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Retron 3 Interview - Part 1
- Tuesday, 03 August 2010
What inspired you make this device?
As manufacturers of a full line of gaming peripherals for classic to modern platforms, we speak daily with retailers who have noticed a surge of interest in older consoles. Coupled with our own private interest, we recognized a great opportunity for retro gaming products. We also recognized that many of the original, older platforms don’t always work properly and/or need a lot of maintenance.
So with the growing demand for retro products we decided to begin development. While other multi-cartridge systems do exist, none of them match our level of innovation and design.
While developing this device, What was the hardest issue(s) that you came across?
Oddly enough, I’d say choosing a name is by far the hardest part of the development process. You wouldn’t believe some of the silly names we were considering.
Seeing the final product and holding it in our hands. Prototypes and development models are very close to the end product but nothing can compare to opening the first master carton and turning on the production units for the first time.
Were you able to incorporate all of the ideas that were proposed?
No, unfortunately. We were unable to implement some changes and suggestions either because solutions could not be found or because the material cost would have gotten out of control. One example I can give you was the proposed eject button. We just couldn’t find a way to make it work.
Now that RetroN 3 is completed, can you provide any insight into your next device?
I’m afraid not. Even though we operate in a niche market, there are still competitors. Everything related to product development is kept very tightly wrapped. However, when we’re ready to release details on a new product you can always expect an update from our public relations department
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