An Interview with developer/publisher John Roo of The Retro Room

The second in The Pixels’ interview series, this time we’re chatting with John Roo, developer and publisher at The Retro Room! John has had a unique opportunity to bring forgotten gems back from the dead and highlight new talent for retro systems. Aspiring creators can find inspiration and direction in his story, so pull up a chair and let’s sit in on Matt Lotti’s interview with John Roo.

 

Matt: Your career has led you on quite the epic multi-media journey, from filmmaking, to music production, and now video game development/publishing. What led you down this path, and what sorts of skills and experiences did you carry from one field into the next? Is there a lot of overlap, or does each pose an entirely unique set of challenges?

John: I actually spent over a decade working in the music industry. I did event coordination and I really began to hate it. It became just a job towards the end of it all. I had been learning programming with my dad while working on small microcontroller projects and I took that knowledge over to game development. Covid hit, and I lost my event coordination job due to there not being any events. I feel like all of the skills work in the video game industry. Video games are like a mixture of multiple different kinds of art, from music to storytelling to visual art. The business aspects of putting on events helped a lot too with promotion and such. It’s all been challenging. Being an entrepreneur is challenging!

Matt: Are you ever able to fuse your multiple passions into projects? 

John: I really love telling stories. It is a huge part of what is needed for a lot of game development cases. I also love math, which goes hand in hand with development work. I am definitely able to fuse those things into what I do. I feel lucky for that.

Matt: There’s a vast world of indie games out there that span all consoles, both old and new. What inspired you to start up “The Retro Room Games” with a specific focus on retro systems?

John: The entire company started with just the concept of connecting with others and talking about old stuff we love. It was never meant to become what it has. I was really just in desperate need of a community. To create for that community is a huge privilege for me. I developed games for fun and it just sort of spiraled into this huge thing where I do licensing and publishing. The story could be a documentary in itself.

Matt: As a developer, what challenges did you face when creating new games for old hardware? What advice would you have for aspiring developers as they take their first steps into these waters? Any pitfalls to watch out for?

John: The biggest piece of advice I can give anyone going into game development is do not bite off more than you can chew. Take it VERY slow. By that I mean create a project where a character moves left and right. That is it. Nothing more. People always want to start with these huge projects and get overwhelmed. I have been a victim of it many times and I see others fall into it. So it will definitely be a challenge to tone it back on its own.

Matt: On the other side of the coin, what are some of the most rewarding aspects?

John: One of my favorite things is to bring peoples childhoods back to them. Often times I have people email me and tell me how they are thankful that I do what I do, or that I released a game that they really enjoy. It really keeps me going because nothing about this is easy. Tell developers and publishers that you appreciate them. It means a lot to us.

Matt: As a publisher, you likely review a myriad of potential projects and prototypes. What factors lead to The Retro Game Room selecting a title to publish? Do developers reach out to you directly with their pitch, or do you find them?

John: Both. I seek out games and people come to me. I’m always glad to help try and get more retro games into the hands of gamers. Even if it is just to help, I am glad to do it.

Matt: My favorite aspect of the Retro Game Room is your goal of reviving canceled titles. You’re bringing to light games that otherwise never would’ve seen the light of day. How do you find these lost games and what sort of challenges are involved in resurrecting them?

John: I tell the story often. It started with me trying to gain the intellectual property rights of SkiFree, the old Windows game. While I didn’t find the answers to that game, I stumbled upon a plethora of good information. I learned a lot about licensing by failing. In turn, failure became success.

Matt: When it comes to finishing licensed games, legality must be a huge hurdle. For example, Elland: The Crystal Wars started life as a Dune adaptation. Is it more challenging to bring these games back from the dead than titles without franchise connections? What is the process of convincing a company to let you finish a prototype with a rebrand?

John: Most of these companies are just owners. They would love to see games being used that they can’t legally use. It is just taking up digital storage space, otherwise. At least this way they can see the game get used and they put money in their pocket. It’s more challenging to actually get the games programmed, ha-ha.

Matt: There are still plenty of cancelled licensed titles that never got finished, but had their prototypes released, such as the NES adaptation of Aliens. What would be your dream-title for the Retro Game Room to adopt and release? 

John: My dream title right now would be SkiFree, ha-ha. Maybe seeing it on modern consoles with some HD graphics. Maybe a sequel. Unfortunately, nobody wants to talk about it. As far as unreleased games, I would love to see any of them get a proper release. It is a shame as a dev to work so hard and passionately on something just to see it in the trash can because of some company politics. I’d love to free as many of them as possible.

Matt: One of your latest titles, Mr. Tuff, was originally slated for release on the Super Nintendo. What can you tell us about this game’s history, why it was never finished, and what changed from its initial prototype to current finished incarnation? 

John: I want to say it was because it was late in the Super Nintendo’s life. The new consoles were already hitting the market and this type of game became somewhat obsolete. At least that is what I was told.

Matt: Among the Retro Room’s library of titles, are there any other quirky origin/development stories you’d like to share?

John: My very first game, Quest Arrest, was just a way for me to learn programming. It wasn’t intended on being anything but a fun way to learn. I included my Twitter audience in the fun by asking them to add in some fun dialogue. I had dozens of responses. I put every single one into the game. That might be something a lot of people don’t know. The townspeople of Quest Arrest are actually my Twitter friends, ha-ha.

Matt: As time marches on, do you feel there will always be a place for new games on platforms like the NES, SNES, Genesis, and Game Boy, or will the retro-torch eventually pass on to more “recent” consoles like GameCube and PS2? Will classic games fade, or go the way of classic films: Timeless treasures that’ll never truly grow old?

John: That is a good question. I think with all culture statements there will be a shift, but as long as people have nostalgia for these consoles they will continue to get releases. Not only that but it is becoming easier and easier to develop for them as we have tons of modern tools. I also think the availability of this tech will become more vast with newer consoles and the cycle will continue.

Matt: Thank you so much for your time! I really appreciate it and look forward to The Retro Game Room’s future titles. Are there any closing thoughts you like to add for the readers at home?

John: I really appreciate it! Thank you for the opportunity! Thank you to the audience keeping my business alive and keeping these old consoles fed with new games! Keep on gaming and stay awesome!

 


 

Matt Lotti has explored the realms of paper and pixel in equal measure. An avid collector of both Magic the Gathering and classic NES & Gameboy, he feels imagination is the kindling that keeps the fires of gaming alive. This holds true to both classic titles and new adventures. What matters most is the creative energy involved. Each exp      erience is a new story, and all stories deserve their time around the campfire. So grab an ale and settle in. After all, it’s dangerous to go alone. Matt Lotti can be found on Twitter @Intrepid_tautog.

 


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