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Here we will discuss retro gaming news, opinions and trends in the game collecting community.


We hope you find our insight interesting and invite you to join the discussion.

By ReproBros, Dec 21 2015 07:57PM

From the day we put together our first Repro, popped it in our SNES, flicked the switch and watched as the screen light up, we had no idea what this simple hobby we started one night in our basement would become. It began as a way for us to collect and play games that were once a mystery to us, published by our favorite companies but lost overseas for years, waiting for the words on screen to be recognizable here in North America. We’ve come a long way from that first copy of Secret of Mana II and with the help and support of the NintendoAge community, the people who spent hours translating our favorite titles and those who started the Repro Revolution before us we’ve turned that first cartridge into something we can share with all Collectors.

So without further ado we’re back! ReproBros has been silently hiding in the shadows of our basement the last few months, slaving away to make our Repros even more collectible and closer to an original SNES game than ever before. From day one we’d always wanted to see our Carts in official sized boxes but we knew it was a huge undertaking that would need time. Thankfully that time has come! With the help of Vince who many may already know from his fantastic work found at, we’ve been able to take the box art we created and printed the best quality SNES boxes around. Add in a custom poster, a box protector and you’ve got yourself one of our new SNES complete in box Repros.

Every complete in box game comes with one of our SNES repro carts, handmade with the highest of quality and brightest of labels. Every cartridge available in a variety of colorful paintjobs at your request, personalize and customize your Repro the way you want. But it gets better with our new SNES official sized boxes, designed to resemble the original style of the North American SNES games to seamlessly sit alongside your collection. Watch out as well as many of our CIB games also feature a full sized 17”x11” game poster. All of this wrapped up and tucked snuggly away with an insert tray and box protector to keep your new Repro safe for years to come and all to admire.

Although we were never the first to bring the fun of Repros to the retro community and we certainly won’t be the last, as it seems more happy meal quality Repros are popping up massed produced. We hope to continue to give people the highest quality Repros that they can be proud to display in their collection among other great works by some of our favorite makers like TimeWalk, RoseColouredGaming, FishyFaceGames, UncleTusk and everyone else striving to make quality over quantity the most important thing when it comes to collecting.

So check out our new updated games and stay tuned for an upcoming Puzzling Peripherals Post!

By ReproBros, Sep 28 2015 09:48PM

Controller pads, arcade sticks, multi taps and light guns, we’ve all seen these common controllers and peripherals for many of our beloved consoles over the years. But what about the ones we’re not so familiar with, the ones we didn’t get a chance to try? Well join us as we explore and examine some of the bizarre and more obscure peripherals that never made it to North America, never caught on or just never really worked quite right, in Puzzling Peripherals. Puzzling Peripherals is a new series where we’ll bring you as many not so common consoles add-ons as we can. So let’s dive in with the name of a device that’s incredibly fun to say, it’s the Sufami Turbo by Bandai!

Oh Bandai, recognized for so many wonderful franchises and devices you've given us over the years.So let’s go back 20 years now, Nintendo and Sega are at the forefront for the gaming industry and if you’re a game developer or publisher you have to buy their hardware to pump out your latest 16bit hit. That means paying whatever price Nintendo tells you for the boards you need to make copies of your new game. Nintendo knew they could bully game developers into paying whatever they wanted for the ability to produce games for their consoles; they essentially held monopolies on the technology to make games for them. That’s why Bandai decided to go a different route and in a rare deal between Nintendo and Bandai the Sufami Turbo was release in 1996 for the Super Famicom. The Sufami Turbo was born to cut the costs of Nintendo’s cartridge manufacturing prices by allowing Bandai to use smaller cartridges that they could produce in house themselves.

So what was this puzzling peripheral exactly? The Sufami Turbo was designed to plug into the normal cartridge slot of the Super Famicom and had to smaller slots on top for Bandai’s in house cartridges. The first slot was used for the cartridge containing the main game that would be played and slot 2 could hold an additional cartridge with added content. Amazingly 9 of the 13 Sufami Turbo titles actually utilized the two slot system and could be linked and shared between each other to add additional characters and content to games. Of course not all the games could be combined and share content with each other and many of the combinations were dependent on games from the same series, Gundam with Gundam, Ultraman with Ultraman. Regardless of its limitations and short library of games however the Sufami turbo was definitely one unique piece of hardware. It gave Bandai a chance to stick it to Nintendo, provided some great titles from the Gundam, Sailormoon and other top Bandai series. Most important of all however the Sufami Turbo is definitely one Puzzling Peripheral that may have almost foreshadowed the DLC to come that we have today. Keep checking in as we examine more Puzzling Peripherals.

By ReproBros, Aug 30 2015 11:56PM

As we finish up our eulogy for the fading memory of Cheat codes let’s look back real quick at where they’ve been. So we’ve talked about how Cheat Codes we’re a necessity in the early stages of game development to give programmers easy access to correct issues within their games. They circumvented having to play through multiple levels or complete impossible tasks in order to fix levels, enemies, boss difficulties and a variety of other bugs that may have arisen during the creation of new titles. However as we know game development got better, just as the games got better, the video game industry got better and it all came to a high point where cheat codes we’re better and more abundant than ever. And just as the codes begun to be abundant so to were the ways to input or unlock the hidden content they held. Cheat Codes and secrets were typically accessed and engaged through a variety of different methods. There was our beloved and most well-known “button sequences” like the famous Contra Code. You could also access and unlock extra content in games through “filename specificity”, essentially naming your save file to a specific title. Lastly you could also try a combination of “option menu toggles” switching certain settings around to unlock new features. So with all these unique and varying ways to bring extra content into gaming let’s jump back into it and see what went wrong after this sudden rise and popularity spike.

So just as Cheat Codes we’re suddenly being pumped more and more into games, developers now needed a reason to do so. With a lack of necessity for them due to more sophisticated debug systems provided by Nintendo, Sony and Sega, programmers turned to adding cheat codes for the sake of enjoyment. What could be better than knowing the game you just purchased had extra secrets, little mystery’s to unlock and more content to find then previously advertised. This was fantastic, you now had a new way to play that you didn’t have before. But it seems a little silly, why hide features, what if no one ever found it, couldn’t you just include it and tell people so they were more enticed to buy the game? This will be one topic we touch back on which will help us to come full circle. For now we must look at the reason people played and enjoyed games. It used to be that games were very linear in their gameplay and relied heavily on their difficulty or varying levels of in order to engage players. The feeling of wanting to play and beat the game in order to get to the end and feel that sense of accomplishment was one of the staples of old game design. However in the last decade games have shifted much more away from that style of play. We now see games focusing more on exploration and adventure. You have much more choice in the way you progress, multiple side content, and games aren’t fixed so much on their difficulty for enjoyment. Because of the reliance of difficulty in older games cheat codes were necessary for players to be able to adjust and enjoy the games without becoming so frustrated they abandoned it forever. So it’s due to this shift in game styles and genres that further pushed cheat codes out of the realm of necessity for programmers and players alike. During the lifecycles of some of the most popular consoles, the PlayStation 2, the Xbox and the GameCube we also saw a rise in cheat codes for extra content. But just as we mentioned, with many games moving towards genres that didn’t fit with having alternative codes to alter the games experience they eventually phased out like the consoles themselves. One other key element in the end of the lifecycles of these consoles and the beginning of the generation to come was the introduction of online experiences. Online experiences brought another level of enjoyment and engagement which again didn’t fit with codes. Finally remember how we talked about how developers liked to hide content and extra features in games but it seemed silly not to advertise something that could be a potential selling feature? Well for me this was probably the final nail in the Cheat Codes coffin. With modern games taking an abundant amount of time, money and man power to complete it’s just not realistic to put content in a game that players may not ever find. Furthermore we now see that this extra content has been sniped out, marketed and sold instead to us as DLC, forever sealing the fate and any other necessity or reason to place cheat codes into a game.

So in summary, what killed Cheat Codes as we know them? It was a shift in time and lack of necessity. They moved from being a viable tool for game development, then to bonus content for players to find and unlock. They hit a high mark with some of our favorite consoles, but ultimately those same consoles brought us new genres, new game experiences and the start of online gaming which would really continue to make us wonder why we need codes at all. And so just when Cheat Codes thought they may still have a chance developers decided selling parts of special content was a better idea instead of hiding it away for players to find months or maybe even years later. It’s sad to see Cheat Codes go, and although they haven’t disappeared completely their time in the lime light has passed. All these things played a part in the death of Cheat Codes; a death that appears not even the Konami Code itself could provide enough lives to save.

Let us know some of your favorite codes and the content they unlocked. If you’d like a more in depth look at the Death of Cheat Codes check out the inspiration for this blog post.

By ReproBros, Aug 25 2015 01:00PM

From the day that magical sequence Up,Up,Down,Down, Left, Right, Left, Right, B,A, Start, made it a little easier to play Contra, it seemed cheat codes were destined to be a part of the gaming experience forever. I still remember skipping levels in Aladdin on my friends Sega Genesis, saying the code allowed, still ingrained in my head like it was yesterday we we’re trying to wipe that smirk off Jafar’s stupid face. A,B,B,A,A,B,B,A, it’ll stay in my memories forever. But whether it was Contra for the Nes, Aladdin for the Genesis or some other classic title on your favourite console we all thought cheat codes were a part of video games that would last forever, whether we turned to them to help us through tough times or left them to just be songs of button melodies in our minds. It seems the future had other plans however and just like the games and consoles we play them on have changed so to have cheat codes. Cheat codes as we knew them are essentially extinct in today’s video games and we’re about to look at why they died out.

Although the Contra code may be the most famous of cheat codes it’s not specific to Contra alone and has been used in countless Konami games before and after. But where have these codes and others like them gone? There are a couple reasons we’ve seen these button combos slip away in years gone by. To understand why our beloved codes have gone we have to look at why they we’re ever there to begin with. Imagine being a developer for Nintendo, in today’s age of video game development you’d request Nintendo for a debug console, a fancy machine with all the bells and whistle you’d need to make sure your game runs fine on the latest Nintendo system. Now let’s imagine its 1985, no debug console, no bells and whistles, so you have to make your own and test your new game to make sure it’ll be a success. Part of testing your game means playing it through to the end which even the most experienced gamers can tell you is no easy task for many of our beloved retro classics. So as a programmer you insert a code, to circumvent levels if you need to jump to a specific spot. To give you infinite lives so you can play through and make sure you can actually get to the end. Whatever the code does it’s necessary at the time for the games development. And so this is the beginning, the birth and reason for the cheat code as a necessity for developers. However as time goes on and the video game industry takes off running, codes begin to be less about necessity and more about novelty. Programmers begin to hide codes, Easter eggs and special unlockable levels and we see cheat codes at about their highest level of popularity. However this shift away from necessity also starts the slope which would lead to the death of the codes in the end.

Check in again later this week as we complete are autopsy into the rise and ultimate death of cheat codes as we know it in our video games.

By guest, Aug 16 2015 02:00PM

This is our first post of what will hopefully be many meaningful conversations about retro gaming. We have been playing around with the idea of a blog for a while now and decided it was time we do it. Here we hope to discuss retro gaming trends and news as well as take a retrospective look at games that influenced and inspired millions of people around the world.

We will be discussing many different topics of conversation in this blog but today we will be talking about ReproBros, and why not this is our blog, the first post should be about us. ReproBros started as a pipe dream for me and my brother. Video games and collecting has been a hobby of ours for as long as we can remember, and about 3 years ago my brother came across some interesting material on a forum about making reproduction Super Nintendo games. We were collecting a lot of Super Nintendo games at that time and our interests were starting to focus on Japanese reproduction RPG's. We decided that instead of spending money buying these games we would try our hand at making them. After many solder burns and many more failed attempts we finally got one working. The rest is kind of worked out naturally, we worked on making more games, and we refined our processes slowly learning more. The money we made we put back into the business making more games improving our process and eventually growing it into this small business.

Reproduction games are lost treasures for many people in the western hemisphere. Many of these great titles have never made an appearance here on any platform other than emulators. While we totally support the use of emulators, there is a special feeling of nostalgia and a time since past when playing a Super Nintendo game, or any retro game for that matter, on the original console. That’s why we enjoy making these games, so people can get back to simpler times when 16 bits and 8-channel audio was enough to win over any bright eyed kid.

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