Wes Ellis./ a personal notebook
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Retro Tech

The Licensed Retro Emulation Business I Talked Myself Out Of

A row of upright arcade cabinets with stools lined up along the wall of a small, brightly lit arcade room.

Part 8 of the thread The emulation bench

THE SHORT VERSION4 points
  • Wrapping old games in an emulator is cheap and proven. Nintendo, Sega, Capcom and SNK all do it.
  • The wall is licensing: months or years per game, rights split between owners, and some owners who won't talk.
  • Free emulation is excellent, which makes it very hard to charge for the same thing with a license on top.
  • The realistic versions are services: repair, cabinet builds, restoration, and writing about it.

Every retro nerd with a business bone has had this thought. Bars want old arcade games. Offices want a game room. Streamers want to play old games without copyright strikes. Emulation is solved. So why not sell a turnkey system that's fully licensed and legal, and let the customers stop worrying?

I spent a while on it. The short version is that the technology is the easy part, and nearly everything else is hard. I'm writing it down because the reasons it doesn't work are interesting, and because the smaller ideas that fell out of it might.

It's a proven model

Selling old games inside an emulator isn't a new idea. It's how a lot of the retro re-releases you've bought actually work:

  • Nintendo Switch Online, which is Nintendo emulating its own back catalog
  • Sega Ages, and Sega's other collections
  • Capcom Arcade Stadium
  • The SNK 40th Anniversary Collection
  • Konami's Anniversary Collections
  • Dotemu, a company that built a business out of licensing old games and shipping them with emulators on Steam, consoles and phones
  • Evercade, with licensed cartridges for its own handheld, and Antstream, streaming retro games by subscription

The economics make sense. It's cheaper and faster than porting a game, the games already have fans, and one emulator works for a whole library. And emulators themselves are legal. With the rights holder's permission, so is the whole package.

The ideas I looked at

Market What they'd want How it would earn
Bars, arcades, restaurants, bowling alleys Legal, turnkey, low-maintenance machines that look professional Selling or leasing systems, plus licensing fees and support contracts
Offices and waiting rooms Game rooms and something for customers to do, with no piracy risk Business sales with proper invoices and paperwork
Streamers Retro games they can stream without copyright strikes Subscriptions, with recording built in
Home collectors A premium, licensed retro console that just works Hardware, plus game packs

For the software, the obvious route is to fork RetroArch. It's under the GPL, so you can modify it freely, as long as you publish your changes and keep the license. On top of it you'd add licensing checks and encrypted game files, the way Evercade and Antstream protect their libraries.

Heads up

RetroArch being GPL doesn't mean every emulator core inside it is. Several popular cores carry non-commercial licenses. A commercial product would have to check every core's license, and probably replace some.

Why it doesn't work (for me, anyway)

Licensing is the bottleneck. Everything technical is solvable in weeks. Getting permission is not.

  • Nintendo is famously protective and rarely licenses anything.
  • Rights get split. One game can have different owners for the code, the characters, the music and the likenesses in it.
  • Some owners are hard to find. Publishers folded, sold and merged, and working out who owns an old game can be its own project.
  • Rights vary by country.
  • It's slow and expensive. A single license can take months or years, building a catalog takes years, and you'll need lawyers who specialize in it.

Free is really good. RetroArch and the rest are excellent and free, with huge communities. Charging for the legal version of something people can already do at home is a hard sell outside of businesses that need the paperwork.

The market is small. How many bars really need a licensed retro machine? Streamers can use free emulators. Home users have free options. The niches are real, but they're small.

The incumbents are already there. Nintendo has its own catalog locked up, Dotemu and the others have spent years building relationships, and the head start matters.

It'd need full-time work, real money up front, and years before it paid, if it ever did. It's not a side project.

What looked more realistic

The pattern I kept coming back to: services beat software here, because they don't depend on anyone's license.

  • Software people want anyway: tools for organizing ROMA copy of a game cartridge's contents in a single file. It's what an emulator actually plays.More: Keep One Copy of Each Game in Your ROM Backups, by Region collections, better frontends, platforms for sharing ROM hack patches.
  • Content: a retro gaming blog (hello), a channel or a podcast.
  • Service work: console repair, custom cabinet builds, arcade restoration, helping bars and arcades set up.
  • Education: retro computing workshops and working with museums on preservation.

Note

The lesson I'd carry to other ideas: when the technical part looks easy, the hard part is usually somewhere else. Go find it before you build anything.

Some of what fell out of this is already on the site. The 4:3 arcade cabinet is the custom-cabinet idea done for myself, and my ROM naming convention is the organizing-tools idea, one script at a time. And if you're wondering where the legal line sits for your own games, I wrote about preserving your own collection.