HDMI FPGA clone consoles over RGB Setups?

The AVS menu screen is simple and straight forward

Hardcore retro gaming setups have evolved over the years, as recent developments introduce new ways of playing classic consoles. Since HD televisions have become the norm, CRT TVs have been phased out of homes and pushed to the curve. Even thought HDTVs are superior tech, they do not aways interpret the ancient video signals of retro game consoles as intended, and there is a gap between intended video output and onscreen results. The video quality of the yellow RCA plug is dreadful by today's standards; back in the day the CRT TVs had lower resolution and this went unnoticed.
A European SCART plug carries the RGB signal directly, if the console has it
To accommodate for the progress in video tech, gamers started to utilize the RGB video output of older gaming consoles to provide the cleanest image possible. This requires some research, specialized SCART cables, and devices called upscalers as translators between the retro consoles and the HD TVs. A SCART setup would provide a vastly clearer image on a modern display. Depending on how many systems you have connected, you may need a SCART switch box as well. This type of setup can be expensive, as the equipment is highly specialized, and not sold in any walk-in store.

SCART switches need to be imported since they were never released here in the U.S.
Some people who feel that retro games are represented best on professional video CRT monitors, like the ones used in television broadcast studios. These do look great, but they are exceedingly rare and expensive now. Even if you managed to find on on eBay, they are so heavy that shipping and insurance is cost prohibitive. Also consider that these are just as old as the consoles you are hooking up to them.
Most will not want to pay $500 for a 20' screen

Some companies are seeing the demand for solutions to bridge the gap between retro and modern, like HD Retrovision cables. These cables convert the RGB signal (if present) from retro consoles into component video signals, so they can be directly plugged into modern TVs. They are a nearly equivalent solution as an RGB setup, with less hassle and cost. The cables receive rave reviews, but are produced in small batches, and sell out quickly. The cables are sold by Castlemania games, and you will most likely have to preorder for the next release batch.

HD Retrovision cables are immensely popular
Emulation has undergone a resurgence as well, officially and unofficially. Nintendo's NES Classic Edition got the ball rolling, and was followed by the SNES Classic Edition, Retrobit's Retrocade, Neo Geo Mini, and eventually the Genesis Mini. Everyday there are more and more options for playing retro games. HD retro consoles are becoming more and more commonplace, and the cost of these systems vary, depending on if it is a single system console or a multi-system console. These are emulation systems that dump the inserted game rom, and hence are prone to the same flaws found in emulation: sound accuracy color accuracy, and input lag.

The Retron 5 has its fans, and may be a fine solution depending on your needs
Depending on the need for accuracy of gameplay and representation, many emulation solutions do not live up to the expectations of the hardcore retrogamer. This is where FPGA hardware comes into the picture.  A field programmable gate array is a means of simulating (on the hardware level) everything that an original game console did, and more. There is no underlying operating system running an emulation program, so there is no lag generated in the process. Couple that with direct HD video output with multiple digital resolutions available, and we have a retro revolution in the making.
The Analogue NT is the Cadillac of FPGA consoles, but is too expensive

The Analogue NT Mini was the first FPGA retro console commercially released.  This premium clone console did everything that the NES did and more. Video output was provided via analog or digital, so it could be used on either a CRT or modern TV. This was priced to reflect its quality at $450. Interesting for sure, but definitely a niche item. It had a sleek, aluminum case, which I'm sure added to the price as much as the allure.

The Analogue Super NT gets the cost/performance ratio right

Analogue's next product was the Super NT, which is an FPGA SNES. It does mostly everything that the NT did and more, while dropping analog video output and the aluminum shell. This change was a smart one, as the new price is less than half of the NT at $200. Reviews have been extremely favorable across the board.

The Mega SG is set to release in the spring of 2019
The company has recently announced its newest offering, an FPGA Sega Genesis console: The Mega SG. This is the first FPGA console based on a Sega system. Preorders are open. It will have similar features as the Super NT, but will also be able to play older Sega console games in addition to Genesis/Mega Drive games. It will even be compatible with Sega CD, through a connection port on the side. 32X compatibility is not possible however.

The Retro Usb AVS is very good, nearly on par with Analogue's offerings
Analogue is not the only company making FPGA retro consoles. RetroUSB makes the AVS (Advanced Video System - named after an early suggested name for the NES), which is an NES clone that also has been favorable reviewed. This once costs $185, and is popular due to its consumer-friendly price point (compared the $500 for the NT).

The Retro USB AVS accepts NES and Famicom carts, no need for a wonky adapter


I like these high quality solutions for a few reasons. For one, they are new tech, and more likely to survive another twenty years compared to the original systems of the 80's and 90's. The built-in high definition video output simplifies the hook up process, eschewing specialized cables and upscalers. This also means you can take them to other places, which is not really possible with a complicated SCART setup. With the going rate of FPGA systems averaging around $200 (not including the $500  NT), these may or may not result in a lower cost for entry. If you only want to play one system in HD on modern hardware, this will definitely be cheaper than all the necessary RGB equipment. If you buy up all of the newer FPGA systems that are released, you're probably spending more than what is needed for the RGB route.
The Super NT, coupled with an SD2SNES flashcart
As retro systems push 30+ years old, the failure rate will start to climb. These FPGA systems are arriving at the right time. Despite being priced higher than emulation clone systems, these consoles are of premium quality, and will not be mistaken for one of the budget HD options. Considering the build quality, the game compatibility, the video and sound accuracy, these check all the boxes. People who look into these know what kind of quality they are looking for.

Its hard to display through a web picture how good the image actually is
Can this FPGA trend continue to provide solutions for other retro consoles? There are lots of consoles that need a high-quality clone system, but is the market large enough to make it worthwhile for companies to do so? What are the limitations of FPGA? Is there a point where the systems cannot be replicated? The Sega Saturn and PC-Engine are two of my favorite consoles, but they may not draw as much interest, at least here in the US. I hope I'm wrong, but based on sales figures of original consoles, these look like a long shot to realized.


So what do you think of FPGA consoles? Are you willing to move on from original hardware? Let me know in the comments. Thanks for reading.





Top Ten Co-op Games for the NES


Couch cooperative play is an experience that is locked in time, a concept known to all who grew up playing video games in the 80's and 90's. Before there was broadband or dial-up, multiplayer gaming was relegated to sitting on the couch or floor, connected to the same TV, next to your player 2.
For me, most of the co-op games that are burned into my memory are on the NES. These are in my opinion the best examples of co-op play on the system. If you are of a younger age, and missed these games in their day, I recommend you seek them out, grab two controllers, sit in front of the same tv, and experience them the way people did before the internet.


Gauntlet
Was there any way this was going to be left off the list? Gauntlet is remembered most for its narrator announcing who needs food badly. If you play straight up, the difficulty will mow you down. You will need the assistance of turbo fire, and maybe some Game Genie codes to take the edge off, and then you will be able to relax and have some fun. Arguing about who gets which food item, who should use the key, and which path to take is part of the fun.





The Original Mario Bros.
This is not Mario's first outing, but it is Luigi's. Mario has taken on the occupation of plumber in this  arcade port that holds up pretty well. The task is simple enough: rid the sewers of turtles, giant moths, and other oddities that lurk underground. Before Mario could stomp on enemies, he had to pop them onto their backs by hitting the ground underneath them, and then run up and kick them. After playing a few stages it becomes clear that communication and coordination are the only way to prevent you and your brother from accidentally sabotaging each other. Its fairly easy to un-stun an enemy that your brother has stunned, and thus let it loose right as your brother is upon it. Sometime the spirit of cooperative play gets tested, and what started as teamwork becomes something...else.


Rush'n Attack
As one of the earliest infiltration games that I can recall, Rush'n Attack is about taking on the entire Soviet army with only a knife. Luckily, only about one in five enemy soldiers bothers to shoot at you, even if they are all wielding rifles. Occasionally you can kill a soldier inconspicuously uniformed in a yellow jumpsuit who will drop a limited power up to help even the odds if only for a short while. Having a partner join in on the action is a blessing and curse, as one of your will eventually leave the other behind at the end of the screen, resulting in getting killed by oncoming enemies off screen. Oddly enough, that kind of rubber banding in the co-op gameplay adds to the charm. The controls are a little wonky, with jumps assigned to the up direction instead of the A button. As far a the title, is the cold-war play on words 80's enough for you?


Heavy Barrel
This is an overhead run'n gun game, where you invade some terrorist's hideout and blow away waves of soldiers. The title of the game is based on a super weapon that you can assemble if you collect all the parts for it. Certain defeated enemies drop keys that you can use to unlock crates that contain power ups or pieces of the "Heavy Barrel", which is s ridiculously overpowered weapon, with a time limit. I have never obtained all of the pieces myself, but supposedly that's what you get. Either way, it is a great two-player romp through a jungle, with decent pacing and a moderate difficulty curve.


It is way too easy to shoot these POWs by accident
Guerrilla War
Taking jungle warfare to the next level, Guerrilla War plays a lot like Heavy Barrel, but a lot faster. It is a rare instance of an NES game having rapid fire as the default firing speed, which alleviates the need for a turbo controller. Ironically, you will need to learn some restraint while firing as part of your objective is to rescue hostages that more often than not, parked right in front of enemy placements. The game allows you to drive tanks and unleash some serious offensive power, much like its predecessor, Ikari Warriors. As Iconic as Ikari Warriors is, its slow gameplay hindered it from being fun. SNK learned from that, and this is the result. A fantastic two-player game that no one talks about.


DD2 has some rad facial expressions

Double Dragon II
Believe it or not, but there aren't a whole lot of two-player beat'em ups on the NES. For whatever reason; maybe the complexity of sprite animations combined with lots of enemies reduced the amount of sprites that could be onscreen. Games like shoot'em ups and run n' guns don't often have main character animations, but in beat'em ups the sprites have many movement animations to show punches, kicks, head-butts, and so on. The first Double Dragon was a great game but it was also disappointing in that co-op was not included. The sequel fixes this, and includes some new moves and animations as well. There may be some additional sprite flicker as the NES attempts to keep up with the action, but it is worth it. The buttons have been configured differently; instead of punch and kick they are now left attack and right attack, which allows for better defense in a crowd.


Bubble Bobble
Perhaps known best for its infectiously catchy music, Bubble Bobble is a unique platformer/puzzle game. You play as a bubble blowing dinosaur(s), trying to make it to the end in order to be turned back into a boy. In order to advance past each stage, you need to defeat all of the enemies but trapping them in bubbles, and popping the bubbles. It is fairly simple at first, becoming fairly challenging as you progress. The biggest obstacles are the stage designs themselves. You may think that enemies are impossible to reach, until you learn to hold the jump button, which allows you to bounce on bubbles to reach higher platforms. With all of the bubbles, enemies, and other objects on screen the action gets fairly frantic. There is one music track on a loop, and while this would incite a  murderous rage in lesser games, this track never seems to offend - it will be burned into your memory however.

Gaze into my eye...

Life Force
Often thought of as a sequel to Gradius, Life Force is technically a spin off. It was known as Salamander elsewhere, which is why there is an intergalactic snake (?) on the cover. Originally Salamander eschewed the power up capsule meter for a simpler power up pick up system. When this was localized for North America, the capsule system was reinstated, making seem like the direct sequel to Gradius. The gameplay is nearly identical, so it may as well be a sequel. It turns out that adding two-player co-op adds tremendously to the gameplay experience. Gradius was tough-as-nails hard, and this is no deviation. It does accept the Konami code at the title screen, so you can experience the carnage of death upon death as you brute force your way through the game. Just like in Gradius, if you are powered up you can plow through the game, but if you die, you are reduced to a pea shooter and the default speed may as well be a crawl. Lets be honest, you play through most of the game this way, as the cascade of death started in stage two. As with other games on this list, its more fun to die together than to die alone.


Jackal
Jackal is a game that is remarkably underrated when it comes to classic NES action games. Maybe its because it is not quite a run'n gun game, nor shoot' em up; it falls in between the cracks when genre lists get hashed out. You drive a jeep, armed with a forward-firing machine gun, and multidirectional grenades. As you progress, you rescue POWs and carry them to a helipad where they are extracted. If you rescue a general, your grenade gets upgraded to missiles, and eventually missiles get upgraded in range and power. Its hilarious to watch all of these POWs exit the jeep; it reminds me of a clown car. The game tremendously more fun with a player two.

No one is getting that spread from there unless they die

Contra/Super C
How could it be anything else? I include both games here, as they play nearly identically. What makes many "hardest NES games" lists is baffling to me. Then again, I played these games ALL THE TIME, so I memorized every enemy placement and pattern. That's a testament to how good these games are; even though they start out as merciless, eventually you learn the tricks and progress further. Essential is the Konami code to see the stages beyond the waterfall, especially in two-player. The leading cause of death on that stage is an impetuous partner constantly jumping and leaving your ass to die at the bottom of the screen. I always thought that the screen should only advance as far as the player at the bottom stood, and the player near the top should be restricted from jumping...but that would not be as much fun. Did you ever steal the spread power up even though you already have it? What about ducking under a bullet so that it hits player 2? This game teaches a lot of lessons, like whether or not you should trust your partner, and you can past Val Kilmer's face on Arnold's body and nobody will notice. In my opinion, its the best two-player game on the NES.