• Hal

About Us

Almost Every Thing You Want To Know About Clockwork & GameShell

1. Please introduce the members of clockworkPi team.

Our team is small and we come from a variety of backgrounds, including the Internet, communications, mobile phone, industrial design, and advertising industries. We currently have a staff of seven, plus two part-time employees.

If you ask what we have in common, the answer is simple: We’re all geeks with a deep love of gaming. If you talk with us about games, you’ll see we are not the stereotypical silent engineers.

Another thing we have in common is our love of open-source software and coding. Programming is not just our job. It’s what we do for fun. Just like some people like basketball, soccer, or ping-pong, we like coding.

2. What kind of motivation led you to create this product?

In fact, the reasons were somewhat complicated. Firstly, many engineers, and even many gamers, dream of creating their own handhelds. This is a very common fantasy of ours.

Before we created GameShell, we had seen some geeks trying to make their own handhelds using Raspberry Pi and 3D printers. Of course, there are very few full stack developers, so for most engineers or gamers, this remains only a dream.

Also, Raspberry Pi products have sold extremely well in recent years, so from a business standpoint, this was a potential opportunity. It just so happened that we knew some engineers (in hardware, software, structure, industrial design, and Internet) who loved gaming, so we started to conceive of this product.

In terms of emotions, Murakami Haruki wrote a novel called Pinball, 1973. The novel is set in a city in winter and the protagonist goes searching for a pinball machine called “Spaceship” that he played when he was young. Our happy childhood memories are fleeting. Maybe Murakami wanted to give them some permanence in the form of a novel. I remember, during crowdfunding for GameShell, one of our backers from Belgium left us this message: “I missed my original 1st Edition Gameboy so much… the moment I saw it, I knew I had to get one!” That was also on a cold winter night, and it made me think about the part in Pinball, 1973 where this guy puts on his coat and goes out in the cold night to an abandoned warehouse on the outskirts of the city, where he finds the old pinball machine.

Some things can transcend time, place, and culture. I think a large part of our motivation, like that of many gamers and maybe Murakami as well, is to try to catch hold of this spark which is intangible, but still real. These are the things that hold our memories. They can be even more than that, even more profound. They can be the things that create meaning in a meaningless universe.

I should mention that, before the advent of the modern computer, difference engines, typewriters, power looms, player pianos, and other machines were run by complex clockwork mechanisms. We hope that users will extend their understanding to all the sources of our modern digital technology. We believe that the greatest technologies usually have a simple, essential, interesting, and inspiring beginning and are invented through the goodwill of the creator.

3. Is there some sort of geeky spirit that influences developers like you? Some sort of origin story, like for Raspberry Pi?

We are deeply influenced by open-source culture and look up to idols like Richard Stallman (RMS) and Linus Torvalds. RMS created a far-reaching movement that produced our modern infrastructure. The thing that surprises people is that a group of people is able to create a powerful operating system and amazing tools through completely open collaboration. If you are fortunate enough to understand the whole event, you will be astounded. It seems to violate common sense.

Behind this open-source culture, there is a long and amazing history. It is hard to sum up in a few words. Maybe it is best to understand this history through the biographies of RMS and Linus.

You can say open-source culture had a major influence on GameShell. We use the Debian Linux distribution and have opened up most of software code, hardware schematics, and designs.

We naturally want GameShell to become a fun tool that spreads the open-source culture.

Raspberry Pi also is an interesting story. It is the story of the success of a group of techies from the UK who wanted to bring back the days of the “bedroom programmer”.

Essentially, whether it’s Raspberry Pi, Arduino, or the open-source movement, the core aim is to give the people certain rights. With the advance of digital technology, these rights might become necessities, like literacy in the modern world.

When it comes to games, the classic indie game Cave Story was an important motivation for us to create GameShell. In the beginning, we used this game to test our hardware and software. The story behind Cave Story and the quality of the game itself were really inspiring to us. I believe it also influences other game developers.

4. Before you made GameShell, did you consider its target users? Was it more for retro game enthusiasts or independent game developers?

We defined three types of users, and our publicity video on Kickstarter was produced with these three types of users in mind.

We initially considered our user base to be the Raspberry PI and dev board user base, basically geeks that like DIY. However, we thought that the learning curve of Raspberry Pi was too steep. We wanted to do something interesting, not something that looks cool but is difficult for most people, even kids. Consequently, we started to think about making a game console. This is actually the dream of geeks all over the world: your own DIY handheld. A lot of people started working on this early on, but there are very few full stack developers.

Also, these people are usually video game enthusiasts, so our second group of target users was gamers who love retro games.

Our third group of target users was people learning to code. We hope that open and transparent products will bring more fun and freedom to novice programmers.

5. How did you design the GameShell? How did you decide upon the exterior design? What did you go to for inspiration?

When you think of handhelds, the classic models automatically come to mind. We tried to abstract the most iconic features and then improve on them. In fact, the entire design process took a lot longer than expected. We went through at least 500 iterations. It was really difficult to agree on a final design.

On the GameShell, you can see plenty of languages used in old devices, including handhelds, game cartridges, cassettes, MD, stickers, oscilloscopes, monitors and plastic assembly models. We also deliberately use a popular battery in the “90s and a larger number of transparent materials. By doing this, we hope users can enjoy the rich culture behind the technology, rather than sealing it up in the black box.

6. During crowdfunding on Kickstarter, your original fundraising goal was 50,000 USD, but you actually raised 290,000 USD. Were you surprised by this result?

Actually, we were more surprised when we saw that our project reached the first page of the Kickstarter Tech section just two days after it was launched. This meant that our idea resonated with a lot of people. That was the most memorable moment.

The most incredible thing was to discover that users from more than 60 countries and regions, some we had never even heard of, were supporting us. Their faith proved that we had an idea that transcended geography and culture. We were really proud of that.

7. Why did you decide to let users assemble the device themselves? Wouldn’t a preassembled handheld lower the barriers to use?

We were inspired by dev boards, so we wanted users to be able to independently use our modules. That gave us our idea for the design. At the same time, we wanted to make the DIY aspect part of the fun. We wanted to provide the unique joy of toys like Legos, Gundam models, and Tamiya Mini 4WD models.

Since our products were quite easy to assemble, this would not be a difficulty for the users.

8. Many video reviews mention that GameShell looks and feels high quality, including the packaging. Also, many of the parts are assembled just like toy models (such as Gunpla). Was this something you decided from the beginning or was it the result of trying different things?

We all used Legos, Gundam, and Mini 4WD models and really admired the experience created by these products ( except for IKEA, which makes DIY a physical activity ;D ). Therefore, the assembly process and modular design were something we really wanted to include. Actually, this increased our costs.

9. How do you ensure that users can assemble the device completely and correctly? If they accidentally break a piece, the whole device may be useless.

That is possible, but I believe our users are smarter than we are. This seems to be borne out in fact. Before they receive our product, our users research the materials we have published, including the schematics, 3D printing manual, and OS image.

In addition, we sell all the parts on our website, down to the last cable.

10. I see that GameShell currently uses the Clockwork Pi v3.1 (CPI 3.1) mainboard. Has this been upgraded since the crowdfunding stage? Will there be more updates and upgrades in the future?

Yes, CPI 3.1 supports HDMI output and provides a larger memory for better performance.

We recently worked with the community to update the Clockwork OS. The new version implements more optimizations and comes preset with more great indie games.

In addition, we have a high-profile IPS screen upgrade planned and new and different products in the works. Updates and developments will be a continuous topic for us going forward.

11. Speaking of the screen, why didn’t you select one of the popular high-resolution screens for GameShell?

We chose the screen based on a number of factors.

Firstly, the resolution of games from the “90s and earlier was almost always 320x240 or less and the majority used a 4:3 aspect ratio. Therefore, our screen provides better support for these old games than a high-resolution 16:9 screen.

I should also mention that the LCD pixels of early handhelds used a triangular pixel arrangement, like the CRTs of TVs and monitors. We deliberately chose this type of screen to provide a retro and nostalgic look.

Another reason we chose this screen was to help developers improve their demo development efficiency and concentrate on the game itself, rather than dazzling and expensive visual effects.

12. Currently, many independent game developers focus on the PC platform while others develop games on or port games to the PS and NS platforms. What effect do you think a retro development tool like GameShell will have on the indie game developer community? In other words, what changes do you expect this product to produce?