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 have always fascinated me — I loved playing titles like Moon Lander, Asteroids, or Battlezone. The Vectrex brought that passion home.
The Mini is a different story. Over the years I’ve collected nearly all the “mini” systems, from the NES and PS1 down to the arcade reproductions like Neo Geo, Egret II, and Astro City. After a long career in publishing, I felt a strong desire to create something in consumer electronics.
The turning point was meeting Julien from Neo Retro, who owns the Vectrex brand rights. My passion for retro and mini systems, combined with the opportunity to bring Vectrex back to life, is what gave birth to the Vectrex Mini.
Who makes up the team behind the project and what's their experience?
First, we needed to see if a prototype was even feasible. That’s when I met Eric from Retro Reliks, who had already made a Vectrex Mini for himself. He created the first prototype to demonstrate that an industrially manufactured Mini was possible.
As the project grew, Priam joined as our community manager, responding to the increasing interest from retro-gaming fans. I also spent several weeks in Asia — in Shenzhen, China, and in Taiwan — to find a reliable and enthusiastic industrial partner for the Mini.
On the creative side, I work with José, an English designer who has produced many of the images that show what the final Mini will look like. For the administrative side, distribution, and future product logistics, I have the support of Eli Galindo from Piko Interactive and Bleem, who brings vast experience in the retro-gaming industry.
Of course, Julien — the current owner of the Vectrex trademark through his company Neo Retro — has been a constant supporter since day one. More recently, I started working with Chris, the man behind GamesYouLoved, whose experience and insight into crowdfunding campaigns for retro projects are simply invaluable.
And at the core of it all, there’s me — doing everything I can, day and night, to make the Vectrex Mini a reality.
How does your hardware work to emulate the Vectrex and what clever screen or processor technology does it use?
We plan to use an ESP32-based board running an optimized version of the VecX emulator. The display will most likely be a 5-inch AMOLED screen, which should render the vector graphics beautifully — sharp, bright, and glowing, almost like the original CRT. We also aim to integrate Bluetooth, so players could use modern controllers.
What is the plan/primary ambition/timeline with the Vectrex Mini ahead of the Kickstarter?
The Kickstarter is planned to launch in early November 2025, just after Paris Games Week. In October, we’ll be showcasing the Vectrex Mini around the world to build excitement: at Play Expo Blackpool on October 4–5, at the Portland Retro Gaming Expo on October 18–19, and finally at Paris Games Week from October 30 to November 2.
Our ambition is simple: to bring back the unique Vectrex experience in a modern, accessible format that both long-time fans and new players can enjoy.
And how do you plan to build on the initial launch when that succeeds?
The success of the Kickstarter will only be the first step in the project. After that, I’ll be heading to Taiwan to coordinate development, and there will be a huge amount of work to make the Vectrex Mini truly ready for industrial production.
It’s not an easy task at all, which is why we’ve planned around ten months of development and manufacturing after the campaign — and even that is not too much!
During this phase, we’ve already had offers of help from the Vectrex community, especially in supporting the development of the emulator, which is very encouraging.
What is your favourite classic Vectrex title and one from among the modern releases?
Of course, Mine Storm is essential — it came built into the system and is still a fantastic game. But beyond that, some of my personal favorites on the Vectrex are Scramble, Berzerk, Rip Off, and Clean Sweep.
On the homebrew side, I really admire the work of John Dondzila, with games like Vecmania and Vectopia, and especially Kristof Tuts, with Vector Pilot, Vectrexian, and Vector Patrol. More recently, titles like Vyrzon or Protector — a brilliant Defender clone — have really impressed me.
Anything else you'd like to add?
The Vectrex Mini is not a one-shot project for me — it’s the beginning of many future developments and new machines. I listen very carefully to the wishes of the fanbase, and my greatest hope is to bring them joy with this project, just as I take joy in creating the Vectrex Mini myself.
More than that, I believe the Vectrex brand truly deserves a new life. It was a legendary name in gaming history, and my focus is always on honoring and respecting that legacy while bringing it back to shine again.
Best of luck to the team and David for the Kickstarter and much future success!