¡8x02 disponible! Revista y #podcast en español de videojuegos sobre viejas glorias y esos nuevos lanzamientos que nos recuerdan a los títulos de los 80 y 90.

Málaga, España
Joined May 2010
¡Especial RetroManiac Podcast #Halloween!🎃 go.ivoox.com/rf/161134457 Ya estamos de vuelta con nuestro habitual programa dedicado al terror en los videojuegos, ¡y entrevista especial a @2am_Core! #Baptisterio Con @Pepe_Luna_ @SeferPlayFree @vampirro y @LocoMJJ🦇¡No os lo perdáis!🦇
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Polyplay is releasing its first pure #MS-DOS game for #IBM and compatible: Alien Intruder is a single screen jump-and-shoot platformer. You have 60 sec to rescue all the crew members captured by the aliens on each stage before running to the exit. Order: rtro.de/alienintruder
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Red Viper v1.2.0 introduces local wireless multiplayer! Compatible with games including the Mario's Tennis multiplayer patch, Hyper Fighting, and on New 3DS, the recently released Virtual League Baseball 2! github.com/skyfloogle/red-vi…
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our indie game: - Chaotic action platformer, - 2 Playable characters, - Tense boss battles, - Customise your moveset with a bunch of upgrades, - Bully robots, - Get bullied by robots, - Be a robot???, - Space opera nonsense
our indie game: - hand drawn by Celeste's pixel artist - music by Disasterpeace - a slow-burning horror RPG - meet (or date) 10+ charming characters - fast-paced combat - customize your playstyle with crafted items and combat abilities - build a new life on a remote island
Hey #pitchyagame "The Bagman" Is an authentic retro horror Stealth + Point & click. Imagine if Maniac Mansion and Alien Isolation were wrapped up with an 80s slasher 16-bit nightmare! Wishlist on Steam.
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Hahahahhaha! I remember approving this! Hahahahahha. So damn weird. I love it.
Quake is for everyone
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Final testing continues after a beer or two on a Friday night 😂 Release of the full PC and all console version will be on the same day... so I better get organised! thanks as always for your support and interest. #SuperPolygonGrandPrix 🏁
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Habrá quien piense que es una cifra ridícula, pero a mí , como autor indie y de nicho, me hace tremenda ilusión saber que hay 100 #preguntameporSCUMM repartidos por todo el mundo. 😍😍😍
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Excited to showcase Chords at the Cambridge Centre for Computing History Retro Computer Festival 2025 (15–16 Nov)! 🎮 A visual novel style adventure for the Sega Mega Drive, inspired by classics like Konami Snatcher. #SegaMegaDrive #SegaGenesis #IndieDev #RetroDev
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Chords: - SEGA CD Snatcher-inspired adventure - Energy-filled OST by Super jet spade - Gorgeous pixel art by 108 stars - A storyline with more twists than SEGA OutRun - A hideo kojima indie love letter #MegaDrive #SegaGenesis #IndieDev
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Space Corps needs you! Want to fly with the best? Enlist today! R-type Delta HD Boosted by @CityConnectWest Experience the classic like never before!
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¿Te suena el libro del Club Nintendo? 🎴Carlos Martínez "Seijurou" (@CarlosM48735526 ), además de ser su autor, es, probablemente, la persona con más conocimiento sobre el Club Nintendo en España. ¿Quieres comprobarlo? Muy pronto podrás hacerlo en el #salondelvideojuegodemadrid
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Este VHS sin duda rezuma sentir a 30th aniversario de PSX en nuestro país. Por cierto, ¿huevo de pascua de The Last of Us?😂
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Presentamos a #Topaz. Un #Pinball electromecánico fabricado en #España por la madrileña #Inder en 1979 para 4 jugadores. Otra rareza del #MuseodelRecreativo 😉. #pinball #España #recreativo #preservación #madeinspain #museo
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Takashi Yamazaki pursued a career in film due to his love for monster movies & scifi growing up. VFX is also his passion as he's worked on miniatures, including the ones for promoting Nintendo's Star Fox for Snes. #starfox #snes #supernintendo #nintendo
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This is now released for everyone! I have also included Fastrom patches :) #SNES #SNESRumble #FF4
Final Fantasy IV/II - Rumbl has released for all of my patrons! This will release to the public next Friday! #SNESDev #SNESRumble #FF4 patreon.com/posts/final-fant…
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Super mega huge thanks to @WhatsKenMaking for showcasing my #Holo3DFX NFC cards on his latest video for his incredible DEC Mini MiSTer Edition build. #MiSTer #MiSTerFPGA Send me a DM if you want some printed. Check out the wicked cool #VT100 lookalike build video here: piped.video/watch?v=KLdEn2B4…
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A new "Castlevania: Symphony of the Night" patch for SEGA Saturn (based on Meduza Team's v1.1 "Ultimate" patch) has been released. This fork restores the voice acting, script, and title screen from the English PSX version. Other changes: • Prologue Richter missing sprites redrawn • Fixed “Fire Shield” color palette • Fixed number of items names overlapping in menu DOWNLOAD: sotn2018br.blogspot.com/2025…
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Final Fight MD: I should be releasing another version this week, as I personally found an annoying detail at the end of the game: I forgot to change the stage when the credits roll! Even the color palettes got corrupted... In addition, some bugs were identified and are being fixed. Now I'll delve into a more in-depth technical section to explain the new "performance" mode: The 30 FPS mode worked like this: - Cycles were in alternating frames - In one cycle, 100% of the routines are processed (music, joysticks, sprites, screen, etc.) - In the next cycle, only the content of the DMA queue is processed - In both cycles, the timer held the game at 30 FPS I modified the 30 FPS mode, which will now be called AUTO FPS and can be enabled for 1 or 2 players as well. See the change: - The cycle that processes everything does not have framerate checking because it already works on finalizing the scan (maximum of 60 FPS) - In the next cycle, the DMA queue is executed, and a timer is set to hold the frames at 60 FPS The difference is that we are not rigidly stuck at 60 or 30 FPS; Now the game is able to run at an intermediate framerate, significantly improving performance and gameplay perception. I even tested completely disabling the framerate control, causing the game to double in speed (it looks like SF2 Turbo) with up to 3 enemies on screen and 1 player, but the speed fluctuated from the fourth enemy onwards. That's when I had the idea to fix the limit at 60 FPS, and not 30, during the screen-free cycle. This way, the game maintains 60 FPS for as long as possible and can only drop to 30 FPS if necessary to avoid performance drops, using the screen-free cycle to help process the higher demand. The only detail I couldn't resolve was regarding the use of controllers with a turbo button in performance mode, as the controller reading is not consistent when the framerate fluctuates, potentially causing attacks to be interrupted if out of sync (button being pressed exactly during the cycle without controller reading). In performance mode tests, the game showed no slowdown in 1P+ and 2-player modes, with only a few moments where a lower framerate was perceived. Remember, performance mode will be an optional feature, perfect for those bothered by some slowdowns in certain areas. #SGDK #MegaDrive #SEGAGenesis