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New Technology vs. Old Gamer Classics

RealDSmooth writes "Codemonkey over at 2old2play.com just posted an article on the evolution of gaming, and how new technology like the XBox 360 and the PS3 stack up against the classics that got us where we are today. It's a nice look at what has changed over the years, and what has (thankfully) stayed the same." From the article: "It is expected with any new game that hits the market that a patch may exist for that game before you ever put it into your PC or console. Why? Has the market degraded to such buggy software that we have to download a few megabytes of game fixes before it's even usable? How many patches did we have to get with Super Mario Brothers or Zelda? How many crashes did these games have besides your typical game lock up due to dust on your cartridge? Were games more solid 'back in the day'?"

66 comments

  1. To play devil's advocate... by Anonymous Coward · · Score: 3, Insightful

    It's reasonable to say that new games take more resources to develop than older games. Unless we want to see higher and higher prices, cost savings must be made. Given that downloading a multi-megabyte patch is much more reasonable now than it was, it seems like an efficient trade-off. Not that I agree the trade-off should be made, but it's an obvious choice if you are going to cut corners.

    1. Re:To play devil's advocate... by Alpha27 · · Score: 2, Insightful

      Mod parent up. To further show by example, let's look at games developed for the Atari 2600, that took 1-2 developers and less than 3 months, in some cases just a few weeks. Nowadays, it takes 3 to 24 months, sometimes even longer, with the number of people involved starting at 5 to 50 people. There are more pieces in the games, more lines of code, more things you can do. Overall, it's all more. One shouldn't be surprised that we have to deal with patches. But I will say one thing, they should have either spent more time or patched ET for the Atari.

    2. Re:To play devil's advocate... by rsilvergun · · Score: 1

      Yeah, but the only time you're saving money is when you abandon a game unpatched, otherwise eventually you'll spend the money patching the game, plus the money supporting the patch (directing users to it and bandwidth).

      If anything, publishers release games early to guage whether it's worth working on anymore than they already have. In the early days of 3D I bought several games I was promised Directx hardware patches for that never materialized.

      --
      Hi! I make Firefox Plug-ins. Check 'em out @ https://addons.mozilla.org/en-US/firefox/addon/youtube-mp3-podcaster/
    3. Re:To play devil's advocate... by Jarlsberg · · Score: 1

      ET was one guy doing everything with a solid five month deadline (H. Warshaw was contracted in august to get the game out before Christmas). It did sell a million, but with four million left in stock and a slew of unhappy gamers, it was not a big success. I don't think bug fixing would have saved the game at all. Primarily, it needed a functional design, a team of coders, graphic artists and musicians, and a year's deadline. Given the amount of money at stake, this was certainly doable.

    4. Re:To play devil's advocate... by Anonymous Coward · · Score: 0

      Yeah, but the only time you're saving money is when you abandon a game unpatched, otherwise eventually you'll spend the money patching the game, plus the money supporting the patch (directing users to it and bandwidth).

      That's not true. You're assuming that resources have the same value before and after the release date. In fact, resources are a lot cheaper after release date because the developers aren't in "crunch mode", don't make as many mistakes, you don't have to pay them overtime to get the thing out of the door on time, etc.

    5. Re:To play devil's advocate... by sigloiv · · Score: 1
      Exactly. The point is, games are just more complicated now. There are so many more variables and places that can cause problems, that problems are way more likely to occur.

      On another note, I'm not really against the whole patch thing. I mean, even if I buy a game that wasn't built solid the first time around, it'll work eventually, right? So, either you can wait for the patch, or you could've waited for the pushed back release date. What's the big deal.

      Anyways, patches provide a fix for stuff that never would've been fixed, even with a longer development period. Look at Unreal Tournament 2004. Epic has provided patches and map packs constantly, and continues to do so. How about Counter-Strike: Soruce? Do you think quickscoping would've been fixed had the company just taken 6 more months to release the game? (some people will dispute the word fix, but whatever) Uh, no.

      In other words: keep rolling out those patches game companies. ;)

      --
      Software is like sex. It's better when it's free. -Linus Torvalds
    6. Re:To play devil's advocate... by avencio · · Score: 1

      i agree with you, but for me is the new xbox360 the perfect version of a mobile games-solution. the latest news about this can you read browser spiele blogg avencio

    7. Re:To play devil's advocate... by KDR_11k · · Score: 1

      I don't think the XBox 360 can really be considered a mobile game system...

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    8. Re:To play devil's advocate... by avencio · · Score: 1

      i mean a good solution for holidays. my english is not so good, i wrote disastrous and mean the same like you.

  2. Loss of monopoly to blame? by MagicDude · · Score: 2, Insightful

    Could this be a result of Nintendo's loss of monopoly on the gaming market? Back when Big N was the only dominant force in the video game market, they could probably take their time in developing solid and uncrashable games. As the summary points out, how many times did Zelda or Super Mario crash or Punch Out crash? These days though, there's always the push to release games faster and faster at an unprecidented level of graphical and technical sophistication to beat out not only competing systems, but other 3rd party providers. Just recently when Nintendo announced that Twilight Princess was pushed back, the general reaction was "OMG, Nintendo is teh suck. We want it now!!" but I'm guessing that it'll have impecable programming and few if any technical errors. It seems like the creedo these days is that it's better to release more games at 90% rather than fewer games at 100%.

    1. Re:Loss of monopoly to blame? by cgenman · · Score: 4, Insightful

      I believe it was Miyamoto that said a slipped release date is temporary, but a bad release is permanent.

      Nintendo seems to understand this.

      As a side note, the article seems to be comparing modern PC games to old console games. My memory of old PC games was that statistical likelyhood of any game you bought actually working was slim, and it would take almost days to find this out. Wrong sound card manufacturer? Game dies. Wrong video card manufacturer? Game dies. 486 Sx instead of Dx? Game dies.

      Compared to PC games of yester year, modern PC games are a bastion of compatibility.

    2. Re:Loss of monopoly to blame? by cloudofstrife · · Score: 2, Insightful

      It isn't the loss of the monopoly that's to blame, it's that the developers don't spend time making there games. Look at Blizzard: every game that they make has been delayed past the initial release date, and yet every one of them has been an incredibly good game that innovates. Warcraft II, Diablo, Starcraft, Diablo II, Warcraft III, and World of Warcraft have all been critically praised.

    3. Re:Loss of monopoly to blame? by Jarlsberg · · Score: 1

      This is a big pet peeve of mine -- everytime anyone talk about games from the olden days they always talk about the dreck that we got from Nintendo, Sega and Atari. Bah, in the old days, we used real computers, like Speccys and Commodores and Amigas (and one dude even had an Acorn, but he never had any games to talk about).

    4. Re:Loss of monopoly to blame? by ElleyKitten · · Score: 1

      >>> I believe it was Miyamoto that said a slipped release date is temporary, but a bad release is permanent.


      "A delayed game is eventually good, a bad game is bad forever."

      --
      "What is Internet Explorer 7? Are you saying we can't access the normal internet?" - I love tech support. Really.
    5. Re:Loss of monopoly to blame? by Prophet+of+Nixon · · Score: 1

      I crashed SMB 3 several times, though I can't think of any other NES games I had that ever gave me trouble.

    6. Re:Loss of monopoly to blame? by smbarbour · · Score: 1

      I remember it differently.

      Wrong sound card: No sound or use AdLib emulation

      Wrong video card: This was more or less a case of you have a video card that can play games or you don't. 3D acceleration (and feature levels) didn't really exist (for gaming) at that time, and when they did they were added to another slot and linked to the 2D card via a ribbon cable.

      SX instead of DX? I don't remember any games that utilized the FPU that the SX/DX distinction represents. 33MHz SX vs 66MHz DX2? That's a different story, but most of the time having too slow of a processor just resulted in a slow game.

      I remember adding 4 Meg of RAM (for a total of 8MB) to a 486/SX 33 to be able to play Mechwarrior 2. It ran fine with the Cirrus Logic graphics chipset on board and the Packard Bell soundcard we had at the time.

  3. More solid, no by dcapel · · Score: 1

    but larger, yes.

    Games were small and simple then-- they are large and complex now, bugs will be easier to find in a large program.

    --
    DYWYPI?
    1. Re:More solid, no by Keeper · · Score: 1

      The GP was probably referring to the average number of bugs per line of code.

    2. Re:More solid, no by dcapel · · Score: 1

      Actually, I have no idea what I was thinking-- I mean the exact opposite of that post now that I read it again. Sheesh, I must be tired. :/

      --
      DYWYPI?
  4. 360? by Anonymous Coward · · Score: 0

    "new technology"

    360?

    Was that supposed to be a joke by the submitter?

    1. Re:360? by Nataku564 · · Score: 2, Insightful

      In theory, the new XBOX is designed to take games in a slightly different direction - via programmatically generated art. If you read some of their design articles and such, you see that the reason they went with a triple core processor (besides the shinyness) is so that a parallel thread can run alongside the main game, and programmatically generate scenery and such. So, instead of having roughly a 2:1 ratio of artists to programmers, this would (in theory) allow the programmers to take some base art model and mutate it based on a given algorithm, and thereby cut down the number of artists required to make a game.

      Not that I really think its going to take off...

    2. Re:360? by Red+Flayer · · Score: 1

      "So, instead of having roughly a 2:1 ratio of artists to programmers, this would (in theory) allow the programmers to take some base art model and mutate it based on a given algorithm, and thereby cut down the number of artists required to make a game."

      It's not just to cut down on the number of artists. It's also to cut down on the disc memory required for hi-res graphics. Much cheaper (memory-wise) to store an algorithm and x seeds than it is to store x images (when value of x is large).

      This was used quite a bit in games written in Basic for early Commodores -- level layouts were done by a formula and a random seed; playtesters (read: the programmers, or the programmers' little brothers) then evaluated the results, and noted the seeds used for each. The published game then fixed the seed values for each level. IIRC, Telengard used this method -- which had a ten-minute load time from cassette, even with the resultant memory savings.

      --
      "Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
  5. Causes for stability... by hackwrench · · Score: 2, Insightful

    The ability to target a single platform reduces bugs. Also, the more complex the platform is, the harder it is to be certain that your program takes into account all the idiosyncracies it may encounter. Furthermore, input devices have gotten more complicated.

    1. Re:Causes for stability... by Nasarius · · Score: 3, Insightful
      Also, the more complex the platform is, the harder it is to be certain that your program takes into account all the idiosyncracies it may encounter.

      Back in the days of DOS, this was extremely important. Now it's almost irrelevant. Everyone writes their games using DirectX and/or OpenGL, and it's overwhelmingly the responsibility of the libraries and drivers to ensure compatibility, not the game.

      --
      LOAD "SIG",8,1
    2. Re:Causes for stability... by hackwrench · · Score: 1

      But drivers are frequently written that fail to cover situation x, and many of the patches released for games these days seems to be to cover situations where driver doesn't cover situation x, or where for some reason, be it poor documentation or just poor understanding of the relevant issues, the game tries to do something that's just to the outside of what the driver/hardware combo wasn't designed to handle. Then you have the situations where the software was designed to run with older drivers, older hardware, or both. The music in an early PC release of Sonic R stopped playing the music on newer releases of DirectX, (at least I think that was what the problem was) I rebought Sonic R in a collection that said everything was certified to run in Windows XP, but I got robbed before I got around to trying it.

    3. Re:Causes for stability... by Perseid · · Score: 2, Insightful

      No, it's the reverse now. Back in the days of DOS you had to code everything manually, which was a terrible hassle, but it also meant that the developers were much more in control of what was going on. If you tested that your game worked with an SB16, it was pretty safe to assume it's going to work on your neighbor's SB16 too.

      Now you have to worry about new patches from Microsoft, new drivers from NVidia, Creative and that obscure Taiwanese company you've never heard of that made the onboard sound for that red motherboard.

      Yes, DirectX/OpenGL shield you from a lot of things, but that's both good and bad. You as a game developer are often at the mercy of the API, OS and driver.

  6. DMC by Turn-X+Alphonse · · Score: 1

    Guess the guy's never played Devil may cry has he? He acts like all games now must be huge, dialog filled and super complex, yet if he picked up Devil may cry for five minutes he'd see that games today can get by without being "super realistic" and just be a damn good game.

    He some how acts like because a game has a full team of developers it's fine to release a buggy game. It's more important to make stuff "look real" than make a damn good playing exprience. Yet I can think of countless games which are still damn fine from several eras, where as "flashy" games based on the latest fad (WWII-FPS and graphical whores) which just don't stand up any more (check out PSX games all based on graphics, you'll laugh till you're sick).

    The guy needs to look beyond his nose (or his agenda as it maybe), to see that games can ship with little or no bugs if people want to do it.

    --
    I like muppets.
    1. Re:DMC by geminidomino · · Score: 1

      Guess the guy's never played Devil may cry has he? He acts like all games now must be huge, dialog filled and super complex, yet if he picked up Devil may cry for five minutes he'd see that games today can get by without being "super realistic" and just be a damn good game.

      Of course, Devil May Cry 2 seems to fit the dossier. Much weaker than the original, too, IMO.

    2. Re:DMC by Turn-X+Alphonse · · Score: 1

      Try DMC3.

      2 was average, 3 is back to DMC1's feel and just as hard.

      --
      I like muppets.
  7. It seems simple to me... by ChowRiit · · Score: 2, Insightful

    A more complex game is going to have more chances to go wrong.

    Modern games have more 3D models, scripted sequences, dynamic rendered doodahs etc etc. Many older games would easily fit on 2MB of space, moderns games you're lucky if it's under 4GB. With so much extra information, so many extra possibilities, bugtesting is far harder - the code itself can't be checked for bugs, but instead playtesting is mainly relied on to find them. Thus, many bugs will be missed, and those that are missed will require more "space" to fix, as the language describing whatever's wrong will be longer, and thus more will be needed to replace it.

    A bit of an oversimplified way of explaining it, possibly, but getting across what matters.

    1. Re:It seems simple to me... by Stormwatch · · Score: 1
      Many older games would easily fit on 2MB of space, moderns games you're lucky if it's under 4GB.
      2MB? You spoiled kids these days! Back when I was a child, games would be up to 4 KB ! (Atari2600, anyone?)
    2. Re:It seems simple to me... by maddskillz · · Score: 1

      If you were expecting X number errors per thousand lines of code, then it seems to make sense that as the games grow exponentially, the number of errors would as well. If there aren't as many opportunities for errors, the ones that are there will be more readily noticed in the testing phase.

    3. Re:It seems simple to me... by Anonymous Coward · · Score: 0

      Games are written in higher level languages now, which are a whole lot easier to write and to debug. Tools are better too. So bugs per line of code should be down nowadays, assuming programmers are the same.
      OK, probably not exponentially lower, so your point stands.

  8. Reaction to TP delay by antizeus · · Score: 5, Interesting
    ust recently when Nintendo announced that Twilight Princess was pushed back, the general reaction was "OMG, Nintendo is teh suck. We want it now!!"
    That's interesting. It seemed to me that the reaction (among fans) was more like "That's unfortunate, but I'd rather wait for a good and complete game than have a bad or incomplete game earlier." Similarly, quite a lot of people would rather have waited a few more months and gotten two more dungeons in Wind Waker.

    This may be a difference in perception, as I may have payed more attention to such an opinion because I share it, and that I would tend to disregard an opposing view. It also may have been a matter of the choice of communities that I monitored.

    Of course, I did see plenty of "Nintendo is teh suck" type opinions, but those seemed to be from people with a prior bias against Nintendo, and didn't really care about a Zelda release other than as an opportunity to engage in a flame war.

    --
    -- $SIGNATURE
  9. Is it really that bad? by Phantasmo · · Score: 2, Insightful

    Maybe it's just me, but I wouldn't describe Wind Waker or Super Mario Sunshine as "buggy." They're certainly not any more buggy than the original Super Mario Bros. or Legend of Zelda, and they're far more complex.
    I've only seen one Nintendo game crash (Metroid Prime), and it's only happened once to me in hours and hours of play.
    I haven't played a PC game in the last few years that wasn't patched within a week of release, but most console games are definitely very playable out of the box.

    --

    The US Army: promoting democracy through unquestioned obedience
    1. Re:Is it really that bad? by b00m3rang · · Score: 1

      Your Super Nintendo didn't run Internet Explorer, Outlook Express, Norton Antivirus, and several dozen windows services while simultaneously playing those games, either.

    2. Re:Is it really that bad? by Planesdragon · · Score: 1

      Maybe it's just me, but I wouldn't describe Wind Waker or Super Mario Sunshine as "buggy."

      I'd describe the latter as "horridly designed." The sequence for trying a level again was "Die -> Wait for Island level to load -> go back to level -> Wait for Level to load -> play level for a bit -> Die". Bad, bad, BAD design that keeps me from really even looking for my copy of the game.

      Wind waker was much less so, although it could have used more game.

    3. Re:Is it really that bad? by grumbel · · Score: 1, Flamebait

      ### Maybe it's just me, but I wouldn't describe Wind Waker or Super Mario Sunshine as "buggy."

      The problem with WindWaker and SuperMarioSunshine isn't that they are buggy, but simply that they are broken by design, they might not be bad games, but for sure they aren't great either. Comparing them to the really old classics is kind of pointless, since you end up comparing a brilliant game of yesterday to an average one of today. Comparing Sunshine and Windwaker to their predecessors on the N64 is much more interesting, since it shows that both of them are not as much fun as Ocarina of Time or Mario64 due to numerous faults in the design (ridding Epona through the world is much more interesting then a stupid ship on a ocean that is all blue and boring, being able to jump into a picture is a lot more fun then watching a stupid cutscene seeing mario dissolve, having actual Jump'n Run action is more fun then annoying 'puzzles', etc). While I would love to have more 2D games released, their simplicity had something that got lost in the more complex games, I can have just as much fun with a 3D game if it is as good as a Mario64.

    4. Re:Is it really that bad? by Nataku564 · · Score: 1

      I dont know ... generally I think of games having a negative effect for death as being pretty standard. Admittedly, experiencing death over and over again gets very annoying ... but its a Mario game - that really shouldn't happen to you unless you start siezuring during a boss fight or something.

    5. Re:Is it really that bad? by KDR_11k · · Score: 1

      The "secret" levels in SMS cause many deaths, especially if the camera decides that it knows a better point of view than your current one or you misjudge the distances of objects freely flying in space without any points of reference.

      Mario should have stayed in 2d.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  10. Yes. by Anonymous Coward · · Score: 0

    Next question?

  11. Far less pressure... by Perseid · · Score: 1

    I think one of the reasons that older games are more 'refined' could be due to the fact that the industry was much smaller then and millions of dollars were not riding on whether or not your compile completed that night.

    Back in the days of the Atari 2600, games were often made by one guy in a basement writing assembly code for small, fledgling companies that did not stuff 10 million dollars into the development of Combat.

    I cite the example of The Sims Online. Never played it myself, but I heard horror stories. A lot of the things that were advertised on the box were disabled so they could be finished later in a patch. This apparently would have been a decent game is EA had left well enough alone, but the pressure from the suits, who DID put millions of dollars into the game, forced it to come out early and unfinished.

  12. dredged up from mathematics by Jippy+T+Flounder · · Score: 1

    i am so bold, i suggest that the quality of gameplay and number of bugs are both inversely proportional to the amount of money spent on hype and advertising.

    or, maybe they should advertise AFTER the game is COMPLETE, and not just for any given value of complete.

    --
    ---- I was woken up this morning by a face full of fur. Damn cat thought my head made a good pillow.
  13. Re:Super Mario Bros sure is buggy by Psykechan · · Score: 1

    The original SMB had lots of bugs. You could walk through walls, glitch the warp pipe to take you to world " -1", pass through the left side of the screen to the right using a vine, get trapped and not be able to move on a vine, trick the game into thinking that you were shrunk by getting hit and touching the axe at the same time, using the previous glitch to become little fire Mario, beating the castle and dying at the same time, sliding around by firing and jumping at the same time, and locking up the game by getting more than 255 extra lives.

    You're right, new games have some bugs but SMB had quite a few of its own.

  14. New technology is crap if it doesn't ... by Nice2Cats · · Score: 2, Interesting

    ... run NetHack. I mean, what other game do you need? All this new-fangled stuff, colors, sound. Good grief.

    1. Re:New technology is crap if it doesn't ... by BenjyD · · Score: 1

      How about something with story, characters, puzzles and script?

    2. Re:New technology is crap if it doesn't ... by Cheapy · · Score: 2, Funny

      Story: Going to retrieve the Amulet of Yendor to become a demi-god.
      Character: @
      Puzzles: Ever done the Rogue quest?
      Script: #chat to Izchak

      Nethack has everything :)

      --
      Would you kindly mod me +1 insightful?
  15. Oh, there were bugs by Jarlsberg · · Score: 1

    Old software wasn't any less buggy than their modern counterparts, but in the good old days we had to accept the bugs and learn to live with them, and even try to work them to our advantage. We had to get up early in the morning to start the tape player if we wanted to play the game during the afternoon, but they were often so difficult we rarely got beyond the first screen. The bugs were also spectuclar, often culminating in bosses not being possible to kill, to sprites getting stuck and tapes that demagnetized. Consoles. Eh, we never touched them. Good times.

  16. SMB was not bug free by j0nb0y · · Score: 3, Informative

    Super Mario Bros was not a bug free game. I know of three bugs...

    1. Lil Spits. While big and fighting Bowser, land on the hammer and be touched by Bowser at the same time. You will complete the level and go down to small size, but the game will be confused and still think you're big. On the next level, hit a mushroom block. It will put out a fire flower (since the game thinks you're big). Grab the fire flower. Now you're still little, but when you hit b, you throw a fireball.

    2. The Fabled Minus World. At the pipe at the end of level 2 - 2, stand on the edge of the pipe facing left. Duck, jump up, and move back towards the wall. If you do it exactly right, you will go through the wall, and come out the other side in the warp zone. Immediately go through the first pipe (before the numbers appear). You will be warped to world - 1, which is a copy of world 2 - 3, except that it never ends. The end pipe for the level will take you back to the beginning of the level.

    3. Get Stuck. At the end of level 2 - 3, there is a space above the exit pipe. Duck and swim into it. Then let go of the down button. You will get stuck in the wall. There's no way to get out.

    All that being said, these bugs didn't interfere with normal gameplay, as usually the only way they showed up was if you were trying to show them to somebody. And even then, they weren't easy to trigger. The third one is the easiest. The other two are a little tricky to pull off.

    --
    If you had super powers, would you use them for good, or for awesome?
    1. Re:SMB was not bug free by Dachannien · · Score: 1

      This still indicates that QA was a lot better back in the day than it is now, as the only bugs that remained were fairly obscure and unlikely ever to be caught by in-house testers (assuming they wanted to release the game before Duke Nukem Forever comes out). Yesterday's games win out on the obvious to not-so-obvious bugs, because the better QA process will catch them and they'll never see the light of day. Take the uninstaller for Ubisoft's Pool of Radiance (please), which would sometimes start deleting everything. A game that caused your SNES to stop working permanently sounds ridiculous, but it happened on the PC platform once the QA process became less critical due to patchability.

      Oddly, though, today's games win out in terms of really obscure bugs, because while all bugs will eventually be found, only today's patchable games will ever have those bugs fixed. The patch notes for some games read something like, "Fixed a bug where if you hop on one foot and gargle peanut butter at the equinox, the game causes your power supply to catch fire."

      On a side note, was the World -1 bug an actual bug, or was it an easter egg?

    2. Re:SMB was not bug free by j0nb0y · · Score: 1

      It was a bug. At the very least, Nintendo views it this way since it is removed from rereleases of the game.

      --
      If you had super powers, would you use them for good, or for awesome?
    3. Re:SMB was not bug free by Anonymous Coward · · Score: 0
      This still indicates that QA was a lot better back in the day than it is now, as the only bugs that remained were fairly obscure and unlikely ever to be caught by in-house testers
      Like, say, Jet Set Willy for the Sinclair ZX Spectrum? Huge commercial success, sold thousands of copies - but impossible to complete due to bugs. And it's far from the only game that suffered from such crippling bugs, as lots of them were released without any QA whatsoever. Like so many other claims of how better gaming was "back then" it's mostly a matter of rose-tinted glasses, comparing your old childhood memories with your grown-up experiences. If you take a critical view of how things really were, you will find that things really never were as good as you thought they were.
    4. Re:SMB was not bug free by geminidomino · · Score: 1



      The "minus world" is actually at the end of level 1-2, not 2-2. You run through the blocks to the first warp zone of the game.

      </mode>

  17. Complexity by thesandtiger · · Score: 1

    Not that it excuses poor QA, but the gaming environment now is much different than the gaming envirionment "back then."

    How many possible configurations can a PC gaming rig have? How much more complicated are the games themselves, and the process of making them?

    And fault... Who's fault is it if a game crashes with certain video cards because of a buggy driver? Is the game maker really responsible for ensuring that every possible system that meets their minimum specs can run the game?

    With consoles, the games are less buggy because they have 1 target to hit. There are bugs (seemingly more now than back then) but there are also more games.

    There are more automobile related fatalities now than there were in 1930. Is this because automobiles have become less safe, or is it because we have more of them, being operated in all kinds of environments, being used by a broader scope of drivers?

    --
    Since I can't tell them apart, I treat all ACs as the same person.
  18. Hehe by TheLink · · Score: 1

    How about Duke Nukem 3D?

    --
  19. Favorite game. by CCFreak2K · · Score: 1

    It's not from the 16-bit era, but my all-time favorite game is Deus Ex. Modern shooters can't even hold a candle to its story and gameplay.

    --
    "Beware of he who would deny you access to information, for in his heart he dreams himself your master."
  20. Maybe games are buggier now because... by JFMulder · · Score: 1

    ... the games are also orders of magnitude more complex? Complex software having bugs, who would have thought?

  21. We just called them "glitches" not "bugs" by analog_line · · Score: 1

    There were innumerable ways to get all kinds of wierdness to happen in the old NES and SNES games. I never owned a Genesis, but I can't imagine there aren't tons of them.

    I knew several people who used to glitch hunt back in the day. It was a way to hack the games without really being able to hack them per se. Figuring out all the flaws. A quick search for such gave me http://kontek.net/davidwonn/nes.html which is a glitch listing site for NES games, and I'm sure there are far more like it.

    The difference between the glitches of old and the bugs of today is that for the most part, the old time glitches didn't interrupt normal gameplay. If you never tried whatever the particular arcane button combination was at the exact time you needed to do it, you never saw it. Sometimes you wanted to, like the invincibility glitch in Mega Man 3, because it made the game easier or made everything all wierd colors or something. These days bugs tend to make games almost impossible to play, or damage your computer. See Deus Ex 2 for Xbox (would BSOD the console, always amusing) and Pool of Radiance 2 for PC (the infamous hard drive erasing bug).

    Of course, there were plenty of shoddily designed games back in those days where the bugs were so awful that it made the games near unplayable, but they generally game from fly by night operators in the first place. Look around the old NES game reviews in GameFAQs and you'll see a ton of prime offenders.

  22. Re:Super Mario Bros sure is buggy by Nataku564 · · Score: 1

    One of my favourites is the bug in Bomberman. If you planted a bomb on your square, and held down the button without moving, it would turn your character into a continuously exploding square. Of course, the minute you let go of the button you would die ... but it was still fun to walk around as a blazing inferno.

  23. The other way around by mwvdlee · · Score: 1

    Since small programs do very little, a bug will be more noticable because, chances are, the buggy code will be executed quite often (the program has little else to do). This makes finding, and fixing, bugs before publication a lot easier.

    In large programs, there are a lot of chances for rare conditions . It is nearly impossible to recreate each of these conditions in a reasonable time and therefore it is only logical that not all bugs will be found before publication.

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  24. Sensi by duncangough · · Score: 1

    All I know is that no-one has even come close to creating a better football (soccer) game than Sensible Soccer.

  25. Nobody will ever read this by antifoidulus · · Score: 1

    Go Steelers!

    1. Re:Nobody will ever read this by ecryder · · Score: 1

      Speaking of this...i was playing Madden '06 on the PS2 last night with my son. Steelers vs. Colts. About 2 minutes into the 3rd quarter he hits "start" to challenge a play and the whole game glitched out. Repeating 1 second sound effect and frozen console. He said he wins. This is about the 4th time Madden '06 has frozen on me (a couple times on the PSP and a couple times on the PS2). What's up with that??

    2. Re:Nobody will ever read this by antifoidulus · · Score: 1

      It's just like the real game, the challenge screws the steelers over!