{"id":33406,"date":"2026-09-20T14:45:07","date_gmt":"2026-09-20T11:45:07","guid":{"rendered":"https:\/\/console-classics.com\/?p=33406"},"modified":"2026-09-20T14:45:09","modified_gmt":"2026-09-20T11:45:09","slug":"classic-gaming-news-the-biggest-retro-stories-of-september-20-2026","status":"publish","type":"post","link":"https:\/\/console-classics.com\/ru\/retrogaming\/classic-gaming-news-the-biggest-retro-stories-of-september-20-2026\/","title":{"rendered":"Classic Gaming News: The Biggest Retro Stories of September 20, 2026"},"content":{"rendered":"<p><em>Classic Gaming News brings together an AI-assisted translation, a troubled sequel\u2019s behind-the-scenes story, new N64 hardware, and several remarkable fan projects.<\/em><\/p>\n<figure style=\"text-align: center;\">\n  <img decoding=\"async\" src=\"https:\/\/eqobpdqkx9u.exactdn.com\/wp-content\/uploads\/2026\/09\/33406-large-1789904127.jpg?strip=all&sharp=1&resize=1200%2C712\" alt='Retro gaming news collage' style=\"min-width: 480px; width: auto; height: auto; display: block; margin: 0 auto;\"><figcaption style=\"text-align: center; padding-top: 10px; color: grey;\">Retro gaming news collage<\/figcaption><\/figure>\n<h2>A Week of Surprises in Classic Gaming<\/h2>\n<p>Retro gaming rarely sits still. One week, an overlooked translation appears online; the next, a canceled console adventure returns as a fan-made reality. This week has a little of everything, from questionable localization methods to new hardware and ambitious homebrew projects.<\/p>\n<figure style=\"text-align: center;\">\n  <img decoding=\"async\" src=\"https:\/\/eqobpdqkx9u.exactdn.com\/wp-content\/uploads\/2026\/09\/33406-all-the-classic-gaming-news-from-the-past-week-september-20th-2026-1.900x-1789904132.jpg?strip=all&sharp=1&w=1200\" alt='Classic gaming news artwork by Mitchell Hammond' style=\"min-width: 480px; width: auto; height: auto; display: block; margin: 0 auto;\"><figcaption style=\"text-align: center; padding-top: 10px; color: grey;\">Classic gaming news artwork by Mitchell Hammond<\/figcaption><\/figure>\n<p>The stories below cover the most interesting developments from the week ending September 20, 2026. Some are polished, some are rough around the edges, and a few land somewhere between preservation, experimentation, and sheer stubbornness\u2014the traditional ingredients of retro gaming.<\/p>\n<h2>A Second English Translation Arrives for Sega CD\u2019s <em>Shadowrun<\/em><\/h2>\n<p>The week\u2019s most complicated story involves <em>Shadowrun<\/em> on Sega CD, which has received a second English translation. That sounds like a straightforward win for players who want to experience the game in a more accessible form, but there\u2019s an important catch: this version also relies on artificial intelligence.<\/p>\n<p>The patch developer, RetchE, describes the project as a machine translation that has been edited, corrected, and playtested to improve readability. In other words, the raw output was not simply dropped into the game and called finished. The patch has gone through additional work intended to smooth out awkward wording and fix problems discovered during testing.<\/p>\n<blockquote><p>\n  \u201cThis is a machine translation, with editing, corrections, and playtesting to improve readability and address problems encountered along the way. It is not an official localization or a professional human translation, and some wording or nuances may still need refinement.\u201d<br \/>\n  \u2014 RetchE\n<\/p><\/blockquote>\n<p>That disclaimer matters. Machine translation can open doors for games that never received an official English release, but it can also flatten character voices, miss cultural context, or turn a dramatic line into something that sounds like it was assembled from spare instruction-manual parts.<\/p>\n<p>RetchE\u2019s decision came after it was revealed that another translator, MadMorigan, had used AI in a previous patch. Rather than hide the process, RetchE publicly stated that the same approach would be used here. I\u2019m still uncertain where I land on AI-assisted fan translations. The accessibility is valuable, especially for obscure games, but transparency and careful human editing are essential if the result is going to feel like a localization rather than a rough decoding.<\/p>\n<h2>The Story Behind <em>Strider II<\/em>, a Sequel Best Left in the Past<\/h2>\n<p>Some sequels inherit a difficult legacy. Others seem to trip over it on the way out of the door. <em>Strider II<\/em>\u2014not the later PlayStation game\u2014belongs firmly in the second category.<\/p>\n<p>Former Sega Champion and Tiertex tester Dan Curley worked on the game in the early 1990s and has now shared his memories of that experience. The result is a behind-the-scenes account of one of the most notorious follow-ups in video game history.<\/p>\n<p>There\u2019s an unusual appeal to hearing from someone who was close to a troubled production. Reviews can explain why a game feels broken, but a tester\u2019s memories reveal the human machinery behind the problems: the compromises, the unfinished ideas, and the moments when everyone involved probably realized the project was heading somewhere unpleasant.<\/p>\n<p>I\u2019ll admit that I initially expected another familiar tale of a bad sequel being dragged out for a quick release. Instead, the development perspective makes the story more compelling. <em>Strider II<\/em> may not be a game many people want to replay, but understanding how it came together is a different kind of retro-gaming archaeology.<\/p>\n<h2>A Zelda Advertising Legend Remembers Robin Williams<\/h2>\n<p>The week also brought a conversation with Julien Seri, the director of the famous <em>\u041b\u0435\u0433\u0435\u043d\u0434\u0430 \u043e \u0417\u0435\u043b\u044c\u0434\u0435<\/em> advertising campaign featuring Robin Williams and his daughter, Zelda.<\/p>\n<p>Seri spoke about what it was like to work with the legendary comedian, offering memories from behind the production of an advertisement that remains closely associated with Nintendo\u2019s fantasy series. The campaign stood out because it connected Williams\u2019 real-life relationship with his daughter to the Zelda name, giving the commercial a warmth that many game advertisements never managed to manufacture.<\/p>\n<p>There isn\u2019t much need to embellish the premise. A major comedian, a beloved game series, and a personal family connection already make for a memorable combination. It\u2019s the sort of advertising history that feels especially interesting now, when old commercials often reveal just as much about the culture around a game as the game itself.<\/p>\n<h2>Retro Fighters Refines the Brawler64 Pro Controller<\/h2>\n<p>Moving from old software to modern accessories, Retro Fighters has released another revision of its N64-style controller line. The <a href=\"https:\/\/www.amazon.com\/s?k=Brawler64+Pro+controller&#038;tag=console-classics-20&#038;language=en_US&#038;ref=nosim\" target=\"_blank\" rel=\"nofollow sponsored noopener\">Brawler64 Pro controller<\/a> costs $69.99 and follows the company\u2019s earlier Brawler64 model, which was offered in both wired and wireless forms.<\/p>\n<p>The first impression is that the Pro is less interested in copying the original N64 controller\u2019s awkward geometry. Instead, it uses a smoother, more ergonomic shell designed to sit more comfortably in the hands. That may sound like a small adjustment, but anyone who has spent hours gripping an original N64 controller knows how quickly the three-pronged design can turn into a hand-positioning puzzle.<\/p>\n<p>The controller is available in several translucent \u201cskeleton\u201d colors:<\/p>\n<ul>\n<li>Watermelon Red<\/li>\n<li>Extreme Green<\/li>\n<li>Ice Blue<\/li>\n<li>\u0410\u0442\u043e\u043c\u043d\u043e-\u0444\u0438\u043e\u043b\u0435\u0442\u043e\u0432\u044b\u0439<\/li>\n<li>Smoke Black<\/li>\n<li>Traditional N64 gray<\/li>\n<\/ul>\n<p>The color options do a good job of tapping into the period\u2019s hardware aesthetic without burying the controller in unnecessary decoration. I was initially skeptical because Retro Fighters has revised this range so often that keeping track of each model feels like a side quest. Still, the Pro\u2019s more rounded shape makes a stronger case for itself than I expected.<\/p>\n<p>Whether it is the perfect N64 controller is harder to say without extended use, but the design direction makes sense. The original pad had personality; it also had a center grip that seemed designed by someone who had never played <em>Mario Kart 64<\/em> for an entire afternoon.<\/p>\n<h2>Twenty-Five Years of <em>Wave Race: Blue Storm<\/em><\/h2>\n<p>This week marks the 25th anniversary of the Nintendo GameCube\u2019s original Japanese release, and that anniversary also gives <a href=\"https:\/\/www.amazon.com\/s?k=Wave+Race+Blue+Storm+video+game&#038;tag=console-classics-20&#038;language=en_US&#038;ref=nosim\" target=\"_blank\" rel=\"nofollow sponsored noopener\">Wave Race: Blue Storm<\/a> a moment in the spotlight.<\/p>\n<p>The water-racing sequel has always had a distinctive atmosphere. Its appeal isn\u2019t only about speed. The changing weather, rolling waves, and shifting water conditions give each race a physical quality that separates it from more conventional arcade racers. Even after all these years, there\u2019s something satisfying about leaning into a turn while the water appears to fight back.<\/p>\n<p>An interview with Ken Christiansen adds more background to the game\u2019s development. Christiansen previously worked as an artist for Nintendo Software Technology and Disney Interactive. His <em>Wave Race: Blue Storm<\/em> credit appears under the broad label \u201cAdditional Work,\u201d which doesn\u2019t fully explain his role.<\/p>\n<p>His portfolio provides a clearer picture, identifying him as one of the original artists responsible for designing the characters. He left in 2000 to pursue work at Disney Interactive, meaning his contribution came during an important period in the project\u2019s development.<\/p>\n<p>That sort of credit can be easy to overlook. \u201cAdditional Work\u201d sounds vague enough to disappear in a list of names, yet the portfolio suggests a more direct creative role. It\u2019s a useful reminder that game credits don\u2019t always tell the whole story.<\/p>\n<h2>Toaplan\u2019s <em>Zero Wing<\/em> Heads Toward Neo Geo<\/h2>\n<p>Toaplan\u2019s <em>Zero Wing<\/em> is coming to Neo Geo, according to a reveal from Plaion. The game appeared in photographs taken at the Tokyo Game Show, where it was spotted by an observer who noticed the unexpected Neo Geo version.<\/p>\n<p>The announcement quickly led to speculation about the port\u2019s origins. Attention turned toward an unofficial conversion created by homebrew coder h0ffman, and that theory has now been confirmed.<\/p>\n<p>That connection gives the release an extra layer of interest. Homebrew conversions often begin as technical curiosities, but a project can become something larger when it provides the foundation for an official release. It\u2019s a slightly strange route from unofficial experiment to commercial hardware, though retro gaming has always been full of stranger detours.<\/p>\n<p>\u0414\u043b\u044f <a href=\"https:\/\/www.amazon.com\/s?k=Zero+Wing+video+game&#038;tag=console-classics-20&#038;language=en_US&#038;ref=nosim\" target=\"_blank\" rel=\"nofollow sponsored noopener\">Zero Wing<\/a>, the Neo Geo arrival offers another way to experience a Toaplan shooter known for its fast action and instantly recognizable presentation. The fact that the project\u2019s roots can be traced to homebrew work makes the story feel less like a routine port announcement and more like a small victory for independent technical creativity.<\/p>\n<h2>A Canceled SNES Kirby Game Becomes Playable<\/h2>\n<p>One of the week\u2019s most charming developments is a fan-made recreation of <em>Kid Kirby<\/em>, the canceled Super Nintendo game that never reached store shelves.<\/p>\n<p>The project imagines a younger version of Kirby embarking on an adventure to save the Dream Spring of Dream Land. Familiar locations and characters appear along the way, including a junior King Dedede. The game was originally planned as an important showcase for the Super NES Mouse, the peripheral introduced in 1992 alongside <em>Super Mario Paint<\/em>.<\/p>\n<p>That connection explains why <em>Kid Kirby<\/em> was conceived as something different from a standard platformer. A game designed around mouse input would naturally encourage a distinct style of movement and interaction, making the lost project more than just another unused Kirby idea.<\/p>\n<p>The fan recreation is available through NovaStar\u2019s itch.io page. It\u2019s an appealing example of preservation through reinterpretation: not an original release recovered from a vault, but a new attempt to show what the canceled concept might have felt like.<\/p>\n<p>There\u2019s a particular magic in seeing a forgotten game become playable decades later. It can\u2019t recreate the exact development history, of course, and some uncertainty remains about how closely the finished fan project matches Nintendo\u2019s original plans. Even so, it gives the idea a shape instead of leaving it as a name in a list of abandoned projects.<\/p>\n<h2>Mitchell Hammond Returns With <em>Metal Gear Snake Returns<\/em><\/h2>\n<p>After a two-year absence, artist Mitchell Hammond has returned with a new animation inspired by Hideo Kojima\u2019s early stealth series.<\/p>\n<p>Hammond previously created the independently produced <em>Metal Gear Warhead Activate<\/em>, an impressive one-person animation project released in 2024. This new clip, titled <em>Metal Gear Snake Returns<\/em>, recreates a sequence from the original <a href=\"https:\/\/www.amazon.com\/s?k=Metal+Gear+video+game&#038;tag=console-classics-20&#038;language=en_US&#038;ref=nosim\" target=\"_blank\" rel=\"nofollow sponsored noopener\">Metal Gear<\/a>, first released on MSX2 in 1987.<\/p>\n<p>The scene follows Solid Snake as he attempts to escape military prison. It includes his unarmed encounter with Shotmaker, a boss carrying a shotgun, followed by Snake recovering the weapons that had been confiscated from him.<\/p>\n<figure style=\"text-align: center;\">\n  <img decoding=\"async\" src=\"https:\/\/eqobpdqkx9u.exactdn.com\/wp-content\/uploads\/2026\/09\/33406-mqdefault-1789904133.jpg?strip=all&sharp=1&w=1200\" alt='YouTube video thumbnail for Metal Gear Snake Returns' style=\"min-width: 480px; width: auto; height: auto; display: block; margin: 0 auto;\"><figcaption style=\"text-align: center; padding-top: 10px; color: grey;\">YouTube video thumbnail for Metal Gear Snake Returns<\/figcaption><\/figure>\n<p>Watch the video here: <a href=\"https:\/\/www.youtube.com\/watch?v=yGRrMFwkbrI\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.youtube.com\/watch?v=yGRrMFwkbrI<\/a><\/p>\n<p>The appeal of Hammond\u2019s work comes from the care given to familiar moments. This isn\u2019t simply a loose parody or a quick visual gag. It treats the strange, compact logic of the original game as something worth rebuilding with patience. The result sits in that fascinating space between animation, fan preservation, and personal tribute.<\/p>\n<p>It also feels fitting that an early <em>Metal Gear<\/em> sequence should return in such a handmade form. The original game was built around limitations, implication, and the player filling in the gaps. Hammond\u2019s animation takes those fragments and gives them motion without sanding away their old-school character.<\/p>\n<h2>\u0417\u0430\u043a\u043b\u044e\u0447\u0435\u043d\u0438\u0435<\/h2>\n<p>This week\u2019s classic gaming news shows how broad retro culture has become. It includes translation projects wrestling with new tools, forgotten developers finally telling their stories, controllers refining familiar designs, and fan creators bringing canceled or overlooked games back into view.<\/p>\n<p>Some of these projects are polished, while others openly acknowledge their rough edges. That honesty is part of their charm. Retro gaming isn\u2019t only about preserving finished cartridges; it\u2019s also about questioning what was lost, what could have been improved, and what dedicated players are still willing to rebuild.<\/p>\n<h2>\u0427\u0410\u0421\u0422\u041e \u0417\u0410\u0414\u0410\u0412\u0410\u0415\u041c\u042b\u0415 \u0412\u041e\u041f\u0420\u041e\u0421\u042b<\/h2>\n<ul>\n<li><strong>What is the new Sega CD <em>Shadowrun<\/em> translation?<\/strong><br \/>It is a second English patch created with machine translation, followed by editing, corrections, and playtesting. Its developer notes that it is not an official or professional human localization.<\/li>\n<li><strong>Who shared memories of working on <em>Strider II<\/em>?<\/strong><br \/>Dan Curley, a former Sega Champion and Tiertex tester, discussed his experience working on the early-1990s sequel.<\/li>\n<li><strong>How much does the Brawler64 Pro controller cost?<\/strong><br \/>The controller is priced at $69.99 and is available in several translucent colors as well as classic N64 gray.<\/li>\n<li><strong>What was <em>Kid Kirby<\/em> designed for?<\/strong><br \/>The canceled SNES project was conceived as a key title for the Super NES Mouse, the peripheral launched with <em>Super Mario Paint<\/em> in 1992.<\/li>\n<li><strong>What does <em>Metal Gear Snake Returns<\/em> recreate?<\/strong><br \/>Mitchell Hammond\u2019s animation adapts a sequence from the 1987 MSX2 game <em>Metal Gear<\/em>, including Snake\u2019s prison escape, his encounter with Shotmaker, and the recovery of his confiscated weapons.<\/li>\n<\/ul>\n<p>Subscribe to the newsletter for more carefully curated retro gaming stories, forgotten hardware, and fan projects: <a href=\"https:\/\/t.me\/console_classics\" target=\"_blank\" rel=\"noopener noreferrer\">\u043f\u0440\u0438\u0441\u043e\u0435\u0434\u0438\u043d\u0438\u0442\u044c\u0441\u044f \u0437\u0434\u0435\u0441\u044c<\/a>.<\/p>\n<p><aside class=\"affiliate-marker-disclosure\">*\u042d\u0442\u043e\u0442 \u043f\u043e\u0441\u0442 \u043c\u043e\u0436\u0435\u0442 \u0441\u043e\u0434\u0435\u0440\u0436\u0430\u0442\u044c \u043f\u0430\u0440\u0442\u043d\u0435\u0440\u0441\u043a\u0438\u0435 \u0441\u0441\u044b\u043b\u043a\u0438, \u0442\u043e \u0435\u0441\u0442\u044c \u043c\u044b \u043f\u043e\u043b\u0443\u0447\u0430\u0435\u043c \u043a\u043e\u043c\u0438\u0441\u0441\u0438\u043e\u043d\u043d\u044b\u0435, \u0435\u0441\u043b\u0438 \u0432\u044b \u0441\u043e\u0432\u0435\u0440\u0448\u0430\u0435\u0442\u0435 \u043f\u043e\u043a\u0443\u043f\u043a\u0443 \u043f\u043e \u044d\u0442\u0438\u043c \u0441\u0441\u044b\u043b\u043a\u0430\u043c, \u0431\u0435\u0437 \u043a\u0430\u043a\u0438\u0445-\u043b\u0438\u0431\u043e \u0434\u043e\u043f\u043e\u043b\u043d\u0438\u0442\u0435\u043b\u044c\u043d\u044b\u0445 \u0437\u0430\u0442\u0440\u0430\u0442 \u0434\u043b\u044f \u0432\u0430\u0441.<\/aside><\/p>","protected":false},"excerpt":{"rendered":"Classic Gaming News covers the latest retro stories, including Shadowrun translation news, Strider II memories, N64 hardware, Kid Kirby, Zero Wing, and Metal Gear animation.","protected":false},"author":1,"featured_media":33412,"comment_status":"open","ping_status":"","sticky":false,"template":"","format":"standard","meta":{"ilj_linkdefinition":["Retro Gaming","Homebrew Games","Classic Consoles"],"csco_display_header_overlay":false,"csco_singular_sidebar":"","csco_page_header_type":"","footnotes":""},"categories":[134],"tags":[2819,3014,174],"class_list":["post-33406","post","type-post","status-publish","format-standard","has-post-thumbnail","category-retrogaming","tag-classicconsoles","tag-homebrewgames","tag-retrogaming","cs-entry"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO Pro 5.0.1.1 - 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