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Vectrex Mini interview - David Oghia talks up the nostalgic vector powerhouse

Having been wowed by the news of the Vectrex Mini at Gamescom , I rushed off some questions to VectrexOn's main man  David Oghia . After a post-event, well earned, break, he's kindly given us a lot of detail about the project and some new images of the unit to share.  His story mirrors mine somewhat, Vectrex represents a glowing, unaffordable, obelisk of gaming power from our youth! But he's had the energy and drive to do something about it, and met the right people to get the job done!  What first got you interested in Vectrex and what spawned the idea of a Mini version? I’ve always been passionate about retro-gaming, but my first love was computers rather than consoles — the ZX81, then the Commodore 128. I only really discovered the console world in the late 90s, which is when I got my very first Vectrex. Of course, I had seen it in stores back in 1983, but at that time it was far too expensive for me.  Today, I own five Vectrex systems at home. Vector-based games ...

Timespinner gets a Vita stretch goal, looks smoking hot

Another one for the Kickstarter crowd, and to add to the Vita's growing list of crowd-funded games, the gorgeously pixel-packed Timespinner looks like an excellently conceived and executed Metroidvania-inspired adventure with striking visuals and a gorgeous world to explore and conquer.

The game is already nearing $50K with 24 days still to go. The team at Lunar Ray Games discuss the funding needs for a Vita version here:
Timespinner on Playstation Vita - $75,000 If we raise enough funds, we will also be able to promise a port of Timespinner to the Playstation Vita! Rock on! Wait a second, why do we need extra money to port the game to Playstation if it's so easy? Well, I'm glad you asked! While the port to both PS4 and Vita may not require that much money specifically, it will still add on time to the workload. We will need the extra funds to hire people to help cover work that we would be doing otherwise. The current release date of Timespinner is based on scheduling for everything that needs to be finished to get the game out on time for PC, Mac OS X, and Linux. If we're going to be doing extra porting, then we would be late on our delivery date because we would have more work to do! With the extra funds, we'll be able to hire additional pixel artists and programmers to help offset this additional workload. Alright, that's it for now. Let's see how far we get! Gogogo~~ :D

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Currently playing on my Vita/PS3/PS4/PS5


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