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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 ...

Question of the Week? For iOS Game Devs...

... how much would the NGP have to sell for you to think of developing new games/porting your titles for it?

Given the iOS sales will be in the 200+ million by the time it launches, would you rather be a little-to-moderate fish in a big ocean or a bigger fish in a smaller pond, but a newer-trendier pond with exotic plants and brightly-colored ornaments (and real buttons :] and stuff)?

Has anyone run the numbers on this yet? (Would you make more from the Sony Store?)

Has anyone got the dev environment/kit and tried porting their game over? (Easy, Hard, Indifferent)

Enquiring minds want to know...


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Currently playing on my Vita/PS3/PS4/PS5


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