Hyperkin RetroN 5 Review: Five Slots, One Big Compromise
Reviews 6.5

Hyperkin RetroN 5 Review: Five Slots, One Big Compromise

At a glance: Hyperkin RetroN 5 (2014) · Emulation-based clone console · Plays NES, Famicom, SNES, Super Famicom, Genesis/Mega Drive, Game Boy, Game Boy Color and Game Boy Advance cartridges · HDMI output · Score: 6.5/10

Few retro products have ever arrived carrying as much baggage as the RetroN 5. Announced in 2013 as the machine that would end the tyranny of dusty AV cables — five cartridge systems, one HDMI output, save states, cheats, filters — it then spent more than a year slipping its release dates while its manufacturer, Hyperkin, publicly fumbled almost every stage of the launch. By the time units finally shipped in the summer of 2014, the retro community had pre-written its review. The interesting thing, all these years later, is that the truth turned out to be more complicated than either the hype or the backlash: the RetroN 5 is simultaneously a flawed product and a genuinely useful one, and untangling those two facts is the whole job of this review.

Nintendo Entertainment System console, top loader

What it actually is

First, the honest description Hyperkin’s marketing avoided. The RetroN 5 is not a hardware clone in the tradition of the earlier RetroN machines, and it is certainly not five consoles in a trench coat. It is an Android-based emulation box wearing a very clever cartridge reader. When you insert a game, the system dumps the ROM (and, where supported, reads and writes the cartridge’s save data) and runs it through software emulation. That single design decision explains almost everything good and bad about the machine. It is why the output is a crisp 720p over HDMI with optional visual filters and forced aspect handling. It is also why there is input lag, why a small number of cartridges with unusual mapper hardware sulk, and why purists will never fully forgive it.

The slot count remains the party trick: NES and Famicom up top, SNES and Super Famicom, Genesis and Mega Drive, plus a Game Boy slot that swallows GB, GBC and GBA cartridges. Region, for the most part, stops mattering. PAL and NTSC carts play without modification, which in 2014 — when region-free retro on a television usually meant a soldering iron — felt like a small revolution delivered in a plastic box.

The good stuff

Used as intended, as a convenience machine, the RetroN 5 has real virtues. Save states on cartridge games are transformative for the NES library in particular; the cheat database built into the interface rescues a generation of games from their own difficulty spikes; and the ability to apply translation patches to inserted cartridges — dump a Japanese RPG, patch it, play it on your TV — remains one of the most quietly brilliant features any clone console has ever shipped. The per-system controller remapping is thorough, and crucially, the box has ports for original NES, SNES and Genesis pads, because Hyperkin knew exactly what everyone would think of the bundled controller.

They were right to know. The pack-in Bluetooth pad is the worst thing about the product: mushy, laggy-feeling, with a stick where no stick should be and a build quality that suggests it was costed in cents. Throw it in a drawer. With an original SNES pad wired in, the RetroN 5 becomes a different and far happier machine.

Sega Genesis model 2 console with six-button pad

The bad stuff

The compromises are structural. Emulation means input latency beyond what a real console produces — improved by firmware updates and tolerable in most genres, but rhythm games and frame-perfect platforming will expose it. The cartridge slots, especially on early production runs, gripped games with a violence that made ‘the RetroN death grip’ a community joke; owners learned to lever carts out like loose teeth. Compatibility is broad but not total: some special-chip and odd-mapper titles misbehave, light guns obviously cannot work with a digital display pipeline, and the dump-and-run approach means your cartridge’s battery save effectively migrates into the machine’s care, which not every collector is relaxed about. Then there was the software controversy: the RetroN 5’s emulation cores drew on open-source projects including RetroArch components, and the licensing row that followed — with libretro developers publicly furious — permanently stained the product’s reputation in exactly the community it was sold to. It was a self-inflicted wound, and it never entirely healed.

A decade on: the landscape it created

History has given the RetroN 5 an odd legacy. It was not the first emulation box with a cartridge slot, but it was the one that proved a mainstream market existed for the idea, and the industry that grew up behind it — FPGA consoles from Analogue, the RetroUSB AVS, the MiSTer ecosystem, and Hyperkin’s own endless procession of follow-ups and single-system machines — all walked through the door it opened. Almost every one of those successors is better at the core job. The FPGA machines eliminated the lag argument entirely; the AVS showed what a premium NES-only box could be; MiSTer turned the whole question into a community project. Against that field, the RetroN 5’s emulation feels agricultural.

And yet it keeps selling, and the reason is the slot count. Nothing else at a sane price plays five cartridge formats on a television with this little fuss. The collector with a mixed shelf and finite patience — the exact reader, full disclosure, that this site has always been written for — is not choosing between the RetroN 5 and a MiSTer. They are choosing between the RetroN 5 and the cartridges staying in their boxes. That is the comparison the machine wins, and it wins it every day of the week.

Firmware deserves a final word, because Hyperkin, to their credit, kept at it. The launch software was rough; the mature firmware is materially better, with improved compatibility, interface polish and controller options that the 2014 reviewers never saw. Retro hardware is usually frozen at birth. The RetroN 5 is a rare case of a product that aged into a better version of itself, even if it never quite aged into a great one.

“A brilliant convenience wrapped around an average emulator, sold with a terrible controller: the RetroN 5 is three products arguing in one box.”

One more practical note for buyers: because the machine reads and writes cartridge saves, second-hand units sometimes arrive with a previous owner’s dumps and settings aboard. A factory reset and the latest firmware should be the first ten minutes of ownership. Do that, pair it with an original pad, and the RetroN 5 settles into its role quickly.

Verdict

Judged as a replacement for original hardware, the RetroN 5 fails the audition — there is lag, there are asterisks, and there is a principled argument that it is a ROM dumper with delusions. Judged as what most owners actually use it for — one tidy HDMI box under the TV that plays the cartridge shelf, translates the imports, softens the brutal games with save states and spares five ageing consoles the daily wear — it earns its place, and its price on the second-hand market has long since made it an easy recommendation for the casual end of the hobby. Just budget for a real controller, and go in with your eyes open.

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