The best hardware and technical innovations from past generations

These buttons are usually found on the top of the controller and typically have a secondary function in games. Though, in first person and third person shooters, they arguably function has the main buttons.  Over time, shoulder buttons have been further innovated upon with the creation of pressure triggers seen on the Dreamcast and a second row seen on the PlayStation home consoles.

  • Favorite usage: off-hand grenades in Halo

Mode 7 and true 3D environments

A flat, infinite and ever expanding plane probably gave the perfect illusion gamers needed for a pseudo 3D experience but, it wasn’t until CD based systems really started to take advantage of this. Two dimensions was pretty much the only aspect gamers knew and slowly, but surely that notion has reversed. Though, there are still very notable 2D based games around …

  • Favorite usages: Racing in F-Zero (SNES), navigating world maps in Square RPGs

Standard four controller ports

While this isn’t such a big thing now, but having four controller ports built into a system was an ingenious perk. Way before Nintendo implemented this on the N64, two ports were normally found on systems. Microsoft and Sega followed suite on this with their consoles, but Sony never did. Nowadays, USB ports and wireless signals are the standard for controller connections instead of a propriety connection shipped with a console.

  • Favorite usage: GoldenEye 007 multiplayer (N64)

Battery back up memory

Passwords were a great feature, but having to write them down all the time was a pain. Though passwords hung around while battery saves on the cart were being implemented, this function would later evolve into memory cards for CD based systems and hard disk drives further along into the future starting with the Xbox.

  • Favorite usage: The Legend of Zelda: A Link to the Past

Dual analog joysticks

Looking back, first person shooters were awkward at first, GoldenEye being one of them! Holding down a shoulder button for precise aiming? Now that’s a thing of the past! Innovating controllers like the Dual Shock really paved the way for quicker and easier camera controls as well as a dedicated stick for looking/aiming.

  • Favorite usage: Xbox 360 controller

Support the Pier Solar HD Kickstarter!

Pier Solar might not be well known to the general public but it deserves plenty of attention because it harkens back to the “golden years’ of RPGs, something I think all gamers can come to appreciate. Pier Solar and the Great Architects is a homebrew game for the Sega Genesis and with your help, it can get a major HD release onto other consoles! If an old-school, 16-bit RPG interests you even the slightest bit, donate to the developer WaterMelon and help them reach their goal!

http://www.kickstarter.com/projects/573261866/pier-solar-hd-an-rpg-for-xbox360-pc-mac-linux-and

Backwards Compatibility in the Next Console Generation

When I had found out that the PlayStation 2 would be able to play its predecessors games, I was instantly sold on the product. Keeping my  old controllers, memory cards and games and using them on the new system was a big deal. It was a genius concept and a great way to keep a consumer base. It makes things an easy sell and sounds like something that should iterated upon with every console generation.

Backwards compatibility is great, I have played and finished numerous games using current gen consoles, namely Persona 3 and Persona 4. Using the feature wasn’t without issues though. Persona 3 would often times fail to save my file properly to the hard drive and Persona 4 would sometimes crash or freeze. These errors were probably not present if played on the originating console. Not only that, the resolution was scaled to fit a certain ratio.

There are some things you have to give away when you use backwards compatibility. Sometimes it is relatively error free when the hardware is built into console. Other times it might use a form of emulation like late models of “fat” PlayStation 3s. This may rub some fans the wrong way. Problems with backwards compatibility have been raised with the Nintendo 3DS with critics citing that old DS games better off on being played on a DS Lite or the like.

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Backwards compatibility is not a new concept to the industry. You could even go back to the Super Nintendo to find the Super 8 and the Power Base Converter for the Sega Genesis. I have a feeling we won’t see it at all for the next generation of consoles. Besides some obvious technical and financial reasons console makers have to take into account, I think this generation has proved that it may not matter as much to fans.

If the current generation of consoles have proved anything about backwards compatibility it would be the fact that older games are constantly being re-released for current fan bases to enjoy. Nintendo has the Virtual Console, releasing titles from their previous consoles and even other consoles like the Sega Genesis. Sony does similar things, putting out titles from the PS1 and PS2 to be played on the PS3 and their handheld systems. It’s things like these that beg the question: why even implement hardware/software for backwards compatibility if you can just sell it again for current gen platforms?

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I think it simply comes down to profit. You may not make as much as you originally did from the initial release but, you can still make money from it. Some extra money might be needed  for porting, emulation and QA testing but, you will certainly make some sort of sales. All of that stuff may or may not come into play. Either way you have released a title that is currently not available on current gen consoles, making it less of a hassle to track down the game and other requirements to play said game.

So in essence, backwards compatibility has just adapted to a changing market and taken advantage of better technological resources. This can best be seen with the plethora of HD collections. From Silent Hill to Sly Cooper, gamers can enjoy dozens of games in a better quality than intended without having to search for multiple titles, consoles and peripherals.

The next problem is deciding which series or gem deserves to be remade/ported to our HD televisions.

“Portable” SNES mods

I never imagined taking a Super Nintendo on the road with me, which is why I had a Game Boy. The thought of bringing cartridges that can’t fit in your pocket on the road never seemed practical, not to mention the probability of terrible battery life. When I look back at the Sega Nomad, I see why Nintendo didn’t do the same with their home consoles. However this has not stopped people from attempting to make mobile renditions of the classic console.

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