still chase. The controls can wobble, the perspective can be cheeky, and the game occasionally asks for more patience than it deserves. Even so, the underlying design is magnificent.

    9 / 10. If you want proof that 8-bit game design could be imaginative as well as unforgiving, this is an easy recommendation. It is not just a classic by reputation; it is a classic because the ideas are still alive.

    • Pro tip: Revisit old rooms after reuniting the heroes — the game loves hiding elegant shortcuts in places that first looked impossible.
    • Pro tip: Treat every strange object as a clue. Head Over Heels rewards curiosity more than speed.
    • Authority link: For release history and platform details, see Wikipedia’s Head Over Heels overview.
    • Authority link: For a contemporary critical snapshot, the 1987 Zzap!64 review archive is still a fun read.

    Where does Head Over Heels rank for you among the great 8-bit puzzlers — above the famous platformers, or just behind them?

  • Jet Set Willy Review — Does the ZX Spectrum Classic Still Hold Up in 2026?

    Jet Set Willy Review — Does the ZX Spectrum Classic Still Hold Up in 2026?

    Title Jet Set Willy
    Developer Matthew Smith
    Publisher Software Projects
    Year 1984
    Platform reviewed ZX Spectrum
    Genre Platform game
    Score 7 / 10

    There is a very particular kind of British 8-bit cruelty that nobody has ever quite replicated. Jet Set Willy is one of the purest examples: a game about tidying your mansion after a party that somehow feels like being personally bullied by architecture. Released in 1984 for the ZX Spectrum, Matthew Smith’s sequel to Manic Miner took a compact arcade challenge and exploded it into a weird, sprawling house full of lethal rope physics, sadistic jumps and some of the most memorable room names in gaming.

    The search question in 2026 is simple: is Jet Set Willy still worth playing, or is it one of those sacred retro cows that only survives on reputation? The answer is pleasingly awkward. It is absolutely worth playing, but you need to meet it on its own terms — as a landmark piece of British microcomputer design, not a polished modern platformer.

    The Brief

    Willy has thrown a catastrophic party, the house is a tip, and his housekeeper Maria will not let him sleep until every item has been collected. That is the entire plot, and it is perfect. The setup gives Smith an excuse to build a mansion that feels less like a level list and more like a hostile dream map. Rooms connect in surprising ways. Routes loop back on themselves. Progress is not linear so much as exploratory, which was a big deal in 1984. Where Manic Miner shoved you through one test chamber after another, Jet Set Willy lets you wander off and discover your next disaster for yourself.

    What Makes It Special

    The first thing that still works brilliantly is the sense of place. Jet Set Willy is a platform game, but it also feels like a house you come to know. You remember problem rooms. You develop grudges. You learn where the rope timing is generous, where it is vile, and which staircases are lying to you. That strange intimacy is part of why the game lingers in memory so much more vividly than many better-behaved contemporaries.

    The second strength is its commitment to movement rules that are simple but never trivial. Willy can run, jump, climb and grab ropes. That is it. Yet entire rooms are built around tiny variations in timing and rhythm. In that sense, it sits in the same British lineage as Chuckie Egg: games that look straightforward until you realise every screen is a compact argument about momentum, space and nerves.

    And then there is the atmosphere. The Spectrum original has that unmistakable colour-clash charm, but there is more personality here than the technical limitations suggest. The mansion is funny, eerie and slightly surreal. Even the bugs and oddities contribute to the legend. This is one of those games that helps explain why the current retro revival keeps pulling players back to the British 8-bit era: not because these games are smooth, but because they feel authored in such a specific human way.

    Why It Still Frustrates

    For all its historical importance, Jet Set Willy can also be a nuisance. Collision can feel unforgiving. Some jumps demand faith before they earn trust. The rope rooms are famous for a reason, and not always a flattering one. Depending on which version you play, you may also run into the game’s long-documented bugs and quirks. None of this makes it unplayable, but it does mean the game is easier to admire than to love unconditionally.

    That is really the dividing line. If you want a clean, frictionless platformer, there are dozens of better choices. If you want to understand why British bedroom coders were treated like rock stars, Jet Set Willy still delivers. It is imaginative, ambitious and gloriously stubborn.

    Verdict

    Jet Set Willy earns its reputation, even if it does not always earn your patience. As a sequel, it is messier and more ambitious than Manic Miner, trading perfect arcade compression for a much bigger world and a much stranger personality. Not every room is fair. Not every idea lands. But when the game clicks, it feels like discovering a secret architectural language from the early days of home computing.

    7 / 10. Not the friendliest Spectrum classic, but still one of the most important — and one of the easiest to recommend to anyone curious about how weird, witty and uncompromising 1984 platform design could be.

    • Pro tip: Treat each room like a puzzle, not a sprint. Greed causes most deaths.
    • Pro tip: On rope screens, watch the swing for a full cycle before committing.
    • Authority link: For release history and version details, start with Wikipedia’s Jet Set Willy overview.

    Did Jet Set Willy charm you into one more run, or did it send you straight back to kinder platformers? I’d love to know which room broke your patience first.

  • Falcon Patrol — The Forgotten C64 Shooter That Out-Defendered Defender

    Falcon Patrol — The Forgotten C64 Shooter That Out-Defendered Defender

    Title
    Falcon Patrol
    Developer
    Steve Lee
    Publisher
    Virgin Games
    Year
    1983
    Platform
    Commodore 64 (also VIC-20, BBC, Electron)
    Genre
    Horizontal-scrolling shoot’em up
    Score
    8 / 10

    There are entire books written about Defender‘s impact on the shoot’em up. There is, as far as I can find, exactly one decent piece written about Falcon Patrol, which is a problem because the latter — written by a single programmer for Virgin Games at the absolute peak of British budget gaming — is in many ways the more honest of the two.

    The Brief

    You are the last surviving pilot of the Falcon Patrol. Your job is to defend six airfields from waves of enemy jets. You fly a Harrier-style VTOL fighter — yes, you can hover, yes, you can land at any of the six airfields to refuel and rearm — and you scroll left and right across a stretched-out desert horizon engaging the enemy in air-to-air combat.

    If that sounds simple, that’s because the appeal of Falcon Patrol is in the texture, not the brief.

    What Makes It Special

    It’s a game where the smartest move is, very often, to land your plane and walk away.

    Falcon Patrol does three things that most arcade-derivative shoot’em ups didn’t bother with. First, fuel and ammo are real, finite resources. You will run out. You will need to land. The landing sequences are a small ballet of throttle control and patience that nothing else on the C64 in 1983 was attempting. Second, the AI jets actually bomb the airfields. Lose all six and the game ends. You’re not racking up score in a vacuum — you’re defending something.

    Third, and this is the bit that’s still surprising forty years on, the game has a cadence. Waves get harder, fuel pressure mounts, airfields are gradually picked off if you don’t actively defend them, and the moments where you screech in to land on the last functional strip with a wing on fire are some of the tensest sequences ever rendered in MOS 6510 machine code.

    The Tech

    Falcon Patrol is one of those C64 games that ran circles around the rest of the format because Steve Lee simply understood the hardware better than most of his peers. The two-way smooth scrolling is buttery. The sprite multiplexing during big formations is invisible. The collision detection is rock solid. There is no flicker. There is no slowdown. In 1983. From one bloke.

    It’s also an early demonstration of why the C64 was the right machine for action games of this kind: the SID chip’s raw engine drone, the punchy explosion samples, the way the screen briefly inverts on a kill — that’s the C64 doing what Spectrum and BBC could only dream of.

    The Sequel Problem

    Falcon Patrol II followed in 1984 and is, regrettably, a slightly worse game. The first one’s purity got buried under added features (smart bombs, helicopters, more enemy types) and the magic balance between fuel, ammo and territory was lost. Skip the sequel. Play the original.

    Verdict

    Falcon Patrol is one of the great unsung British budget games. It is what happens when a programmer takes a US arcade blueprint, strips out the bits that don’t matter, and rebuilds the rest around resource management and pressure. Eight out of ten — losing two only because the visual variety thins out in the late game and the difficulty curve doesn’t quite earn its final waves.

    But for forty minutes of the most underappreciated arcade design on the C64, you can’t do better.

    • Pro tip: You can shoot enemy bombs out of the air. You probably should.
    • Pro tip: Hovering over an airfield draws enemies to it. Patrol on the move.
    • Where to play: VICE emulator, the C64 Mini/Maxi, or the browser version at commodoregames.net.

    8 / 10

  • Hyper Sports — The Game That Broke A Generation Of Joysticks

    Hyper Sports — The Game That Broke A Generation Of Joysticks

    Title
    Hyper Sports
    Developer
    Konami
    Publisher
    Konami (arcade) / Imagine (8-bit ports)
    Year
    1984 (arcade), 1985 (Spectrum/C64/CPC)
    Genre
    Multi-event sports / button masher
    Score
    8 / 10

    If you grew up in the UK in the mid-eighties and you owned a Spectrum or a C64, there is a non-zero chance Hyper Sports physically destroyed at least one of your joysticks. Konami’s arcade sequel to Track & Field took the original’s dual-button waggling formula, added more events, refused to make any of them less brutal, and was unleashed on home computers in 1985 by Imagine’s conversion team. The result was a game that turned thumbs into puddings and cost more in replacement Quickshots than the cassette did.

    The Events

    Six events on the home conversions, seven in the arcade, and they all share a common DNA: can you mash a button faster than your friend?

    • Swimming (100m freestyle): Pure mash. Tap fire to swim, jab up to breathe. Forget to breathe and your swimmer drowns. Drowning, in a Konami arcade game, in 1984.
    • Skeet shooting: The one event that isn’t button-mashing. Twin barrels, four clay pigeons per round, sub-second timing.
    • Long horse / vault: Mash to build speed, then a single perfectly-timed up-thrust to clear the horse. Get the angle wrong and the gymnast eats the apparatus.
    • Archery: The thinking-person’s interlude — windage, elevation, breathing. The crowd’s cheer when you nail a 10 is one of the most satisfying sounds the SID chip ever made.
    • Triple jump: Three button-mashing run-ups and three angle taps in sequence. The hardest event in the game.
    • Weightlifting: A two-stage clean and jerk that has destroyed more Sinclair Spectrum keyboards than any other software ever released.

    The Ports

    The Imagine conversions were minor miracles. The Spectrum version was the most-played.

    On paper, porting an arcade button-masher to a rubber-keyed home computer should have been a disaster. In practice, the Imagine team — under Ocean’s umbrella by then — produced ports that captured 90% of the arcade buzz on machines with a fraction of the horsepower. The Spectrum version had the cheekiest sprite work, the C64 version had the best music (it’s Martin Galway, of course it had the best music), and the CPC version was — as so often — somewhere quietly between the two.

    The Cultural Damage

    Two things you should know if you’re approaching this game in 2026. First: there is a reason every retro-gamer over forty has slightly knackered thumbs. Second: the joystick industry of 1985 invented the autofire button primarily so that British kids could win at Hyper Sports without dislocating a wrist. The Konix Speedking and the Cheetah 125+ both owe their existence, in part, to Konami’s masochism. Cheating, yes. Necessary cheating.

    Verdict

    Hyper Sports is one-trick-pony game design — but the trick is so well-executed, and so deliciously competitive when two friends are taking turns, that it transcends its limits. It is the purest party game of the 8-bit era. It is also the game that taught a generation of British kids that exercise and pain are sometimes the same thing.

    Eight out of ten. Would not recommend playing without a tin of Vaseline for your fingers.

    • Best event: Archery — sublime balance of luck and skill.
    • Worst event: Triple Jump — the difficulty curve crosses the line into sadism.
    • Where to play: MAME for the arcade, Spectaculator/FUSE for the Spectrum, VICE for the C64. The Konami Arcade Collection on the original Game Boy Advance is also worth tracking down.

    8 / 10

  • Chuckie Egg — The Most Important British Platformer Nobody Outside Britain Has Heard Of

    Chuckie Egg — The Most Important British Platformer Nobody Outside Britain Has Heard Of

    Title
    Chuckie Egg
    Developer
    Nigel Alderton (16 yrs old)
    Publisher
    A&F Software
    Year
    1983 (Spectrum, BBC, Dragon)
    Genre
    Single-screen platformer
    Score
    10 / 10

    Chuckie Egg is — and I will fight anyone in the car park about this — the perfect 8-bit platformer. Not the most famous, not the most ambitious, not the most influential. Just the most perfect. Nigel Alderton wrote it when he was sixteen. Eight levels, five lives, infinite ladders, infinite hens, and the cleanest input-to-action loop ever shipped on a BBC Micro.

    The Pitch

    You are Hen House Harry. You are trapped in a hen house. There are eggs to collect on platforms, ladders to climb, lifts that arrive when they feel like it, and twelve hens that will end your career if you so much as graze them. Collect all the eggs in a level and you progress. Take too long and a giant duck escapes from a cage in the top-right corner of the screen and starts hunting you personally. Yes, really.

    Why It’s Better Than It Has Any Right To Be

    The genius of Chuckie Egg is in its inputs. Harry runs at a pace that feels like he’s actually accelerating. He climbs ladders with a satisfying clunk-clunk rhythm. The jump is short, predictable, and never lets you down. The hens follow patrol patterns you can read after thirty seconds, but the layouts force you to thread the needle between them in ways that feel improvisational every single time. Nothing in the game is random. Everything is on you.

    It’s the platformer that respects you. Every death is your fault, and you know it.

    Versus Manic Miner

    Chuckie Egg and Manic Miner came out within months of each other and they’re often paired in retrospectives, but they’re almost opposites. Manic Miner is a baroque, ornate cathedral of a game — every screen a different theme, lethal in different ways. Chuckie Egg is sleek and uniform; one set of mechanics, eight expertly tuned variations. If Manic Miner is the British Donkey Kong, Chuckie Egg is the British Pac-Man: simple inputs, infinite skill ceiling.

    The BBC Micro Version Is The Definitive One

    The Spectrum version is great. The Amstrad version is great. But the BBC Micro original — running on Acorn’s bulletproof 8-bit hardware — has the cleanest controls, the fastest sprite movement, and the most consistent collision detection of any release. If you’re going to play one, play that one.

    Verdict

    Chuckie Egg is what happens when a teenager with an idea and 16K of RAM gets a tight, ruthless edit on his own design. There is nothing wasted. There is nothing missing. Forty-plus years on, you can sit a child who has never seen anything older than a Switch in front of it, and they will, after dying twelve times to that giant duck, get it. Real games don’t age.

    • Pro tip: Don’t rush level 1. Establish the rhythm. The duck punishes panic.
    • Pro tip: The lifts don’t always show up. Plan a fallback route up the ladders.
    • Where to play: The 1996 Windows port from Pickford Bros, BBC emulators (B-em, jsbeeb), or the official remake on Steam.

    10 / 10

  • Manic Miner — The Game That Built British Bedroom Coding

    Manic Miner — The Game That Built British Bedroom Coding

    Title
    Manic Miner
    Developer
    Matthew Smith
    Publisher
    Bug-Byte / Software Projects
    Year
    1983
    Platform
    ZX Spectrum (48K)
    Genre
    Single-screen platformer
    Score
    9 / 10

    There are perhaps a dozen British games from the early 80s that genuinely shaped what came next, and Manic Miner is one of them. Matthew Smith was nineteen when he wrote it. He coded it on a ZX Spectrum in his bedroom in Wallasey, slept three hours a night, and produced the game that — more than any other — convinced a whole generation of British kids that a bloke in a bedroom could actually make a thing people would buy.

    The Setup

    You are Miner Willy. You have fallen into a network of disused mines beneath the Surbiton suburbs, and the caverns are inhabited by mutant telephones, killer toilets, manic mining robots and what is clearly meant to be a demented penguin. Twenty rooms. Each one a single screen. Collect every flashing key, then leg it to the portal before the air runs out.

    That’s it. That’s the game. The astonishing thing is that this minimalist setup contains, by some unholy alchemy, more design ideas per kilobyte than any modern platformer manages in an entire act.

    How It Plays

    Three lives. No saves. No checkpoints. Twenty rooms of immaculate, hand-tuned cruelty.

    Willy moves like he’s wearing wellies full of cement. The jump arc is fixed — no variable height, no air control — which sounds like a limitation until you realise the entire level design is built around exploiting it. Every gap, every conveyor, every collapsing floor has been calibrated to the millimetre against that one jump curve. It’s a platformer where the platforms don’t move; you have to.

    What separates Manic Miner from the dozens of platformers that came after it is how each room reads as its own puzzle. Solar Power Generator is a route-planning problem. The Vat is a timing study. Skylab Landing Bay is a dexterity exam. By the time you reach The Final Barrier you’ve effectively been on a 20-stage design lecture in what a single screen can carry.

    The Music

    Manic Miner is also the first game on the Spectrum to feature continuous in-game music — Smith hammered Grieg’s In the Hall of the Mountain King through the Spectrum’s single-channel beeper while the game still had to calculate sprites and collisions. People at the time genuinely could not believe this was technically possible. It drove some players insane (you could not turn it off). It cemented a generation’s relationship with that specific Grieg piece forever.

    Verdict

    Manic Miner is a ten-out-of-ten game that I’m scoring nine, because the difficulty in the back half — particularly Wacky Amoebatrons and The Endorian Forest — crosses the line from ‘demanding’ into ‘punitive’, and not all of it is the kind of unfair that’s secretly fair.

    But it is one of the most important video games ever made on these islands, and it still works. Find a Spectrum emulator, sit down with it for an hour, and you’ll feel the exact same dopamine loop that made British kids in 1983 skip dinner. That’s not nostalgia. That’s design.

    • Best room: Solar Power Generator — every input matters, the route is gorgeous.
    • Worst sin: Three lives only, no continues. You will lose progress to a single careless jump.
    • Where to play: Spectaculator, FUSE, ZX Spectrum Next, or the Antstream Arcade collection.

    9 / 10

  • The Retro Renaissance Is Real: Why 2026 Is the Best Year for Old Games Since They Came Out

    The Retro Renaissance Is Real: Why 2026 Is the Best Year for Old Games Since They Came Out

    Walk into any second-hand games shop in 2026 and try to buy a boxed PS2 copy of Shadow of the Colossus. Good luck. The same disc that sat in bargain bins for £3 a decade ago will run you £40 if it’s clean, more if it’s sealed. CRT televisions — the chunky cathode-ray sets your parents threw out around 2009 — are now a six-month wait on auction sites and routinely outsell new budget LCDs in dedicated communities. Limited Run Games’ physical reissues sell out in minutes. Something is going on, and it’s bigger than the "everything old is new again" story we’ve been telling ourselves since the NES Classic.

    This isn’t nostalgia. It’s preservation panic.

    The retro boom has three engines, and only one of them is sentimental. The first is the simplest: the kids who grew up with the PS2 and GameCube are now in their thirties, with disposable income and a sudden awareness that the games they remember are getting harder to play legally every year. Sony shut down the PS3 storefront. Nintendo shut down the Wii U eShop. Hundreds of games that were once one click away are now functionally extinct unless you know where to look. That’s not a nostalgia market — that’s a preservation crisis with a price tag.

    The second engine is hardware. The current generation of retro handhelds — devices like the AYN Odin 2, the Anbernic RG556, the Retroid Pocket 5 — has crossed a quality threshold the old emulator boxes never reached. They’re properly built, they handle PS2 and GameCube without breaking a sweat, and they cost less than a single AAA game. That changes the maths. Five years ago, playing your old library required either keeping the original hardware running or wrestling with a desktop emulator. Now it’s a £200 device the size of a sandwich.

    The third engine is the thing nobody saw coming: modern games are tired. Not bad — tired. Forty-hour open worlds with the same crafting loops, photo modes, accessibility menus, post-launch roadmaps. There is a generation of players who have realised that a tightly-designed 90s platformer respects their evening more than a modern game’s fourteenth tutorial does. Difficulty isn’t the appeal. Density is. A Treasure shoot-’em-up gives you more design ideas in twenty minutes than most modern releases manage in twenty hours.

    The PS2/PS3 bubble (and why it won’t pop yet)

    The most-discussed corner of the 2026 retro scene is the PS2/PS3 surge. Prices for cult titles — Persona 4, Rogue Galaxy, the Yakuza originals, Way of the Samurai 4, Demon’s Souls — have all spiked sharply in the last eighteen months. Some of this is the standard collector’s market doing its thing, but there’s a structural reason the bubble is unlikely to deflate any time soon: Sony has been quietly remastering the wrong games. The headline-grabbing remasters keep targeting the safest bets (Twisted Metal, the umpteenth God of War re-release), while the genuinely beloved B-tier — the games that defined what those eras felt like — sit in copyright limbo or stuck on dead storefronts.

    The result is a market where the supply of legal copies is fixed and shrinking, while demand is still climbing. That’s not a fad. That’s a property class.

    Mini consoles: the gateway drug

    The plug-and-play mini console — kicked off properly by the NES Classic in 2016 — has settled into a steady drumbeat of releases. The Atari 2600+, the Evercade lineup, the various third-party Mega Drive and PC Engine clones — they’re a constant in the toy aisle now. They’re also, for a lot of people, the start of the rabbit hole. Someone buys a mini console for the box-art nostalgia, plays through Sonic 2 in a weekend, and three months later they own a CRT and a PVM and they’re soldering a region-mod on a Saturn.

    This is how scenes grow. Slowly, then suddenly. The retro community in 2026 is bigger, younger, and more technically literate than it was even five years ago — and the ecosystem of YouTube channels, Discord servers and homebrew tooling around it is the healthiest it’s ever been.

    Where to start (without getting fleeced)

    • Don’t start with original hardware. A modern handheld emulator (RG40XX, Retroid Pocket Mini, Miyoo Mini Plus) gets you 90% of the experience for 10% of the cost and zero of the cleaning, recapping, and HDMI-mod nonsense.
    • If you want a CRT, get one local. They’re heavy, they’re awkward, and shipping one is a nightmare. Facebook Marketplace and house-clearance sales still throw up perfectly good Trinitrons for free or near it. Don’t pay eBay prices.
    • Be honest about what you’ll actually play. The 16-bit era is the sweet spot for most people: short, dense, gorgeous, and well-supported. The PS1/PS2 era is technically harder to emulate well and emotionally heavier — start there once you know you’re hooked.
    • Buy reissues when you can. Limited Run, Strictly Limited, and the various indie revival labels are reprinting genuinely great games at fair prices. Supporting them sends the right signal to the rest of the industry.

    The bigger picture

    The most interesting thing about the 2026 retro scene isn’t the prices or the hardware. It’s that an entire industry is, slowly, being forced to take its own back catalogue seriously. Microsoft’s backwards-compatibility programme, Nintendo’s piecemeal Switch Online classics, even Sony’s begrudging PS Plus retro tier — none of these existed in their current form a decade ago. The pressure for them came from the bottom up. From collectors, emulator devs, archivists, and the kid who bought a mini console because the box was pretty and ended up running a Mega-CD homebrew project.

    If you’ve been thinking about getting back into the games you grew up with, 2026 is genuinely the best moment to do it. The hardware has never been cheaper. The community has never been more welcoming. And the alternative — waiting another five years and watching prices climb — gets less attractive every quarter. The renaissance is real. Go play something old.