The Anatomy of a Modern Retro Console: A Technical Deep-Dive
Update on Oct. 9, 2025, 9:02 a.m.
Turn on a device like the TOJASDN 30000-in-1 portable arcade, and you’re met with a curious paradox. A bright, crisp, 17.5-inch screen, born of 21st-century display technology, immediately floods with the chunky, vibrant pixels of games from the 1980s and 90s. The experience is both modern and archaic, a seamless portal to a digital past. It’s easy to be captivated by the sheer volume of titles or the satisfying click of the joystick. But beneath this plastic and metal shell lies a fascinating story of technological compromise, clever engineering, and a complex software ecosystem.
This is not a review. It is an act of digital archaeology. We will set aside questions of “is it good?” and instead ask “how does it work?”. Using this console as our specimen, we will dissect the three critical layers of its anatomy: the screen that forms our window to the past, the processor that serves as its beating heart, and the software that acts as the ghost in the machine. In doing so, we will illuminate the inner workings of the entire “plug-and-play” retro console industry.

Chapter 1: The Window to the Past - Why IPS Matters for Pixels
The visual character of retro games was defined by the technology of their era: the Cathode Ray Tube (CRT) display. These bulky glass boxes had unique properties—a soft glow, distinct scanlines, and a specific way of rendering color—that are inextricably linked to our nostalgia. The transition to flat-panel Liquid Crystal Displays (LCDs) was a leap forward in convenience but, for a long time, a step back in image quality.
Early and budget-friendly LCDs relied on Twisted Nematic (TN) panel technology. In a TN panel, liquid crystals are twisted in a helix shape; applying a voltage untwists them to control the light passing through. While fast and cheap, this method suffered from significant drawbacks, namely poor color reproduction and notoriously narrow viewing angles. [12, 18] Look at a TN screen from slightly off-center, and the colors would wash out or invert entirely. For a two-player arcade setup, where both players view the screen from different angles, this was a critical flaw.
This is why the specification of an In-Plane Switching (IPS) screen in a modern retro console is so significant. Developed to overcome the limitations of TN, IPS technology arranges the liquid crystals in a parallel plane. When a voltage is applied, the crystals rotate in place rather than untwisting. [19, 20] This fundamental change in mechanics yields two profound benefits for retro gaming. First, it produces vastly superior color accuracy, allowing the vibrant, often limited, color palettes of 8-bit and 16-bit games to be displayed as the original artists intended. Second, it creates exceptionally wide viewing angles, up to 178 degrees, ensuring that both players see a consistent, rich image regardless of their position. [21]
Ironically, the perfection of a modern HD IPS display can sometimes feel inauthentic. The razor-sharp pixels it produces are a far cry from the softer image of a CRT. This has led to a fascinating pursuit of “authentic artifacts” among enthusiasts, where software filters are used to simulate the scanlines and phosphor glow of old televisions, deliberately degrading a perfect image to better recapture a feeling.
A perfect window to the past is meaningless without a powerful engine to render the view. While the IPS screen faithfully displays the pixels, the true magic—and the critical compromises—happen deep within the silicon heart of the machine: its System on a Chip.

Chapter 2: The Engine Room - An Aging Heart for a Timeless Task
At the core of nearly every modern portable electronic device is a System on a Chip, or SoC. Think of it as a miniature, self-contained computer on a single piece of silicon. It integrates the Central Processing Unit (CPU), which handles the main logic; the Graphics Processing Unit (GPU), which renders images; and other necessary components like memory controllers. This integration is key to creating compact, power-efficient devices.
The engine room of our specimen console is the Amlogic S812. To understand this choice, one must travel back to roughly 2014. The S812 was a popular and capable SoC of its time, featuring a quad-core ARM Cortex-A9 CPU and a powerful-for-its-day octa-core Mali-450 GPU. [22, 26, 30] It was a mainstay of the Android TV box boom, designed to decode high-definition video and run mobile applications on a television.
Why use a decade-old chip in a modern device? The answer is a masterful exercise in the calculus of “good enough.” For the primary task of a retro console—emulating games from 8-bit (NES), 16-bit (SNES, Genesis), and early arcade systems—the S812’s processing power is more than sufficient. These older systems had CPUs running at mere megahertz, not gigahertz. The S812 can replicate their logic with cycles to spare. This allows manufacturers to leverage a mature, well-understood, and, most importantly, incredibly inexpensive chipset, keeping the final product affordable.
However, this aging heart begins to strain when tasked with more demanding work. The product’s marketing claims support for more complex 3D systems like the Sony PlayStation Portable (PSP) and Sega Dreamcast. This is where the limitations of the S812 become apparent. Emulating these consoles is a monumental task. They feature unique and complex hardware architectures that are notoriously difficult to simulate accurately, a challenge that strains even modern, high-performance hardware like the Raspberry Pi. [28, 32] Community discussions and technical analysis consistently show that while some less-demanding 2D titles on these platforms might run, many of the flagship 3D games will suffer from significant slowdown, graphical glitches, and audio stuttering. [34, 37, 38] The word “support” in this context is a marketing term that promises possibility, not performance.
But even the most capable hardware is just inert sand and metal without the software to give it life. The S812 processor provides the raw horsepower, but it’s the complex, often controversial, world of emulation and software front-ends like Pandora’s Box that truly acts as the ghost in this machine, conjuring spirits from decades of gaming history.

Chapter 3: The Ghost in the Machine - Pandora’s Box and the World of Emulation
At its core, emulation is the art of making one computer behave like another. An emulator is a specialized piece of software that acts as a real-time translator. It takes the original game’s programming—a set of instructions written in the “language” of a Zilog Z80 or a Motorola 68000 CPU—and translates it into instructions that the console’s ARM-based S812 processor can understand and execute. [2, 4] This can be done through Low-Level Emulation (LLE), which painstakingly simulates the original hardware chip-for-chip for maximum accuracy, or High-Level Emulation (HLE), which simulates the functions of the hardware, trading some accuracy for a massive speed boost. [15] All-in-one consoles almost exclusively rely on HLE to achieve playable speeds on modest hardware.
The term “Pandora’s Box” on these devices does not refer to a single, official piece of software. It describes a sprawling, convoluted, and predominantly Chinese-developed ecosystem of pre-packaged hardware and software solutions for retro gaming. [35, 36] These systems typically run on a stripped-down version of Linux. They boot directly into a graphical “frontend” that presents the game list, and under the hood, they utilize a collection of open-source emulators (like MAME, FinalBurn Alpha, and various console-specific emulators) to run the games. [39, 40] This approach allows for rapid development and the aggregation of a staggering number of titles.
This leads to the “30,000 Games” dilemma. While the number is a powerful marketing tool, the reality is often a case of quantity over quality. These massive game lists (known as ROM sets) are frequently plagued with issues: multiple regional duplicates of the same game, non-working or glitchy titles, mislabeled games, and a vast amount of shovelware that few would ever choose to play. Furthermore, the legal standing of these pre-loaded ROMs is, at best, a deep grey area. While emulation software itself is legal, the distribution of copyrighted game files without permission from the rights holder is an act of piracy. [1, 6, 7, 11]
This commercial approach stands in stark contrast to the philosophy of projects like MAME (Multiple Arcade Machine Emulator). MAME’s stated purpose is not just to play games, but to preserve digital history by documenting arcade hardware in exacting detail. For the MAME developers, playability is a “nice side effect” of accurate preservation. [3, 13, 14] A Pandora’s Box, conversely, prioritizes instant gratification and commercial appeal over accuracy and preservationist ethics. It is the difference between a museum archive and a greatest-hits compilation album.

Conclusion: A Flawed but Fascinating Artifact
A portable arcade console like this is a microcosm of modern globalized technology. It is a complex artifact born from the intersection of sophisticated display manufacturing, the long tail of aging silicon, a vibrant open-source emulation scene, and the murky legal waters of intellectual property.
It is not the most authentic way to experience retro games, nor is it the most legally sound. A dedicated enthusiast with a PC can achieve far greater accuracy and customization. Yet, its appeal is undeniable. It encapsulates decades of gaming history into a single, accessible, tangible object. It lowers the technical barrier to entry, allowing anyone to instantly tap into a powerful current of shared cultural nostalgia.
By dissecting its anatomy, we move beyond being simple consumers and become more informed observers. We can appreciate the clever engineering that balances cost and performance, recognize the compromises made to hit a specific price point, and understand the complex software supply chain that brings these digital ghosts to life. It is a flawed machine, yes, but a fascinating one, revealing as much about our relationship with technology and the past as it does about the games it strives to resurrect.