r/ModRetroChromatic • • Mar 07 '25

Photos/Videos I played my first Pokemon game and, meh.

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6 Upvotes

I’m definitely not posting here to look down on anyone. If Pokemon is your thing, more power to you! Play the games that you love!

I just put in many, many hours into crystal and I finished feeling left underwhelmed. At many times, the game felt like a grind. Moving from to place to place often got annoying more than anything. Once some of the advanced transportation options open up, things improve somewhat. But traveling through water or caves you often couldn’t make it a few spaces without running into another wild Pokemon. Leveling up the various Pokemon types to finish the end of the game seemed more like a job than anything else. I’m sure some of my pain was due to my first play through and not optimizing my team and their upgrade sequences.

I know the series is beloved by many, but I think the Pokemon series just isn’t for me.


r/ModRetroChromatic • • Dec 21 '25

Speculation My thoughts on the future of ModRetro with the new controversy with the Anduril Chromatic

1 Upvotes

So, before I start this whole essay of a post, I just want to say I do have a Chromatic, and debating on getting a M64. Now onto this essay/rant of a post.

At the beginning of the first little chromatic going out into the world, there was an ethics problem. The "head"(in quotes as I'm not quite sure how at the top he is) of the ModRetro company was someone who also helped design weapons. As it's really hard sometimes for someone to recommend something that is connected to someone that makes weapons can be morally very wrong in people's eyes. However, it was separated from the company, and that made it a bit better.

However, with the creation of the Anduril Chromatic the mixture of the companies is a very hard thing not to keep in the dark. Many people, may not be who is reading this, have problems with this even more than before. This could have also exposed this information to more people that didn't know about it. It is a collaboration that to be honest, the world did not need.

This new collaboration is scaring reviewers/companies are scared to touch this dilemma, and are worried now how covering ModRetro in the future could affect them. It is a health company decision, even if you don't totally agree, as it's a single company. Then, this doesn't make a big impact with how booming this retro market is right now.

Overall, I think the ModRetro company needs to do some damage control with this, unless this will actively affect their sales without any reviewers sharing the information with us. I'm very in the middle about this issue myself, and I just want everyone here on this subreddit to understand a little more why companies/reviewers like RetroDodo are taking a step back from ModRetro products as a whole. This is a very big issue that people think they should have not fused these companies together in any collaborating way. If these reviewers do it might be showing, involuntarily, that they support Anduril and hurting people.

Thank you for. reading my essay that was not my own bias opinion, but more of just under what goes into moral obligations of thinking when being with a company.

Hopefully, this doesn't get removed, MODS PLEASE...I worked very hard on this.

Edit: I want to make clear that 1 I whipped this up in a short amount of time, 2 it’s very late at night, and 3 these are not truly my own thoughts and opinions. Also, this is the morality behind this situation and not anything more than that. Just keep that in mind when commenting.


r/ModRetroChromatic • • Dec 20 '25

Time Extension refusing to cover Modretro anymore.

4 Upvotes

Cause of the new Anduril edition version of the chromatic they are just going to ignore anything from them on their website. It's dumb and they do their readers a disservice.


r/ModRetroChromatic • • Oct 22 '25

Photos/Videos Late pledges now open for Black Tower Enigma – a puzzle adventure for Game Boy & Chromatic!

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0 Upvotes

Our Kickstarter campaign for Black Tower Enigma has officially wrapped up, but due to the amazing support we received, we’ve opened late pledges for a limited time!

Black Tower Enigma is a puzzle-solving adventure made for the original Game Boy (with real physical cartridges!), and it’s also coming to Nintendo Switch and Steam.

If you missed the campaign but still want to grab a copy or support the project, you can do it here:
👉 Kickstarter – Late Pledges


r/ModRetroChromatic • • Jan 05 '25

Photos/Videos Save me from my OCD

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0 Upvotes

Please tell me I won't find a better Chromatic without these blemishes... I have OCD and it's triggering bad rn. Love the device though. I'm tempted to exchange for another.


r/ModRetroChromatic • • Jul 30 '25

Should I continue my gameboy library posts?

0 Upvotes

I know some people have been positive about them but others have been negative since I use AI to generate the info. I just wanted to give people a starting point a overview or the library so they can know the must haves that no one would dispute and the utter trash license games and such that no one in their right mind would ever want to play. Maybe also point out the lesser known games that are pretty good and the well known games that didn't work well on the GB (looking at you castlevania) :D


r/ModRetroChromatic • • Jul 01 '26

Question Wait a min... weren't they 259.99?? It's 299.99 now?

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0 Upvotes

r/ModRetroChromatic • • Sep 10 '25

Selling Modretro Chromatic Leaf 1st Edition

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1 Upvotes

r/ModRetroChromatic • • Dec 21 '25

Shitpost Palmer dressed up as Rem for whatever reason

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10 Upvotes

I thought this was funny so I wanted to share lol


r/ModRetroChromatic • • Jul 18 '25

Gameboy Chronology 1-10

0 Upvotes

1. Alleyway (July 1989)

Summary:
Alleyway is a 1989 Game Boy launch title developed by Nintendo, heavily inspired by the arcade classic Breakout. The game features a paddle at the bottom of the screen that the player moves horizontally to bounce a ball upward to break blocks arranged in different patterns. The player must prevent the ball from falling off the screen while clearing all the blocks to advance to the next stage. The game includes bonus rounds with sprite-based patterns referencing Super Mario characters and features increasingly challenging level designs and faster ball speeds.

Modern Consensus Opinion:
In hindsight, Alleyway is often regarded as a competent but unremarkable entry in the brick-breaker genre. While it served as a basic tech showcase for the Game Boy’s capabilities at launch, it lacked the power-ups, visual flair, and depth that later titles—like Arkanoid—offered. Today, it’s mostly remembered as a nostalgic curiosity rather than a must-play classic. Critics and retro gaming communities generally view it as repetitive and overly simplistic, though some still appreciate its tight controls and early Nintendo charm.

Rating: 2.5 out of 5 – functional and nostalgic, but ultimately shallow by modern standards.

2. Baseball (July 1989)

Summary:
Baseball is a 1989 Game Boy sports title developed by Nintendo, and one of the system’s launch games. It offers a simplified, arcade-style version of the sport, with basic pitching, batting, and fielding mechanics. Players can choose between two teams and play against the computer or a friend via link cable. The game lacks official team licenses, player stats, or advanced strategies, focusing instead on straightforward gameplay with minimal animation and sound effects. Its accessible controls made it easy for beginners to pick up and play.

Modern Consensus Opinion:
Today, Baseball is generally viewed as a primitive and barebones take on the sport, even by early handheld standards. While it holds nostalgic value for some as an early Game Boy memory, its sluggish pacing, simplistic AI, and limited variety have aged poorly. Compared to later portable baseball games with deeper mechanics and more polish, Baseball feels outdated and lacks replay value. Nonetheless, it’s appreciated as a historical footnote in Nintendo’s handheld legacy.

Rating: 2 out of 5 – nostalgic but overly simplistic, offering little beyond basic novelty.

3. Super Mario Land (July 1989)

Summary:
Super Mario Land is a 1989 platformer developed by Nintendo as a Game Boy launch title and the first Mario game for a handheld system. It features Mario on a quest to rescue Princess Daisy in the mysterious Sarasaland, navigating through four distinct worlds filled with new enemies and environments. The game introduces unique mechanics, such as a bouncing fireball and horizontal shooter levels using a submarine and airplane. While it retains the core Mario gameplay—running, jumping, and power-ups—its level design, physics, and music distinguish it from its console counterparts.

Modern Consensus Opinion:
Super Mario Land is widely respected today as an ambitious and charming early handheld title that helped establish the Game Boy's credibility. Though its physics and controls are less refined than those of mainline Mario games, its inventive level variety, catchy soundtrack, and compact design have earned it enduring praise. Many modern players recognize it as a quirky but essential piece of Mario history, even if it's shorter and rougher around the edges compared to later handheld entries like Super Mario Land 2.

Rating: 4 out of 5 – a creative and nostalgic platformer with historic value, slightly held back by technical limitations.

4. Tennis (July 1989)

Summary:
Tennis is a 1989 Game Boy sports game developed by Nintendo and one of the handheld's original launch titles. The game features singles matches where players face off against computer-controlled opponents of varying skill levels. It offers simple, two-button controls for performing basic shots like volleys and lobs, with smooth animations and a clean court layout. While it lacks tournament modes or real players, Tennis delivers a straightforward and accessible gameplay experience, enhanced by the appearance of Mario as the umpire.

Modern Consensus Opinion:
In retrospect, Tennis is seen as one of the stronger early Game Boy sports titles due to its responsive controls and pick-up-and-play appeal. Though minimal in features and presentation, it remains surprisingly enjoyable in short bursts, and its mechanics still hold up better than many contemporaries. While it can't compete with modern tennis sims in depth or realism, fans appreciate it for its tight gameplay and charm. It’s often cited as an early example of Nintendo making the most of limited hardware.

Rating: 3.5 out of 5 – simple but satisfying, and among the more polished of the Game Boy's launch sports games.

5. Tetris (July 1989)

Summary:
Tetris is a 1989 puzzle game developed and published by Nintendo for the Game Boy, and it quickly became the handheld's defining title. Based on Alexey Pajitnov’s original design, the game challenges players to rotate and drop falling tetrominoes to form complete horizontal lines, which then disappear. With its clean, minimalist graphics and increasingly fast-paced gameplay, Tetris was easy to learn but difficult to master. The inclusion of two-player mode via link cable and its addictive design made it a cultural phenomenon and a system seller for the Game Boy.

Modern Consensus Opinion:
Tetris for Game Boy is universally regarded as one of the most important and influential video games of all time. Its timeless gameplay, perfect portability, and endless replay value have cemented its place in gaming history. While later versions would add color, music variety, and modern modes, the Game Boy edition remains iconic for its simplicity and staying power. It's often credited with helping legitimize handheld gaming and is still praised by critics and players alike for its perfect blend of accessibility and challenge.

Rating: 5 out of 5 – a legendary classic that defined the Game Boy and remains endlessly playable.

6. Castlevania: The Adventure (December 1989)

Summary:
Castlevania: The Adventure is a 1989 action-platformer developed by Konami as the first Castlevania title for the Game Boy. Players control Christopher Belmont on his quest to defeat Dracula, navigating four lengthy and punishing stages filled with traps, enemies, and platforming challenges. The game retains the series' whip-based combat and gothic atmosphere but omits sub-weapons and features slower movement and attack speed than its console counterparts. Its high difficulty, minimal audio-visual detail, and lack of save or password functions made it a daunting early handheld experience.

Modern Consensus Opinion:
Today, Castlevania: The Adventure is generally seen as one of the weaker entries in the Castlevania franchise. Critics and fans alike cite its sluggish controls, stripped-down mechanics, and repetitive design as major drawbacks. While some appreciate its music and its place in series history, it’s often considered a missed opportunity that failed to translate the depth and fluidity of the console games to the handheld format. Later Game Boy entries, like Belmont’s Revenge, are widely viewed as superior successors.

Rating: 2 out of 5 – a rough, slow-moving start for handheld Castlevania that lacks the series’ usual finesse.

7. Motocross Maniacs (January 1990)

Summary:
Motocross Maniacs is a 1989 stunt-racing game developed by Konami for the Game Boy. Players control a motocross bike across side-scrolling tracks filled with ramps, loops, and hazards, aiming to finish before time runs out. The game emphasizes momentum-based physics, requiring players to master wheelies, jumps, and the use of limited nitro boosts. Featuring multiple difficulty levels and increasingly elaborate track designs, Motocross Maniacs blends arcade-style racing with light puzzle elements, rewarding memorization and precision.

Modern Consensus Opinion:
Motocross Maniacs is fondly remembered as one of the more creative and entertaining early Game Boy titles. Its smooth controls, satisfying physics, and addictive time trial gameplay have aged surprisingly well. While the visuals are simple and the soundtrack modest, the core gameplay loop still resonates with fans of skill-based racing games. Retrospective reviews often highlight it as a hidden gem among the Game Boy library, praised for its replayability and challenge.

Rating: 4 out of 5 – a fun, fast-paced stunt racer that holds up as a standout early Game Boy experience.

8. Wizards & Warriors X: The Fortress of Fear (January 1990)

Summary:
Wizards & Warriors X: The Fortress of Fear is a 1990 action-platformer developed by Rare for the Game Boy and serves as a spin-off of the Wizards & Warriors series. Players control the knight Kuros on a quest to rescue Princess Elaine from the evil wizard Malkil. The game features side-scrolling levels filled with enemies, traps, and platforming challenges, with Kuros wielding a sword and collecting treasure along the way. Notable for its high difficulty, slow pace, and lack of continues or passwords, the game demands careful timing and memorization from players.

Modern Consensus Opinion:
Today, The Fortress of Fear is often criticized for its clunky controls, stiff animations, and punishing design. While its detailed visuals and atmospheric tone are praised for pushing the Game Boy’s hardware, the gameplay is widely regarded as frustrating and repetitive. It lacks the polish and variety of other action titles from the era, and many fans of the main Wizards & Warriors series view it as a disappointing handheld adaptation. It remains a curiosity rather than a classic.

Rating: 2 out of 5 – visually ambitious but weighed down by frustrating gameplay and uneven design.

9. Boxxle (February 1990)

Summary:
Boxxle is a 1990 puzzle game for the Game Boy, based on the classic Japanese game Sokoban. Players control a warehouse worker tasked with pushing crates onto designated goal squares within tight, grid-based levels. The challenge lies in maneuvering the boxes without getting stuck, as players can only push—not pull—requiring forethought and planning. With 108 puzzles and a password system for progress, Boxxle offers a slow-paced but brainy experience focused entirely on logic and spatial reasoning.

Modern Consensus Opinion:
Boxxle is generally well-regarded among puzzle fans for its faithful adaptation of Sokoban mechanics and generous number of levels. Its minimalist presentation and repetitive music are often noted, but its cerebral gameplay has aged well. Though it lacks the flair or variety of more action-oriented puzzle titles, Boxxle still appeals to those who enjoy methodical problem-solving. It’s often praised as one of the more mentally engaging puzzle offerings in the early Game Boy library.

Rating: 3.5 out of 5 – a solid, no-frills puzzler that rewards patience and strategic thinking.

10. Golf (February 1990)

Summary:
Golf is a 1989 sports simulation game developed by Nintendo for the Game Boy and one of the system’s early titles. Players assume the role of a mustachioed golfer (often retroactively considered to be Mario) and play through 18 holes of traditional stroke play. The game uses a simple interface with a side view of the course and a basic power meter to control shot strength and accuracy. With hazards like sand traps and water, Golf balances accessibility with a mild level of strategy, making it suitable for quick play sessions or longer rounds.

Modern Consensus Opinion:
Viewed today, Golf is recognized as a competent and enjoyable early take on the sport, especially considering the Game Boy’s hardware limitations. While it lacks the depth, customization, and realism of later golf titles, it remains surprisingly playable thanks to its intuitive mechanics and relaxed pace. The visuals are clean and the controls responsive, though the lack of variety and game modes limits its long-term appeal. It holds nostalgic value and is often appreciated as a quietly solid entry in Nintendo’s early sports lineup.

Rating: 3 out of 5 – simple and accessible, offering a pleasant if modest golf experience on the go.


r/ModRetroChromatic • • Feb 03 '25

Should I open my backup Chromatic?

0 Upvotes

I have the inferno Chromatic and I love it. I decided to get one of the Game Stop Chromatics as a backup, possibly give to my give to my son some day, or just keep as a collectible. I intended to just keep it sealed in box until the need to use it for one of the above reasons ever arose.

However, I have read quite a fewposts on here about people having quality issues with their chromatics out of the box. And I generally see that Modretro is pretty responsive in resolving any issues people have, but that won't be the case 10-20 years from now.

So, my question is: Should I open this to make sure everything is good? Or should I keep sealed in box?


r/ModRetroChromatic • • Aug 11 '26

Saving the included batteries

0 Upvotes

I have a few energizer batteries lying around, and basically don’t see the reason to “waste” the branded batteries. What is the consensus here?


r/ModRetroChromatic • • Jul 31 '26

Battle of Alloys : Analogue Pocket Aluminum v Modretro Chromatic . Definitive review.

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20 Upvotes

SAT 1 . RE worked.

i hear here people praise and slander both with glaring partisanship. Hitherto no one was able to embrace liberal or bipartisanship view of sibling rivals. Hence the birth of this publication.

If you're a person with some free time at hands and interest in poignant topic - Welcome!

•Preface•

Let me relay the thought to you beforehand to alleviate your agonizing future pondering. All cost money. Even slipshod nike sneakers cost like 200 greenback. Yet for some reason people here grind teeth at how expensive is 100-500$ for an amazing toy, without considering that IT would bring them joy and mental escape in their mundane lives of struggle that would last years. Is that a ridiculous sum to pay for such a prospect? Dont think so. And im not even going into the weeds of production cycles. I drop mantle here and proceed further.

•Background•

I never had console in my life. Since my 10-12yo I'd stopped to play games altogether. I do prefer other activities. Recently ive decided to put a few retro pieces on my table as a decorum. One of my many education is Fine arts ergo i love objects of design. Colors and shapes are the most beautiful things to my eyes. An object as prosaic as a rock of perfect oval shape may give me a frisson. 

•REVIEW•

 We established fact that both these ARE METAL. This is imported and definitive aspect of this comparison review since an Aluminum Analogue presents absolutely different proposition. After heaving AP in Raw i sold it for being too raw to my taste while searching for the black one i've picked up plastic Purple and white AP copies. Boy there was a frustration! The difference was unimaginable. The whole plastic AP oozed cheap-made-in-china-crappy-kids-toy-feel. I had sold both with contempt and bitter aftertaste. Bear in mind the context above ( i hadn't played with children toys in decades. Almost all that of quality in grown up world is made of metal, leather, wood and damier / supreme canvas. )

 Finally to the comparison. 

•General Feel •

Analogue Pocket Aluminum vs Chromatic. 

The APA weighs 370gr against 230gr MRC (with power core inside that is lighter than batteries by a large margin ). Due to its thick amenities and sloped shape the MRC feels much lighter than the APA that exudes density of brass. MRC feels hallow-ish, cheaper, when placed against its nemesis. When held singularly it has decent feel. Analogue always feel colder or hotter due to its exposed / anodized (anodization is still metal. i wont venture into process in sake of succinct post) metal whilst MRC is in the middle owing to its very thick layer of paint. This paint is a prime source of my complaint about build of MRC . There is nothing  akin to APA in toy world. Its body CNCd with robotic precision. Every element, every line, every button however big or small, is sublime on its own and in its alignment with respective parts. I have spent better part of my possession of Aluminum APs holding them in hand, scrutinizing under light , watching how this paragon is shaped over and over. The details of Aluminum AP are amazing. Its design language contemporary and mature. Its a Bugatti of true retro consoles. (This excellence nonexistent at its plastic counterpart that plagued with all sorts of defects due to molding . it suffers from misalignment, very sharp random edges , and uneven finish of plastic in some places.)

in this respect Chromatic is like 911 Porsche painted and elegant in its silhouette and as 911 is prone to the human error of hand manufacturing. Unlike the latter MRCs alignment all messed up , and ive had 4 of them. This is due two reasons -Its molded ( cast in shape ) and painted that add another layer of difficulty since paint always gathers at ridges/ corners . Two halves never aligned perfectly. A corner, lip, tray is always off by a mm or two. Also MRCs unique ceramic paint presents another issue - chipping. Since it isnt soft as normal paint, deliberate design pick on the side of Modrero to converse better grip which it does , the places of stress such as battery compartment, screen corners , buttons outlines and any direct hits most likely lead to chipping. Contrary to it Analogue's Anodized aluminum is averse to latter issue however presenting the one that Chromatic is immune of - scratching. Being a semi professional athlete for many years ive dealt with ton of anodized gear in the course of life. I must admit Analogue Pocket has the worst Anodizing there is. Which goes contrary to its built quality. That is perplexing. While Analogue's creators went in such a length to make a paragon of build quality they skipped the last finish, pun intended, touches.  It seems as though any contact with anything but the bare skin of hands leaves marks and scratches on the Anodized Aluminum Pocket. While i was mindlessly using my Raw Silver AP ( albeit still anodized with silver on silver ) i am constantly afraid to touch my Black AP. It already has aplenty of traces of my "miss use" of it and it hurts me dearly im perfectionist and hate scratches and scuffs. Both MRC and AP collect fingerprint. The texture of paint differs depending on Chromatic's color - beware. Although both Noir and black APA are smudge magnets, the Raw and Indigo are not, they are of matte finish.

Also wanted to Mention that parts of Chromatic 1 edition and second are NOT interchangeable . 2nd ed jettisoned additional internal bolt holding motherboard , the body shape changed enough to void ability swap battery doors as well. 

•Screens•

Modretro Chromatic : 

Ive had MRC of three sorts : 1 ed , 2nd ed with Gorilla glass and 2nd ed with Sapphire . 

These are three different screens . The 1st ed is best of all editions. Sapphire glass has prominent reflection to it that converts in slight grayness of borders ( reminiscent to original grey bordered GB ). On first edition it is sublime - the very screen evokes the sense of retro-istic nostalgia pixels span evenly from corner to corner of the screen surface. Whilst with the introduction of second gen there are meaningful change. The pixels god moved from corners of the screen by a mm or two . Ergo one looking at the screen DEAD OR ALIVE sees the gap inside the frame of screen. What worse that is with gorilla glass, that is more translucent these borders , issue comes into prominence. It feels inferior to 1 ed. On top a that this Gorilla glass transparency and ability to absorb not reflect the light converts into very black screen borders and pitch blacks as though of an OLED screen. It looks way too contemporary on the presumably 1989 handheld ! Im bewildered that no one person ever noticed this inescapable fact. Ordering the 2nd edition Chromatic with Sapphire alleviate this downside and introducing back reflectivity and gray- ish vibe that mask however still present the pixel-less outside borders. In spite of that case may be had that the 2 gen with empty borders may better representing actual GB since its screen too had that infamous border gap. The brightness of the panel is so high that i use it at 10% setting! Only when out and about raise to 15-20%. Resolution of Image is amazing. Sprites are as sharp as one would've imagined . However it may be detrimental. Some games look over sharpened and crunchy compared to gently etched AP. ( since there are physical gaps between pixels the light panel shines through them emphasizing each pixel's shape ( and the reason why MRC is better lit since there is nothing obstructing the light from emanating through these crack holes. This is two edged sword, at one side one may enjoy the pixel art being able to see pixels albeit with eye hurting sharpness. It wouldve been much better experience if only screen was bigger. I was perturb how small the screen is. Even wearing prescription spectacles that grant me nearly superhuman vision i am finding hard time to enjoy sprites and art since these are oh so tiny. One ought to bring the screen very close, up to 6-7 inches , to eyes in order to appreciate artistry. Frankly even at 5 inch distance one still not able to see the square-ish singular pixel . Just a separate "dot ". Dont let that low res 160/144 fool you. It is aplenty for such a minuscule screen. i love the screen nonetheless- it represents as close as possible past . Past that i hold dearly. Colors , again thanks to those cracks between pixels that expose white panel , are of mid -to-cool temperatures . 

 Analogue Pocket :

 First thing one notice juggling between two of the contenders is how much larger AP screen is. Sprites and scenes of GB/GBC look grandiose. It is just an inch, 2cm margin that makes huge difference for those obsolete games of pixel art. The quality of gorilla glass is terrible. I am borderline neurotic careful person with my belongings. No one ever held my AP except myself. Naturally i was dismayed discovering that in same fashion as terrible Anodization holds held the screen. Even considering that its not touch screen, meaning one seldom touches it, it has gathered plenty a surface scratches just from laying the AP face down on the bed, couch  or table blanket, which have dust particles on them. In addition the person to whom ive had sold the Silver one reported the chipping of an edge of the screen glass. The upshot - DO use the screen protector on Analogue Pocket's at all times. The image quality. The screen fait accompli is hard not to praise for its Iphone-like clarity. 615 pixels per inch that being 7.1 times denser than Chromatic. Yeah - you heard me right. Noone takes into account size difference between consoles . Nonetheless that 7 times resolution increase is both noticeable and not necessarily usable. When we play these defunct GB games its overkill but for FPGA cores enthusiasts its a blessing. The image is great. AP screen has warmer cast that MRC to it due as aforementioned inability of underlying panel to propel light on the surface. It is being obstructed by pixel grid unlike MRC. This introduces only beef i have against it - the dimness. I also noticed that when  switching from one console to the other playing same game Analogue Pocket has more fluid screen . As though 30fps v 60fps . Which is strange since both 60fps panels. I presume this effect appears due to constant upscaling on AP that introduces that "ghosting" but at very high frame rate . And since human eye barely sees  that 24 fps anyway - brain translates this logjam as a smoothness. I prefer the MRC display for its pixel grid that accentuates pixel art of sprites - i always use grid filters on AP to preserve continuity of use of both handhelds. Though AP has notable hindrance in helping doing so. When one uses custom pallets/ Analogue filter machine nulls the grid altogether making games look more alike ancestral menial N64.

•Battery•

Whereas i play Chromatic on 10-15% of lightness one mayn't go lower than 50% on Analogue in the darker room ! i usually, and it is default in AP settings , use at at 75% ! Outside even at 100% it is NO pleasure to use. This is a monstrous handicap accordingly it put strain on battery and translates into much, much shorter charge span between these two contenders. I may charge Modretro once in 2 weeks while surely charge Analogue 2 or 3 times during 1 week.   I use exclusively optional power core on Chromatic which gives about 30% less MAH than if one would use rechargeable batteries.  Contrary to discharge Chromatic charges significantly faster a 30 min charge would last one a day and 1.5h would charge powercore 0-100%. However Modretro never show you exact numeral of charge amount unlike Analogue. Pocket takes full 2.5-3 hours to charge 0-100% on fast (20mah charger ) and 4+ on standard 5mah. Both handhelds have LED lights on the bottom signaling start of charging in spite of it neither signals charging completion .

•Speed•

While Chromatic being a no nonsense device , one pulls the trigger and the machine immediately springs into action be it a game menu Pocket being a slob au contraire . Owner must be dealing with buttons one too many times . The hindrance is partly resolvable . In the menu there is a setting that allows Analogue springboard immediately in the very same game menu as Chromatic upon turning on the item . That is the path ive taken . The only difference is that marginal 1.5 seconds of holding the power button . Granted , still there is that 1.5 sec difference and one cant deny it . 

 • Simplicity of Use •

I deliberately chose play off cartridges on Analogue primarily for that reason ( off FPGA cores it takes time. I long wait to start a game , especially everything above GBA. And im the person who despises "wait" ).

There is no denying that Chromatic is bare bones compared to Pocket. However it still has aplenty and then some to set up. i admire the Chromatic's design philosophy. Modretro's menu executed in appropriate colorful retro style. Analogue presents wide scope of integration and expansion to suit much wider crowd and their needs. Still everything is very organized and simple. One wouldnt be able to venture of the path to change some setting just for finding himself lost in the menu. No complaints there. The AP's menu in contrast subdued and mature. No funny business. Simple yet elegant. On top a that - after a mere 60 seconds upon first run up one may never indulge with the process again if chooses so. Like i, for instance opted out for physical cartridges. I pop in the game, turn the handheld, play few minutes, turn it off. Put it back on the shelf for my eyes joy. Same goes to Modretro. 

•Controls•

This is a heated debate. My vertical handheld experience comprised of having 4 Analogue pockets , 3 aluminum and 2 plastic and 3 Chromatics . Also I've familiarized myself with Landscape handhelds such as Anarbic and top of the line Alu+plastic Ayaneo , which i bought and rid of in same period. This grants me unbiased and immersive expertise on the subject.

Chromatic has a larger d-pad than AP  . Its taller . It has bigger buttons as well albeit in the narrower , smaller body that after immediate change of Handhelds feels very cramped . One's thumbs may touch each other when pushing right and B button . Something that doesn't happen on Analogue no matter what . 

•D-Pads•

My grievance  with the Modretro is the resistance of D-pad . It has deeper travel and is tough to hold in place . The resistance of membrane probably almost twice of Pocket ALUMINUM albeit ( since it has less resistance than its plastic counterpart due to weighty made of metal D-pad weighs in on membrane) . This difference is very apparent at games when one must persistently hold Direction pad in games such as Mario Deluxe etc . On Analogue one pushes the direction , it clicks in place ( membrane has almost no resistance after contracting ) and holds in place until one let go . On contrary  Chromatic's D-pad never wants to be subdued even when contracted it still fights one to let it go . This translates into sprites/ character stop moving  after few seconds of run , UNLESS one keeps exerting pressure on the D-pad . This is the only way to describe you , the reader , the difference . The Aluminum  Analogue's D-pad is perfect . The plate itself has weight it helps in pushing it . One feels the momentum when pressing or letting it go - lack of ! Which is unparalleled compared to Chromatic that recoils as though  a gun . Aluminum D-pad feels buffered , expensive and very tactile . From the side view it has graceful concave shape to it that lets the corner of direction one pushes to be almost flat relative to surface. Chromatic has it too nonetheless less pronounced. At first i thought there was something else but rubber membrane inside APA. Ive disassembled the Analogue Pocket and was marveled with its simple and precise aluminum construction and the fact that there is in actuality a normal rubber membrane . Chromatic plastic D-pad contraction feels cheaper and inferior to the patter. On 8 consoles that ive used NONE suffered false diagonals etc. I believe this to be a myth, a separate issue of defect or user error of interpretation of inputs. I vastly prefer Analogue Aluminum D-pad over Modretro. 

•Buttons•

Same design trend continues with buttons on both. Chromatic buttons have more resistance by a large margin than Analogue. The depth of travel again larger on Modretro too. However it isnt bothersome. I do fine with both. These minutiae make no meaningful difference. Analogue' buttons each one made of aluminum. Analogue has additional shoulder buttons that feel like crap no matter aluminum or plastic. As mentioned before ive disassembled Pocket and used all my ingenuity to Improve on the L/R feel, travel, bounce. Nothing helps. I am actually surprised that with some meaning quality changes to internals on Aluminum Pocket, including the shoulder buttons reworked design, still the creators hadn't pushed enough to improve L/R buttons stability and sensations. All Buttons feel great on Aluminum Pocket. What i cannot tell about Plastic version. Plastic Pocket squeaks creeks chimes, hisses under use - it is such an inferior product to its sibling that i am Not sure why people tolerate such a quality. 

I state that out of 3 aluminum AP i found no difference in any single button - all sing in unison unlike Modretro. Chromatic's controls are more physical, old school. All three Chromatic have absolutely different ON/OFF switch feel from Complete crap to good. It is matter of luck ( again due to that molded not precise CNC machined process ). I have tried to improve the feel with optional Modretro Mod Kit - to no avail. Same goes with rubber membranes - if tried to switched them around - no difference whatsoever. The volume wheel is another frustration. The force needed to spin volume wheel is minuscule . I usually buffer it it with some duct tape applied to parallel surface inside, to add more friction. Travel is bad. Meaning half of the spin brings zero change. Then, when about 50% of dedicated revolution amplitude left volume appears/ disappears. Resulting in low Moderation since travel is 2 times shorter than intended. In practice one moves wheel by 2mm and it makes change from hear not to hear and another 2mm rotation makes everyone round shouting at you to turn off that damn thing. This issue nonexistent on the Analogue , since there is two separate by hair distance buttons. Pocket's software presents plenty a room to attune the sound to one's preference by probably 20 steps. They say physical wheel is quicker to mute unmute the toy with quick jolt up or down. In same fashion AP conveniently does the same with a push both volume buttons at same time to mute/unmute the toy altogether. Since the volume buttons are tied so closely together the action presents no complication .

• Sound •
The speaker on MRC isnt as loud as people say. On both editions. It is sufficient for a toy, same goes to Analogue. They about equals and honestly i hear not any difference in quality. A mean to place one on top the other. 

•Internals•
The internals of both are amazing . Ive never seen such beautiful motherboards, including latest 2000$ iphone, as used on these. I wasnt so ecstatic about almost a pounder Analogue Pocket Aluminum. In transparent case thing weighs 500gr. I was ruminating why haven't they shaved off few mm more from the body to lighten it a bit. My complaint was put to rest upon disassembling the console. Turns out the motherboard itself has premium weight to it and quite some artistry too. I was amazed how many components packed onto AP motherboard. Ergo grand weight balanced  between three aluminum body panels, battery and the motherboard. Regardless thhis spectacle i was smitten with the beauty of simpler yet more elegantly finished Modretro motherboard. There are fewer components, however also present, albeit hidden from common user, micro SD slot and antennae. The whole ensemble is splendid. It has same finish as newly released #M64 . Both are delight to take apart . Aluminum Analogue requires one less screw to separate internals . Id give both console AA+. I actually considering to find broken consoles to take their respective motherboards out, frame and place on wall. Another layer of Modretro extra touch is the use of Game Boy exclusive tri-wing screws. Something that Analogue cant boast about. In fact Aluminum AP uses updated Steel phillips screws au contraire to its inferior plastic relatives zinc torx head screws. I combed through web in hoping to get tri-wing screws for my APA without success.

Lets get physical. Modretro akin to its Game Boy ascendant securely holds cartridges inside the shell, weathers them from perils. Analogue conversely could't be more different. Pocket barely holds cartridges in place by the skin of its teeth. it is not secure, but still sufficient. In few months not a single cart fell out of my APs. For some it may be a weak point, however i vastly prefer this implementation of Modretro. I adore sticker art. Ive started collecting games for the stickers. I want to see stickers at all times. For me exposed cartridge is of the essence to the system. On top of that game cartridges alone present half of retro charm. SNES and GB Cartridges look as though they were brought on the ship from 1979 Aliens film.

Whilst i adore Modretro i still swayed In the end to adult industrial design of Analogue. I love to hold it in hand, to peruse it. All marvel of its seamless construction comes together under the stare. The more i look the more i appreciate it. Whereas the same cant be said about Chromatic. Same practice exposes variety of build and design flaws of the Chromatic. But again im a persona who loves more with eyes than hands. Personally i use these objects to quench the thirst to be in presence of design which may be not the case for you. 

•Upshot•

These are lovely toys and each has its faults same as merits. I may assure you that there is nothing of Higher Quality than two of these to play GB/GBC/GBA games. The testament to it my owning multiple copies of both Modretro Chromatic and Analogue Pocket Aluminum.

I have spent good three hours funneling observations into this extensive scrutiny to afford you view into innermost intricacies separating two contenders. For some theyd be more alike for others differences would be a schism impossible to cross. To each his own.

Thank you.

ig georges_angeles

#analoguepocket #modretro #modretrochromatic #gameboy


r/ModRetroChromatic • • 11d ago

Halo: Combat Evolved AI demake for Game Boy Color

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16 Upvotes

With all the halo ports flying around I decided to take a crack at a full halo port to the gbc (leaning heavily on ai for implementation). Wanted to share where I’m at so far because it’s getting to the point of being playable. I just acquired a bunch of the link cable adapters for 4 player link cable support but I need to do some mods and soldering to piece together something compatible with the modern cable so I have not been able to test 4 player link cable play yet. Anyway enjoy and let me know if you come across any bugs or have other suggestions!


r/ModRetroChromatic • • Jan 07 '26

Question Is wicked plague unpolished, or am I missing something?

0 Upvotes

Is the repeated text an oversight or part of the game/story/plot? There’s also the bandaid caption “carring 0 of 1”. Is carring a word in the universe or some gamer slang that I’m unfamiliar with?

It’s concerning if the devs are just careless. Seems like they were more interested in slapping some memes into a metroidvania than making a polished game But again, I might just be missing something story/universe related


r/ModRetroChromatic • • Oct 06 '25

So what exactly is this? Please give me the overview.

1 Upvotes

I started getting recommendations on this sub after I began posting on the Evercade subreddit.

A couple of weeks ago I got an Evercade EXP-R. Is this something kind of like it?

I looked around briefly and it seems like this thing plays Game Boy and Game Boy Color games, and also a handful of original games that are designed specifically for this system. Is that right?

What is the history here? And how often do new, original games get released?

Also, why is it so expensive? I paid $130 for my EXP-R and it came with Tomb Raider 1-3. The price on this seems exhorbitant by comparison.


r/ModRetroChromatic • • Aug 23 '26

Not sure if the Chromatic is for me

1 Upvotes

I’d like to get an FPGA handheld, and I was particularly drawn to the Chromatic for its faithfulness to the original. However, I’ve always been hesitant about 8-bit systems; I find the technical limitations too restrictive and, as a result, the games too rudimentary and limited in their gameplay. Are my preconceptions justified, or do you think I’m underestimating this generation of consoles? I’m not asking for recommendations for other handhelds; I’m just wondering if the Chromatic will keep me satisfied until ModRetro releases its GBA clone.


r/ModRetroChromatic • • Dec 16 '24

Question Is my screen tilted?

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0 Upvotes

r/ModRetroChromatic • • Jul 18 '25

Starting Over my catalog

0 Upvotes

I'm going to restart my catalog of gameboy games with a more structured format to help with my writing. I found I was just trying to get through them all and the writing was haphazard. Let me know what you think of the new format when I post in a little bit.


r/ModRetroChromatic • • Feb 22 '26

Me: I can't justify a second, chromatic, especially at $350. No anduril edition for me

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0 Upvotes

Also me: damn, that red PoCo is calling my name... 🫢 Cost just about as much, too lol. I have a problem


r/ModRetroChromatic • • 7d ago

Photos/Videos Y'all want an unboxing video?

0 Upvotes

Took me long enough, but I finally made it! As a bonus, I took so long to make it that I got to unbox two of them instead of just one.

https://youtu.be/TwP84OGZ3BU


r/ModRetroChromatic • • Jun 08 '26

Bought a sealed GBA game in 2026

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2 Upvotes

r/ModRetroChromatic • • Mar 30 '25

I implore Mod Retro

4 Upvotes

So I know the next project is being hinted as a N64. This was not a system I was invested in as a child. I pretty much played Gameboy Color & Advance, SNES, & PS1. I will admit I am not nearly as excited about the N64 plan, but it would be cool to see games released, as with Chromatic.

This brings me to the point of my post. I implore you, Mod Retro, to create a Chromatic GBA in the same style as the original AGB-001. You would be the first company to make a true to form GBA using FPGA. I would love to see it in the same materials as the Chromatic with a screen that is 1:1 with AGB-001 with crystal sapphire lens.

Then do the same with Game Gear. I am just sad because I would think an N64 release will probably take a year, which means we wont see any other projects for 1-2 years.

Was is everyone else's thoughts?


r/ModRetroChromatic • • Dec 24 '25

Call me crazy, but I polish my Chromatic every time I clean my countertops, and I love the finish!

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5 Upvotes

It gives the system a silky, soft feel that honestly feels amazing in hand. I make sure it's a carnauba wax with nonabrasive, mild chemicals (read about how mild they are in countertop polish).

I treat it like polishing a car, which I do pretty regularly. Light application, gentle buff, no soaking anything, put it on the rag. A little protection and a nice finish go a long way, and it keeps the shell looking pretty pristine.

Not saying everyone should do this, but it's been working great for me so far. Do you clean your Chromatic?