Monday 31 December 2012

Knytt Underground Review (PS3/PS Vita)

For many years Nifflas has been developing games on the PC. The two most notable of these titles are Within a Deep Forest and Knytt. Within a Deep Forest had players taking control of a sentient bouncing ball that had to save the world from a bomb. The game focused on the bouncing physics of different types of balls of different weights and materials.

Knytt focused on a little hero of the same name needing to find parts to fix a crashed spaceship so that he could get back home. The mechanics here dealt with the notion of climbing and sticking to walls. Both of these games have now been combined to create Knytt Underground which marks Nifflas’ first move into the realm of console gaming.

Split into three chapters, Knytt Underground has players take on the role of the mute Mi Sprocket as she explores a huge environment. Her aim is to look for human artefacts and complete quests in a Metroidvania style. The first two chapters act as short tutorials to help players understand the mechanics of how Mi and then Bob the ball handle. By chapter three the two characters have magically been morphed together allowing players to change from Mi to Bob at will.

This allows for some situations requiring lightning reflexes as you change from Mi to the bouncing ball mid-air to cannon off the landscape at all sorts of weird and wonderful angles in order to reach new areas. As well as the bouncing and climbing there are different coloured plumes of smoke which give temporary abilities. These range from turning Mi invisible, making her jump higher or turning her into a set that can shoot horizontally or vertically.

Everything is designed as a means for you to get to another locations and this is where Knytt Underground really works well. Nifflas games before this have always focused on short bursts of quick reflexes and skill. When Knytt Underground asks players to do the same it comes to life in a flurry of ever changing physics and colourful plumes of smoke. (Note to developer – a colour-blind filter would really help with those plumes of smoke)

However, in Knytt Underground there are often long stretches of exploration through empty screens to reach these areas. Sometimes the beautiful graphics and sound create a haunting and ambient environment which you don’t mind trekking through. At other times it can all be a little dull as you wander through empty screen after empty screen.

When Knytt Underground works it works well but when it doesn’t it feels empty and lifeless. This isn’t helped by the seeming lack of progress you make. There are numerous quests and items to discover but on completing or collecting them it doesn’t seem to mean much. Of course it all adds up in the end but the game could do with tweaking its risk reward system to help players feel a greater sense of achievement after they have overcome some of the incredibly fiendish screens.

It is worth highlighting just how lovely the game looks and sounds. This game is beautiful and the music is of the highest standard. We expect no less from a Nifflas game and in that department Knytt Underground can never be faulted. When transferred to the Vita (Knytt is cross buy), it looks all the more beautiful.

The Vita seems to be the natural home of Knytt Undeground, which makes it all the more surprising that save points are often miles away from each other. There are a lot of them, but instead of putting them at the start of tricky sections (like in Within a Deep Forest ), they are often located away from the area requiring players to back track.

Back tracking is something that can begin to hinder the experience. We lost count of the amount of times we trekked along a tunnel for five or six screens only to reach a character telling us we needed to bring a certain item to them. This then meant trekking back through all the screens again. There really isn’t a need for this and you wonder if the game would have benefitted from a slightly smaller, more focused, map without many of the empty screens.

Overall, Knytt Underground is a promising start for Nifflas in the realm of console gaming. The look and sound of the game is gorgeous and easily rivals the best of the Playstation Network. The game itself gives players a huge world to explore but many may well feel that it lacks focus and a real sense of rewards for the skill you need in order to progress. Those looking for an adventure set at a slower pace will love it, while others will be left wanting a bit more excitement.


Read our review of Within a Deep Forest.

Monday 24 December 2012

SURGE Review (PS Vita)

Future Lab is a relatively new development company, but already they have a strong record in the realm of portable gaming. No matter what they produce it seems to raise the bar with regards to what we expect from our mobile devices. Our love for Velocity is well documented but since then the Brighton based studio has been developing a number of Playstation Mobile games, the latest of which is ‘SURGE’

SURGE is a puzzle game which utilises the touch screen. The aim is simply to connect blocks of the same colour to one another with an electrical current. Using your finger you need to drag from one block to the next to create as big a chain as possible. Like all good puzzle games the premise is simple but in practice it all becomes highly addictive.

The idea is to clear the screen before a pressure gauge explodes. In order to stop this happening you need to clear an entire horizontal row an open valves at both sides of the screen. This releases the pressure and adds a point bonus to the blocks of corresponding colour. On top of this ticking time bomb there is a normal time limit as well. When that expires more blocks fall into the screen. It starts out simply but by the end descends into panic stricken madness of the best kind.

Along with the standard coloured blocks are a number of special ones. These consist of things like bombs (which clear the screen of all blocks of that colour), wild card blocks (which can be used as any colour), and blocks which continually change. The best special block though is one which, for a short period of time, changes all the blocks to the same colour allowing you to rush for a quick clearance and chain bonus.

What really elevates the title is its presentation. The theme of electricity is constant through the design and the blocks glow with neon colour, the electrical lines drawn to connect them fizz satisfyingly and the sound track gives off an industrial electro vibe. This keeps the adrenaline pumping and the enjoyment high. When everything starts working together it creates a real state of flow that’s hard to match in many other puzzle games and gives a real gravity and impact to the game.

Adding to the competitive side of the title are online leader boards and in game trophies. When you start a new game the name of the person who has the score directly above you is plastered right in the middle of the screen for a few seconds. This adds to the ever growing reasons to keep coming back for just one more go. 

There is one problem that could do with being addressed though. The game doesn’t contain any sort of colour blind filter or way of identifying blocks in any way other than the colour they are. This won’t be a problem for most of you but for some it means high scores will remain permanently out of reach. It only really comes into play with the yellow and green blocks - which are near indistinguishable to someone with partial colour-blindness. It isn’t enough to ruin the game but it does become incredibly annoying at higher levels when speed is everything. The addition of some kind of symbol for the colours would be most welcome if it could be implemented in the future.

Overall though, SURGE is another example of Future Lab making us expect more from our mobile games. This is a cut above almost all other mobile device games in terms of presentation and is another utterly essential game for those that want something they can play on the move. The studio seems to move effortlessly from strength to strength and we look forward to seeing what they come up with next.


Thursday 20 December 2012

Castlevania: Dawn of Sorrow Review (DS)

Following on from the excellent Aria of Sorrow comes the next imaginatively named chapter in the Castlevania story. The title continues the tale of High school student Soma Cruz as he is drawn to a mysterious village to try and stop an evil cult from resurrecting Dracula. The story may not be original but then this Is Castlevania and as the plot has stayed the same since the days of the 8-bit era it would seem a shame to break tradition now.

Aria of Sorrow showed a number of small steps away from the 'classic' Castlevania mould and these departures are continued here. Once again Soma can use any number of weapons to defeat the hordes of beasts rather than being restricted to the vampire slaying whip of the Belmont clan (though a member of the Belmont family is also investigating the village).

Another departure is the gradual change in both music and graphical feel of previous titles. Aria started it with hints of Neo punk overtures. Here the style is integrated a little more into the games structure. This most noticeably with Soma himself being portrayed in a long white coat and looking like a standard Anime hero during cut scenes. The music has also taken on a more Japanese synth feel to it, which, while not unpleasant and expertly composed, does not have the same power to conjure an atmosphere as the elegant chords of something like Castlevania IV.

Dawn of Sorrow may not be classic Castlevania in the strict sense of the word but that does not mean that the game is anything short of remarkable for fans of the series. After calling for Konami to try and make the player feel they are exploring more than simply another castle for the hundredth time we are pleased to see a fresher approach to the game area. For instance, Soma starts out on the outskirts of a village and only a few screens in do we reach the Castle. Even when inside the variety in graphics makes the game world a much more varied place to explore than the last few titles.

Soma himself handles like a dream. There is a certain grace and smoothness about movement in the game- a good thing as enemies do their best to come at you from awkward heights. After three games on the GBA and Symphony of the Night on the Playstation it seems the control system has been refined to near perfection. As classic as it is, Symphony of the Night was a little sluggish and awkward when you needed to react quickly. Soma is far more flexible and agile meaning quick reactions should see you safe from harm.

Making a welcome return from Aria of Sorrow is the Soul capturing ability. Any Enemy Soma kills may release a soul orb that will grant him an extra power. These range from throwing weapons, stat enhancements or the ability to summon monsters and allow the player to find a balance that suits them. The only problem is that collecting souls is all down to chance. This means that while one player may pick up powerful souls early on, someone less lucky may have to struggle through without them.

Boss battles are suitably grand and imaginative affairs. Creatures are huge and foreboding giving a sense of achievement when they bite the dust. They also bring into play the somewhat pointless use of the DS stylus- with players needing to quickly draw a magic seal once the monster has been pounded to the brink of death. Failure to draw the seal in time leads to the boss gaining a small amount of health back and the battle continuing.

Castlevania DS falls is a strange thing. There is very little to pick fault with here and there is certainly nothing you could describe as bad design. However, this is the Fifth version of the non-linear Castlevania series and there really is only so much wandering around a map you can do before you start playing on instinct and memory rather than finding yourself experiencing anything truly new and exhilarating. The game itself is a great title but we can't help wondering how many more times players can be sent around a castle before they start living in a permanent case of De Ja Vu.

Overall Castlevania: Dawn of Sorrow is a stunningly made title; yes it may be 'castles' again. But there is no questioning that this is the best handheld version of the series and arguably the best of the non-linear series (yes arguably even better than Symphony). The Idea as a whole may be heading closer to cliche but once you actually start playing it is nigh on impossible not to feel the Castlevania magic take you over. A must for fans and one of the DS's most accomplished titles.


Monday 17 December 2012

Castlevania: Aria of Sorrow Review (GBA)

Set in the year 2035, Dracula has been completely destroyed and his castle imprisoned in a solar eclipse meaning he cannot reform. The Belmont family have long stopped waiting for his return and disappeared into history (until Dawn of Sorrow).

Enter Soma Cruz who, along with his girlfriend, is mystically transported inside the eclipse. Here a new threat is awakening, as Dracula's powers will soon begin to burn in the heart of an heir. Aria of Sorrow marks a change in style for the Castlevania series; both in terms of look and play mechanics. Long gone is the medieval Gothic feel. Instead characters lean towards a much more Japanese cyberpunk style, all androgynous men and long white hair, far from the headband wearing valiant knights of yesteryear.

The new Japanese style works brilliantly to reinvigorate the mood of the series. There is also a move back to Symphony of the Nights multiple weapons. Furthermore as the adventure unravels Soma begins to find he can absorb powers from defeated enemies. This adds a lot more depth to your play and gives yet more weapons and magic spells to be played around with.

Graphically the game is gorgeous, with ridiculous levels of detail apparent in the background art and the castles evil minions. This is the game that the developers finally realised that though big castles are meant to be dark, the Game Boy Advance does not like it. The move to cyberpunk allows a much lighter colour scheme which allows the player to see what is going on.

Soma Cruz is just about the most playable character to be found in a GBA game. He jumps, dashes, fights and flies with an ease and grace that shames most games. The excellent controls coupled with the games addictive quality will keep you pushing forward to find the next section long into the night.

Cleverly, the learning curve has been set just right. Very rarely do you find yourself in a situation where you feel overwhelmed by what you're facing. When something truly nasty is about to test you to your limits you can be sure there is a handy save room nearby. This means you never come across a boss monster with one hit point and no magic left. Everything just seems a whole lot more fair than in the previous two GBA outings.

Overall, Aria of Sorrow improves and develops upon its predecessors. Better graphics, sound, story, gameplay and style all add up to a brilliant action adventure with a touch of RPG about it.


Wednesday 12 December 2012

Retro 101's Favourite Beat'em ups Part 3: Capcom, From Alpha to Vampire

Last time we looked at how Capcom used the Marvel license to create some of the most fun and chaotic fighting games of all time. This time around we are taking a look at the most famous fighting franchise in the world (minus certain very bad games), and Capcom's, often forgotten, other fighting series.

Street Fighter 2 Turbo

Street Fighter 2 is probably the most famous and important fighting game in the history of the industry. When it was converted to home systems for the first time it had an impact that only a handful of other games can come anywhere near to. Capcom struck gold with Street Fighter 2 and they have been bringing out new versions of it ever since.

Though there have been many different versions of the game with various differing features you will never find a better one than Street Fighter 2 Turbo on the Super Nintendo. The turbo edition allowed players to play as the four boss characters and also remixed and balanced the moves of classic combatants.

There is an argument as to if the Megadrive or SNES version of the game is better. For our money the Super Nintendo one wins hands down every time. Street Fighter 2 belongs on the Nintendo system and, fittingly, can be found very easily and cheaply in cartridge form or on the Wii Virtual Console. Whatever you do don't get the awful Live Arcade version though.

                                   Super Street Fighter 2 Turbo HD Remix

After Street Fighter 2 came Super Street Fighter 2. The new version added a further five characters which comprised of the excellent Cammy, Akuma and Fei Long and the not so good Dee Jay and T Hawk. Once again classic characters had their move sets tweaked as well. However, it is a little unbalanced if you know how to exploit it.

Though the game is available in various forms on the SNES, Megadrive, PS2, Saturn and Dreamcast, the best version by far can be found on Xbox Live Arcade for the sum of 1200 points. Here you can play the classic version or the HD Remix version which makes certain moves easier to pull off on the awful 360 pad.

The Xbox 360 version really is worth a look as serious effort has been put into sprucing up the game. The new title screen music is worth the asking price on its own.

Street Fighter Alpha 2 Gold/Street Fighter Alpha 3 Upper

The Street Fighter Alpha series mixes characters from the Final Fight universe with classic street fighters. There are three main games in the series and numerous different versions of each with tweaks and the occasionally added character. The Alpha series also introduced numerous new techniques such as air blocking, countering and dash attacks.

Street Fighter Alpha 2 Gold added Cammy into the mix and still holds up exceptionally well. There is something about it that just feels so right and the bright characters and backgrounds help give the game a real vibrancy. It is also the version of Alpha 2 that really got the balance of all the new features right.
Street Fighter Alpha 3 Upper is the final version of Alpha 3 and has an absolute mass of characters to choose from. Any version of Alpha 3 is worth playing but the added characters and slight balancing of features makes this the most tactical of all the Street Fighter games.

Street Fighter Alpha 3 Upper is one of the most flawless fighting games you will ever come across and in a real high point of an already excellent franchise. It is also, arguably, our favourite Street Fighter game ever.

You can pick up Alpha 3 on the Playstation and Dreamcast but the best version (and best place to find Alpha 2 Gold), is on the PS2 Street Fighter Alpha Anthology. Here you get all the games along with Gem fighters. However, you will have to unlock Street Fighter Alpha 3 Upper by reaching the boss in the normal Alpha 3 game first.

It also has to be said that there is an absolutely stunning version of Street Fighter Alpha 3 Upper on the Game Boy Advance. A marvel to behold, it's unbelievable that the development team managed to squeeze everything into it. It looks amazing as well.

                                              Street Fighter III: 3rd Strike

It took three re-workings but finally Capcom managed to make the game they were trying to. It's not really worth bothering with the first two versions of the game but 3rd Strike cannot be ignored. Characters are much bigger and the tactical elements have been refined down to a core handful. However, the one big addition is the new way of blocking.

Pushing towards your opponent just at the point they strike you will parry and leave them open for a counter attack. This creates a nerve shredding game of cat and mouse. If you want evidence of the chaos this can cause then look at one of the many videos around the net.

Many people don't get on with Street Fighter 3 and it is fairly easy to see why. Aside from a handful of characters everyone is new and unfamiliar. This means players have to learn new techniques. The character designs are also a little uninspiring and certainly not as iconic as many of the others in the series.

If you can overcome this, there is a solid and tactical fighter waiting to be found. Street Fighter 3 certainly has a little slower pace than some of the other games but it also has its own distinct personality.

Street Fighter III: 3rd Strike is best played on the Dreamcast. It can be a little tricky to find and the game may set you back the price of a new title but it is well worth investing in if you are a Street Fighter fan. An excellent version is also available via Xbox Live and the Playstation network.

Super/Street Fighter IV

Street Fighter IV may be the new kid on the block but it is a master class in how to revitalise an old franchise. It's much more accessible to newcomers than the Alpha series or Street Fighter III and has had most of the complicated techniques from those games removed. Yet, it still has stupid amounts of depth and some new tricks of its own.

The new graphical style is jaw dropping and the rounds go at a breakneck speed. All the characters from the original Street Fighter 2 are included along with Cammy, Fei Long and Akuma from Super Street Fighter 2, Rose, Gen and Dan from Street Fighter Alpha 3 and several new characters.

All the characters, with the possible exception of Rose, feel right at home in their new surroundings. After you have got to grips with the style of the game and the pad it is simply impossible to put down. Add in a host of new games modes and superb online play and this really is one of the most essential games for years. The 'super' and 'arcade' versions of the game add more characters and moves for an even deeper experience.

Capcom vs. SNK Millennium Fight 2000/Capcom vs. SNK 2

Not happy with Ryu and co mixing it up with the stars of the Marvel universe, Capcom also secured a deal to have them knocking ten bells out of SNK characters as well. Capcom vs. SNK 1 and 2 are very different games and both are worth a look as they use significantly different control schemes. The list of characters in each also varies widely.

Capcom vs. SNK Millennium Fight 2000 uses the four button system found in most SNK beat'em fighters. Characters only have a light and heavy attack which makes for a much faster paced and less tactical game. This is fine as the vs. series has always been about arcade style fighting.

In this respect Capcom vs. SNK can't really be faulted. The music and sound effects do an amazing job of creating an adrenaline fuelled game and it is incredibly hard to put down. Fights don't last long but they are chaotic, full on and filled with pyrotechnics.

Capcom vs. SNK 2 uses the six button control scheme found in most Capcom fighting games. It also adds characters from the Samurai Shodown and the Last Blade universe and greatly expands the character roster. You can also choose a number of different special bars and styles to suit how you want to play.

The game is massively unbalanced though. Mixing just about every different game from the Capcom and SNK universe creates some characters that simply don't fit together. Furthermore, the SNK characters feel far more uncomfortable with six button controls than the Capcom ones do with four.

Though a touch uneven and messy Capcom vs. SNK 2 is still good fun and well worth picking up for fans. Capcom vs. SNK Millennium Fight 2000 is best found on the Dreamcast. Capcom vs. SNK 2 only made it to pal territories on the PS2 and can still be found if you keep your eyes open.

Vampire Chronicle for Matching Service

The Vampire Chronicle series, otherwise known as Dark Stalkers, basically takes the Street Fighter template and puts zombies, were-wolves and vampires in the place of Ryu and his fellow fighters. The games may not have the same sort of appeal as the main Street Fighter series but they are undoubtedly good fun and well put together.

The long running franchise culminated in this little oddity on the Dreamcast. Vampire Chronicle for Matching Service is basically a compilation of all the versions of all the characters from the series. This means that if you like a character in his incarnation in the second game of the series then you can pick that version. This idea was later used by Capcom for the Street Fighter 2 Hyper Fighting Anthology on the PS2.

Originally, the game let you play online using the Dreamcast's wonderfully innovative service. Obviously, that part of the game is now long gone but it remains a very special fighter in it's own right.

There are an awful lot of bad versions of various Vampire Chronicle games around. It's best to avoid the PSP game and anything on the Playstation. This means that you will either need to import a game for the Saturn (We recommend Vampire Saviour), or get hold of the exceedingly rare Dreamcast game which was only ever given away to members of Club Sega in Japan. An HD remake is set to appear very soon so it may be worth holding out for that.

Monday 10 December 2012

Cruise for a Corpse (PC Review)

We love point-and-click adventures here at Retro101. Even though we've completed these games many times over, we're always compelled to go back and experience them again and again. Unfortunately some games receive less attention than the others, perhaps a brief go on a cover disk demo many years ago failed to capture our imagination, or our busy gaming schedules left some titles out in the cold. Cruise for a Corpse is one such title I'd never given much attention to. However, after playing it recently, I couldn't quite figure out why.

You play as Detective Raoul Desentier, who is invited on a cruise by wealthy businessman Niklos Karaboudjan. On the second day Niklos is murdered, and it's your job to find the culprit. Every passenger aboard has their reasons for killing the host, so you have to search for clues, ask questions and use your skills of deduction to solve the mystery.

Based on that summary, chances are you will have decided whether you're going to like this game or not. It's a title aimed at a more adult audience than most other adventures, and will no doubt appeal more to fans of Christie's Poirot novels, but we ask you give it a chance. If you do, you'll find a game which requires plenty of concentration, memory, and more than a little patience.

Upon release, Cruise stood out from other titles in the genre due to its good looks and streamlined control system. A click of the right mouse button brings up your inventory, and by clicking on an item you can carry out an item-specific action. Lucas Arts used a more refined system in some of their post Monkey Island 2 classics. The lack of verbs filling a third of the screen allowed the graphics more breathing room, which is a good thing as the characters are pretty huge.

The rotoscoping technique from Another World (and later, Flashback) was employed here, yet felt nowhere near as smooth. The adventure genre isn't always renowned for its fast moving gameplay, but Cruise can, at times, really push the player's patience. On investigating one room, Desentier knelt down to pull out a suitcase, then stood up. Then he knelt down to open the suitcase, and stood up. Then, to put the case back, he – yep, you guessed it – knelt down again. The fact you have to wait for the animations to finish their cycle can grate a little, yet the game allows you to travel around the ship by using a map instead of walking, which is a nice touch.

Another positive feature to the game is the clock. After you've found some crucial information, the clock will appear onscreen and advance by ten or twenty minutes. It's a good way of telling you you're making progress, and also suggests the other passengers have moved around the ship, allowing you to investigate rooms without hindrance. So, Cruise for a Corpse is worth playing. Just keep in mind you will need to be patient and accepting of its flaws.

I advise you to keep a notepad and pen with you, as the questions you ask people keep growing and growing, and you may get to a point where you can't remember who's been asked what. It's also advised to check areas previously investigated, as items often appear from nowhere, as your line of questioning triggers a key object in solving the case. It's not a game for everyone, but those who do make it to the end of the cruise, will be glad they did.

Written by Dan Gill


Wednesday 5 December 2012

Alien 3 Level Codes (SNES)

Here are some level codes for the excellent Alien 3 on Super Nintendo.

Level 2 - Question
Level 3 - Mastered
Level 4 - Motorway
Level 5 - Cabinets
Level 6 - Squirrel
Level 7 - Overgame

Monday 3 December 2012

Future Wars Review (PC)

Future Wars was the first of Delphine's games to use the cinematique engine. This would later be used in a number of other point and click adventures, as well as being adapted for classic game Another World. The game follows a curious window cleaner who discovers a time travelling machine in his boss' office. The machine sends you into the past and future and along the way some evil aliens turn up for good measure.

As interesting as the setting is the controls really are irritating. Right clicking on the mouse brings up a panel with various options such as examine, talk and use. You select the one you want and then move the cursor over the place you want to use it. Those brought up on the later Scumm engine games, such as Monkey Island, may struggle here. Having to press examine every time you want to see something really is a chore. It seems mad now after the Scumm engine that simply highlights what something is without any need for button pushes. We shouldn't forget though that Lucas Arts titles Zak Mckraken, Loom and Indiana Jones and the Last Crusade all worked in a similar way.

Adding to the frustration is the fact many of the items appear as a couple of vague coloured dots on the screen. Only when highlighted do they reveal themselves to be flags and pieces of paper. This means many players will be completely oblivious to objects that they need to collect. You can click examine and move it around the screen, but often you need to hit an exact pixel to activate the description. When you theoretically (unless you are looking at a guide), don't know if there's an object on the screen or not it becomes an exercise in frustration.

When you do get a run of puzzles solved it does move at a nice pace. The worlds are well drawn and contain a fair amount of character. You can certainly see some of the graphical style in later Delphine games as well. Aside from this though it is hard to recommend the game to first time players. Most gamers will be completely lost and frustrated due to the archaic control system. Future Wars may well have the set the blueprint for things to come, but there is little reason to go back to it now.


Saturday 1 December 2012

Retro 101's 7 Days of Ebay Challenge

Take a look at our 7 days of Ebay challenge feature then try it yourself.

Let us know how you get on!

The Rules -

1. Auctions must end within the 7 days.
2. Maximum spend of £40 or equivalent currency.
3. No Buy It Now auctions!

Have fun.

Retro101 Returns !

It’s taken a while but Retro 101 is back and better than ever.

A new website and a host of new designs are giving Retro 101 a much needed shake up. The website is now much more flexible and allows articles to be published much more quickly and thus give you that nostalgic buzz more often. A host of new graphics created by talented young designers have also added a much needed identity for us.

The new look site is also integrated with YouTube. Here we will upload gameplay and retro video reviews so newcomers and retrobates alike can discover something new or enjoy games they used to play in a more visual way.

Keeping in touch with us has also never been easier. Our dedicated Twitter can be found at @retro101uk and you can also subscribe to the website via blogger, email or through RSS feeds.

Whichever way you want your retro gaming buzz Retro 101 should have it covered. So explore the sites, comment, follow, subscribe and get involved with a great community that loves retro games just as much as you do.

Gareth Chappell
Retro 101 Head Editor