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Classic Game Console Design Mistakes

Harry writes "Some bad decisions in game console design get made over and over. (How many early systems had nightmarish controllers?) Others are uniquely inexplicable. (Like the Game Boy Advance's lack of a headphone jack.) Some stem from companies being too clever for their own good. (Like the way the RCA Studio II and Atari 5200 drew their power through their RF switches.) Benj Edwards has rounded up a few classic examples, and has attempted to figure out what was going on in the designers' heads — and what we can learn from their mistakes."

185 comments

  1. Or the old one where... by Fluffeh · · Score: 1, Offtopic

    Or the oldest mistake in the world, where developers/publishers DO NOT listen to beta testers and preview testers and PUSH their "better" ideas to the final gold cut even if they get told by everyone playing it that it's wrong/stupid/not enjoyable etc.

    Hello, Star Wars: Galaxies combat system for probably the BEST example of being pig headed and pushing through a joke of a combat system even when EVERYONE playing the game says it sucks ass.

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    1. Re:Or the old one where... by von_rick · · Score: 0

      If they listen to beta testers of Bloody Carnage console before its first release, how can they make money on Bloody Carnage II - The Ultimate Destruction Edition?!

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    2. Re:Or the old one where... by Sockatume · · Score: 1, Informative

      I don't think Star Wars Galaxies is a console. The subscription may cost as much as one, mind you.

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    3. Re:Or the old one where... by Anonymous Coward · · Score: 0

      As someone who has worked with more than a few people who worked on SW:G I can say that all the developers knew the idea was shit at the time. The trump card is Lucasarts' IP ownership.

      If they insist the options are slowly strangle your subscriber base or lose the game immediately (possibly with litigation depending on the contract).

  2. Those Who Forget The Past... by AnonymousIslander · · Score: 1
    ... are doomed to repeat it...

    Some stem from companies being too clever for their own good. (Like the way the RCA Studio II and Atari 5200 drew their power through their RF switches.)

    Anyone fancy some DRM? Or a bullshit non-standardized mobile adapter? I know imitation is flattery but...

  3. TurboDuo by AmigaHeretic · · Score: 1

    Perfect System ;-)

    1. Re:TurboDuo by mzs · · Score: 1

      How have you not had to replace some bulging caps?

    2. Re:TurboDuo by twicesliced · · Score: 1

      That's why I own a PC Engine Duo-R ;)

  4. I had an Atari 2600 by Anonymous Coward · · Score: 1, Informative

    My cousin had an Atari 5200. I recall him at some point noting his Atari being "better." But seemed every other time I saw him, the 5200 was away being repaired or some such.

    My 2600? Never broke. Paddles did develop the jiggles, but I never lost a joystick. Then again, I never had Activision Decathlon.

    1. Re:I had an Atari 2600 by Dogtanian · · Score: 3, Informative

      My cousin had an Atari 5200. I recall him at some point noting his Atari being "better." But seemed every other time I saw him, the 5200 was away being repaired or some such.

      The 5200 was internally based on the 400/800 computer system (in fact, the insides were near identical, albeit with some minor memory map and OS changes that killed direct compatibility). The 400/800 was miles better than the 2600- unsurprising when you consider that it was originally meant as a next-generation successor to the 2600.

      I've never used one, but from what I know, the 5200's problems primarily stemmed from the horrible external hardware design (particularly the controllers) and lack of 2600 compatibility.

      The former wouldn't have been a problem with the 400/800, which used the same style controls as the 2600, and the latter wouldn't have been such an issue, since they had plenty of pre-existing software.

      Atari later released the XEGS (XE Games System) that- unlike the 5200- retained compatibility with the 400/800/XL/XE series it was virtually identical to. However, that was the late-1980s, and another era.

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    2. Re:I had an Atari 2600 by PumpkinDog · · Score: 0

      My cousins (who gave it to grandma where i played it) had an Atari 5200. They had the 3rd party controllers (where the joystick was separate from the keypad). Never really seemed to be any problems with the system (other than what you'd expect from a console in those days). I saw a 2600 years after playing many games on the 5200 and remember thinking "meh, that looks kinda boring/outdated". Most of the "hate" against the 5200 I tend to disagree with... Guess it depends on what you grow up with.

    3. Re:I had an Atari 2600 by Hatta · · Score: 1

      I bought a 5200 a while back. It came with 6 controllers, not one of them worked. Other than that, the 5200 was far superior to the 2600, being based on Atari's 8 bit computers. Compare Star Raiders on the two systems, there's just no contest.

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  5. Looks liek this guy learned... by JordanL · · Score: 1

    His last article submitted to slashdot had 24 pages... and over half of the replys were people loudly complaining.

    He's cut it down to four. Much more reasonable. (Though still unnecessary.)

    1. Re:Looks liek this guy learned... by hairyfeet · · Score: 4, Insightful

      The guy also seems to be remembering history through rose colored glasses. And I quote: "It took a long time before one innovator clearly came along (in this case, Nintendo with its NES pads) and provided a truly easy-to-use, accurate, sensitive, and comfortable solution."

      He obviously doesn't remember the NES pads, or is confusing them with the SNES pads, because those little square brick NES pads were the definition of cramped hands. The first truly long term comfortable controller I ever held in my hands were the Sega Genesis original 3 button. The curved shape made it easy to tear through some Altered Beast or Super Thunder Blade. Anybody who gamed for hours with the original NES pads knows the lovely hand and finger cramps that would come after hour 2.

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    2. Re:Looks liek this guy learned... by Kratisto · · Score: 3, Funny

      The guy also seems to be remembering history through rose colored glasses.

      Do those glasses produce eye-strain-inducing three dimensional images as well?

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    3. Re:Looks liek this guy learned... by Anonymous Coward · · Score: 3, Informative

      I must agree, only for me it wasn't cramped hands, it was "Nintendo thumb". My thumbs would get completely sore playing on the standard NES pads after about an hour. I ended up buying a NES Max, which was much, much better but shouldn't have been required. When the Genesis came along, it had basically a perfect controller out of box.

    4. Re:Looks liek this guy learned... by walshy007 · · Score: 2, Insightful

      because those little square brick NES pads were the definition of cramped hands.

      I started playing nes when I was 4, I stopped around age 13, those controllers were very comfortable for me. Perhaps now that I'm not a child they wouldn't be, but to children they were fine

    5. Re:Looks liek this guy learned... by TheCowSaysMooNotBoo · · Score: 1

      I liked them because I didn't know better. I'll pick a round controller every day over the bricks we used to have.

    6. Re:Looks liek this guy learned... by weszz · · Score: 1

      I remember the blisters my brother and I would get from the corners of those controllers... the rounded sides were SO much better...

    7. Re:Looks liek this guy learned... by Anonymous Coward · · Score: 0

      actually, i was playing final fantasy for NES this past weekend, and I love those controllers - my only issue is that my down button no longer works well. i never experience hand cramps or the like

    8. Re:Looks liek this guy learned... by Anonymous Coward · · Score: 0

      I must agree. Granted, I never had NES or SNES, but my friends did. I was the only one with a Sega Mega Drive (the European Genesis, for you youngins) and found that it was much nicer to hold that controller than the square shaped Nintendo ones

    9. Re:Looks liek this guy learned... by Hatta · · Score: 1

      He obviously doesn't remember the NES pads, or is confusing them with the SNES pads, because those little square brick NES pads were the definition of cramped hands.

      Nope, I still play mine regularly, and the pads are fine. Don't hold yours so tight. The difference in comfort between the NES and SNES or Genesis is much smaller than that between the NES and the 2600/intellivision/colecovision pads.

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    10. Re:Looks liek this guy learned... by cbackas · · Score: 1

      Assuming you didn't mind the incredibly short cord. That thing kept me from being able to sit on a couch while playing. I actually switched to Master System controllers (which were compatible) for games like Sonic that didn't need more than 1 button as those had insanely long cords.

    11. Re:Looks liek this guy learned... by Moryath · · Score: 2, Interesting

      Therein is the underlying problem.

      Different people, of different ages, will play your game console. Those different people, for the most part, will want (at least if they are going to be comfortable) different-sized controllers.

      Yeah. Most of the Japanese population has small hands. They're also shorter. Remember, the reason that Asian societies never had much use for the idea of the straight-blade sword, and never developed the single-handed "lunge" maneuver, is that those don't work very well for people whose arms and legs are proportionally shorter than most of the Western people. If they wanted something to poke at someone at distance, their best bet was a spear.

      Look back on controllers and what do you see? Large-sized (Atari 2600, Colecovision etc controllers). American companies. Switch forward after the crash, what do you have? NES/SNES - kiddie-sized controllers. Hard for adults to use for long. Genesis, a little better but not that great.

      N64 controllers - heck, these things are just as big as an original Xbox controller. Set them side by side once. Playstation controllers, back to the small size, but your help came from companies like Pelican and Nyko that released adult-sized controller replacements.

      Gamecube controller - smaller again, looked like something drawn by someone's 5-year-old.

      Now we're stuck in the same boat. Xbox360 controllers could do to be a bit bigger for adults, smaller for kids. PS3 uses the same damn form factor, and I've wound up buying a couple of 3rd-party replacements once more.

      BTW, I don't have "huge hands." According to standard sizing I use a Men's Medium and my girlfriend uses a "Women's Small." I prefer the larger controllers anyways (original Xbox especially) because I can hold my wrist straight in "Handshake position" and don't have to curl my 4th and 5th fingers underneath just to support the damn thing. The crease of my palm can do all the holding work and leave my thumbs and trigger fingers free to manipulate the buttons and triggers.

    12. Re:Looks liek this guy learned... by Khashishi · · Score: 1

      I dunno, the Genesis controller was just too big for me when I was a kid.

    13. Re:Looks liek this guy learned... by Khyber · · Score: 1

      "He obviously doesn't remember the NES pads, or is confusing them with the SNES pads, because those little square brick NES pads were the definition of cramped hands."

      And you obviously don't remember the NES Advantage pad, which had that shape before the Genesis EVER existed.

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    14. Re:Looks liek this guy learned... by Anonymous Coward · · Score: 0

      And you are obviously too young to know what you're talking about. The NES Advantage was a joystick, not a gamepad. There was the NES Max, but that wasn't even the same shape as the Mega Drive controller and didn't come out until 1988, the same year the Mega Drive was released.

    15. Re:Looks liek this guy learned... by Anonymous Coward · · Score: 0

      The original controllers were certainly adequate, but my favorite NES controller was the NES max: http://en.wikipedia.org/wiki/NES_Max

      Couldn't image playing SMB3 without those turbo buttons!

    16. Re:Looks liek this guy learned... by mgblst · · Score: 2, Funny

      Remember, the reason that Asian societies never had much use for the idea of the straight-blade sword, and never developed the single-handed "lunge" maneuver, is that those don't work very well for people whose arms and legs are proportionally shorter than most of the Western people. If they wanted something to poke at someone at distance, their best bet was a spear.

      Yeah, I remember that from training at the Jedi Academy.

    17. Re:Looks liek this guy learned... by tieTYT · · Score: 1

      I stumbled upon this video game controller "family tree". http://www.axess.com/twilight/console/ Not that interesting, but relevant.

    18. Re:Looks liek this guy learned... by zonker · · Score: 0

      I think you are referring to the NES Max, not the Advantage. The Advantage was an arcade style joystick. The Max was a great controller for the time, much more comfy than the stock controller. However it came out the same year as the Genesis (late 1988 in Japan) though I don't know exactly which came first.

    19. Re:Looks liek this guy learned... by Khyber · · Score: 1

      Oh, I'm sorry, please forgive me for having owned so many fucking peripherals that I can't keep track of the names of them all.

      Fucking nitpicking cocksucking cowardly bastard.

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  6. Correction by MattG91 · · Score: 5, Informative

    Correction: The Gameboy Advance SP had no headphone jack; the original Gameboy Advance did, as did the Gameboy Micro. But who bought a Gameboy Micro, anyhow... My first video game platform ever was an Advance SP. And I had to go buy a dongle to use headphones.

    1. Re:Correction by master5o1 · · Score: 0

      I saw no point in buying that for my SP.

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    2. Re:Correction by OrangeTide · · Score: 0

      then you simply didn't want/need headphones badly enough to pay the Nintendo $5 headphone tax.

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    3. Re:Correction by MistrBlank · · Score: 1

      Did they actually ever release this in the US? I had to import mine, fortunately I still managed to get one for only $5.

    4. Re:Correction by mzs · · Score: 2, Informative

      Yes but I only ever saw it on their online store. They still have them in fact:

      http://www.nintendo.com/consumer/systems/gameboyadvance/accessories.jsp

      I bought two sets of madcatz adapters that allowed me to charge and plug in head phones at the same time. The most disappointing thing about the SP related to the GBA was that when you played four swords you could not charge. The great thing about it (even the first rev SP) was the backlight and small size.

  7. X-Box controller by Anonymous Coward · · Score: 0

    Am I the only one who liked the X-Box controller (to the best of my memory)? It fit in my hands great.

    1. Re:X-Box controller by DigiShaman · · Score: 1

      It's a nice controller for sure. I've go the X-Box 360 version for my PC just so I could play Burnout Paradise (The Ultimate Box). It was well worth it IMHO. But if your into console emulators such as the SNES, Genesis, and PS1, nothing beats the Gravis GamePad Pro (USB). It's basically a Playstation controller for the PC. I'm surprised they didn't get sued by Sony unless a deal was already cut between them.

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    2. Re:X-Box controller by cbhacking · · Score: 1

      Actually, I miss the older, larger controllers; Everything switched to the smaller controllers (which apparently many folks preferred, but which I found uncomfortably small), then to the 360 controller (which corrected some of the small controller's other flows, but is still physically smaller than I like). It's not even like I have gian hands - I just like holding something larger than the smaller controllers, and find the button positions more natural.

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    3. Re:X-Box controller by koolfy · · Score: 3, Informative

      Or you can simply buy a 5$ adapter to plug your PS1/2 on your computer (USB) and use the actual PS controller. (linux even supports PS3's wireless controller)

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    4. Re:X-Box controller by tepples · · Score: 2, Informative

      But if your into console emulators such as the SNES, Genesis, and PS1, nothing beats the Gravis GamePad Pro (USB).

      I have one. Its D-pad makes it too easy to press diagonally, which screws up my Tetris big time. So instead, I bought an Adaptoid for my N64 controllers and an EMS USB2 adapter for my PlayStation controllers.

    5. Re:X-Box controller by Anonymous Coward · · Score: 0

      nothing beats the Gravis GamePad Pro (USB)

      This does.

    6. Re:X-Box controller by KDR_11k · · Score: 1

      Dunno, I like my Speedlink Stormtrooper gamepad because when set to digital the left analog stick has a perfect deadzone for playing 2D games. I can even do doubletaps easily with it.

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    7. Re:X-Box controller by Moryath · · Score: 2, Interesting

      What made the original Xbox controller nice (for anyone who actually used it, as opposed to Sony fanwanks and Tycho/Gabe who don't ever even fucking play the games or consoles they talk shit about) is basic ergonomics.

      The original Xbox controller is not designed to be held in the "traditional" controller position (wrists curled, hands tucked under, 3rd/4th/5th fingers curled in to support the console). That position is why people get carpal tunnel and "nintendo thumb".

      Instead, you can keep your hands vertically oriented ("handshake position", like these absolutely fucking fantastic mice), rest the controller in the crease of your palm, and allow the fingers to rest. Much less worry about RSI, much easier to actually use the damn buttons without worrying about losing your grip on the controller.

      If Gabe/Tycho and the Sony fanwanks would ever have used it, they'd know this. Instead, they just screwed around hating on it because it was from Microsoft, and the rest of us now have to suffer with ergonomically incorrect pads because of it.

    8. Re:X-Box controller by unfunk · · Score: 1

      No, he's talking about the huge controller that came with the machine at launch. That fucker was enormous.

      Incredibly comfortable though...

  8. comfort zones by Goffee71 · · Score: 2, Insightful

    Nice that this article fails to consider that all of these technologies come from companies developing within their comfort zones, unaware another company was pushing the boundaries or under immense budgetary pressures to save every last cent.

    In the author's world of retrospect, everything should be fantastic.

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    1. Re:comfort zones by Shin-LaC · · Score: 0, Flamebait

      Nice passive-aggressive tone without a reason there. Maybe the writer just wanted to get straight to the point and not waste time making excuses for designs that are irrelevant nowadays.

    2. Re:comfort zones by Anonymous Coward · · Score: 0

      Not
      Invented
      Here

      Which is a problem with all technology companies

    3. Re:comfort zones by Anonymous Coward · · Score: 0

      Well, apart from the "what where they thinking?" section after every one of them where he considers these exact points.

  9. World's first pause button? by Hamster+Lover · · Score: 4, Informative

    On the bright side, the 5200 joysticks included the world's first on-controller pause button.

    Er, the Intellivision had a system-wide pause function that would pause any game when you held the "1" and "9" keys (I believe "3" and "7" also worked) on the keypad simultaneously.

    If you want to get picky there was not exactly a button marked "PAUSE", but it served the same function.

    1. Re:World's first pause button? by Anonymous Coward · · Score: 1, Funny

      Yes. 2 buttons are never 1 button.

    2. Re:World's first pause button? by elrous0 · · Score: 1

      Well, at least it gave that goddamn numeric keypad SOME usefulness.

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    3. Re:World's first pause button? by Hatta · · Score: 2, Informative

      Did you never play Major League Baseball on the Intellivision? Selecting your outfielders with the numeric pad was awesome.

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  10. N64 cartridges by Mozk · · Score: 5, Insightful

    Loading times for games on CD were very long in the mid-1990s, sometimes trying the patience of the player. [...] In contrast, the access time for ROM chips in cartridges was nearly instantaneous, with nary a loading screen to be found. It made for a better user experience up-front, but ultimately that feature alone wasn't worth the price of admission.

    Unfortunate, as long load times is one of the things that really irked me with the PlayStation.

    They state that game publishes were reluctant to invest in cartridges, as CDs were less risky and had higher profit margins, but if the focus had been on making good games that people want to play rather than trying to weigh risks and balance game quality with profitability, they really shouldn't have had to worry about that.

    Nevertheless, there were a few good N64 games and couple of great ones. Cartridges weren't a complete mistake.

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    1. Re:N64 cartridges by Z80a · · Score: 3, Interesting

      well, if you take account Nintendo 64 had almost twice the ram of playstation console, and probably the devs would want to use it, that would mean in a lot of cases that N64 would have two times more loadtime than the playstation console, unless they used a more expensive 4x drive.

      and that without the expansion pack thing of course, with it, we re talking about 8 mb to fill now.

    2. Re:N64 cartridges by Anonymous Coward · · Score: 1, Informative

      Too bad it only had a 4kb framebuffer and you were still stuck with tiny, horribly stretched or repeating textures all over the place despite any amount of system RAM.

    3. Re:N64 cartridges by BikeHelmet · · Score: 1

      It worked out okay though. Games like Blast Corps and Donkey Kong 64 looked decent for what they had to work with.

    4. Re:N64 cartridges by Z80a · · Score: 2, Insightful

      actually thats not a frame buffer, but a texture cache, but you're correct on that being the cause of the crappy blurry textures.

      Playstation had a 2k texture cache, but if i'm not mistaken, its hardware automatically did cut the bigger textures in smaller parts to fill the cache with the pixels that only would be used on that triangle, unlike N64 that needed to pull that off manually or not at all, as the cases you pointed.

    5. Re:N64 cartridges by walshy007 · · Score: 1

      Too bad it only had a 4kb framebuffer

      hate to be pedantic, but it had 4kb texture cache, if it had a 4kb framebuffer it wouldn't even pull of snes style graphics.

    6. Re:N64 cartridges by Z80a · · Score: 1

      unless you use it to raster a single line of picture, and change it every scanline of the television, just like on atari.

      but you still needs a triangle rastering method that works like that to this thing actually work.

    7. Re:N64 cartridges by TSDMK · · Score: 2, Interesting

      Optical discs as a storage medium suck. They're fragile, slow to read in non-sequential order and make the machines noisy and more prone to failure. They can't die fast enough.

      I always find it a bit sad that game consoles have almost entirely gone from the switch it on and play instantly to the PC's wait-half-an-eternity-to-install-and-patch routine (I'm looking at the PS3 in particular).

    8. Re:N64 cartridges by Anonymous Coward · · Score: 0

      The ability to instant play (at least as far as we used to know instant play) is probably gone forever. Game data has simply become too large and pushing gigs (and soon terabytes) of data around is going to take more time no matter what kind of media its on.

      That said, I seriously doubt that the throughput on a N64 style cartridge could keep up with a modern optical drive.

    9. Re:N64 cartridges by reub2000 · · Score: 1

      Sure load time on the playstation where very annoying, however there is no doubt that the decision to use cartridges hurt the N64. Final Fantasy and it's cinematics where the killer app on the playstation.

    10. Re:N64 cartridges by sznupi · · Score: 2, Interesting

      In fact, it worked so great that Nintendo lost most of big 3rd party studios/exclusivity, and all but the best N64 games had soap in place of textures.

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    11. Re:N64 cartridges by mzs · · Score: 1

      Ha! yes texture mapping like that would be fun.

      One thing though, the VCS only had half a scan line of raster data. All the playfield graphics in the register was reversed for a mirror image by default. Many games had to update the register just as the scanline was in the middle of the screen to not have a pong-like play field. In fact some games would change colors or sprite, missile, ball coords during the scanline for effects like having more colors and more objects on screen. The game could more easily do effects like multicolored sprites by changing the color on a vertical retrace, but then the sprite would need to be the same color left to right. Also by moving the sprite during the vertical retrace it could double the sprites, but they would seem to flicker. So it was much more impressive of an effect to change sprites and the register during the raster.

    12. Re:N64 cartridges by Hatta · · Score: 2, Insightful

      I agree. The N64 suffered in terms of digital music and cutscenes, but the cartridges were plenty big enough to hold great games. You don't need digital music or cutscenes to make a great game.

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    13. Re:N64 cartridges by Anonymous Coward · · Score: 0

      No, but you do need publishers and developers, and most of the third party ones left due to the high manufacturing costs.

    14. Re:N64 cartridges by KDR_11k · · Score: 1

      I recall talk about the PS2 still doing that and devs being angry about the need to watch their UV layouts to avoid having any triangle cover more than one chunk.

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    15. Re:N64 cartridges by ClosedSource · · Score: 1

      I think it's more about the development costs and time associated with programming the console's internal code and games in assembly.

      In the Atari 2600 all of the code was in the cartridge, there was no BIOS in the console let alone an OS. I have no doubt that being able to access system hardware at a low level would make instant play more feasible, but it would significantly slow down game development and cost a fortune.

    16. Re:N64 cartridges by residieu · · Score: 1

      If you don't think about the risks when making and marketing your game, you're not going to survive long as a software company. If you don't make profitable games, you can't pay your developers, or your marketers, or management and you go out of business.

    17. Re:N64 cartridges by Toonol · · Score: 1

      On a home console. On a portable console, instant-play is more important, and still viable. The cartridge format is one of the reasons the DS is far more popular than the PSP. Not just for the loading times, but for the reduced power consumption.

      It's not that expensive to manufacture a cartridge with a gigs or two rom; that's surely still quite a bit less than a DVD or Bluray, but that extra space is almost always just pre-rendered video and high-fidelity multi-channel music. Nice, but not really essential. I think we'll continue to see cartridges in the portable market for another generation or two.

    18. Re:N64 cartridges by default+luser · · Score: 1

      well, if you take account Nintendo 64 had almost twice the ram of playstation console, and probably the devs would want to use it, that would mean in a lot of cases that N64 would have two times more loadtime than the playstation console, unless they used a more expensive 4x drive.

      "more expensive" 4x drive is relative. Through the 1990s, CD-ROM read performance improved from 1x to about 40x without significantly increasing the price of the drive. And as faster drives were released, slower drives could be cost-reduced.

      When the Playstation was conceived, the mid-range optical drive speed was 2x, with a top-end at 4x. But in 1996, the field had changed: the top-end was 16x, and the mid-range was split between 4x and 8x.

      It's a done deal that Nintendo could have used a 4x drive as a minimum for the N64. But they could have also considerd an 8x drive, to completely blow their competition out of the water. This isn't at all far-fetched: the Dreamcast, released only 2 years later, used a 12x CD-ROM drive (at the time, 32x drives were top-end).

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    19. Re:N64 cartridges by Blakey+Rat · · Score: 1

      Nevertheless, there were a few good N64 games and couple of great ones. Cartridges weren't a complete mistake.

      That doesn't follow at all. Nobody ever claimed that because the N64 used carts, it was literally impossible to ever make a good game for it. Hell, Xbox has good games that could fit on N64 carts (like Geometry Wars.)

      Cartridges were a mistake because Nintendo lost much of its support from publishers. Imagine where Nintendo would be right now if Final Fantasy 7 or Tomb Raider had come out on N64. It didn't help that the Gamecube's weird mutant disk format only alienated publishers further.

    20. Re:N64 cartridges by Anonymous Coward · · Score: 0

      So I guess you never played Wipeout 64 or DOOM on the Jaguar? Many cartridges with compressed data had load screens in their games. This happened often as cartridges typically do not have as much storage space as CDs.

    21. Re:N64 cartridges by Anonymous Coward · · Score: 0

      It's still subjective, though. I preferred the N64 because it used cartridges, but that doesn't mean using optical discs for the PSX was a mistake. A lot of developers preferred optical discs, but there are so many measures of success and failure in the gaming industry that I don't think you can call cartridges an outright mistake.

    22. Re:N64 cartridges by sznupi · · Score: 1

      Cartridges of course absolutely can't be called an outright mistake.

      But at that point in time, when CD-equipped systems were on the market for half a decade, and rest of the hardware has just become powerfull enough to truly use that space, they were a mistake (or, spinning it to fit /. more: Nintento put their wishes (better DRM and ability to put more pressure on devs) too much ahead of consumers & game studios wishes)

      --
      One that hath name thou can not otter
    23. Re:N64 cartridges by 7Prime · · Score: 1

      On the other hand, noone had been entirely successfull with an optical-based console yet, either. The TurboDuo suffered greatly because of poor hardware and marketing, and even though the SegaCD did alright, things were already looking a little bit dubious for Sega because of bad business practices (hardware tack-on requirements). Add to that the disgracefull 3DO, and you have a string of bad console designs with optical media. Granted, none of these failours had much to do with the adoption of optical media, but it didn't exactly make a company want to rush out and follow their lead, either. The first truely powerful argument in favor of optical media was the PlayStation, and that saw it's first successes well after the N64's design was underway.

      Put yourself back in 1993. Up until that point, cartridge space had been limited, but there really hadn't been any size problems thus far. If anything, there had been more concern about games starting up quickly and running smoothly. Now, if you're a console manufacturer back then, and you're faced with the choice of adopting a new media which offers much more storage capacity, when you had faced very little storage problems... but that media would probably increase load times considerably? What choice would you make? Not exactly an easy one.

      Look, the PlayStation turned out to be a much more successfull system, and probably more great games were released for it, so in hindsight, Nintendo dropped the ball. However, it opened up a serious new problem that has never been properly dealt with (and Sony has been the worst to deal with it): loadtimes. Nintendo waited to go to optical until they had seriously figured out how to get past loadtimes, the GameCube had some serious hardware and software solutions built in, as well as requirements for developers, to reduce load times. Microsoft has done a half-decent job with this, but Sony still seems to consider loadtimes to be a non-issue, and this bothers me.

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    24. Re:N64 cartridges by sznupi · · Score: 1

      Well, you don't create hugely successful products by fallowing the pack (OK, OK, "in ideal world", but you get the idea). You notice new possibilities, new opportunities, and exploit them.

      Early CD-systems that you mention also didn't do that, in large part, mostly relying on CD as a gimmick - games were more or less identical to cartridge ones (and/or plagued with other issues, like quick obsoleteness in favor of Saturn or non-console pricing in 3DO). Sony did the right choice, shown what CD-based can truly do.

      And don't forget that Playstation was a by-product of Nintendo-Sony collaboration in the area of CD-based systems, N was aware what the future was, they still missed it. Accidentally, for similar reasons perhaps - they didn't want to lose control.

      --
      One that hath name thou can not otter
  11. "what we can learn from their mistakes." by PaganRitual · · Score: 0

    And yet the 360 controller still has a d-pad that bad.

    Do I really have to try and prove that this isn't a fanboy, flaming comment?

    The d-pad on the 360 controller is terrible, the triggers on the PS3 controller are a total joke. There, I hope that helps.

    The 360 devs learnt nothing from the PS2, I can't remember if the Xbox d-pad is bad or not, I don't have any games that come to mind that need it a lot.

    And hopefully future game console developers learn from the PS3 mistake. Don't make triggers that are hard to keep held down and feel like they are constantly slipping.

    1. Re:"what we can learn from their mistakes." by Z80a · · Score: 2, Informative

      the d-pad question sounds more like a patent problem than a real design problem.

      good luck doing a good D-pad without running into a sega, sony or nintendo patent.

    2. Re:"what we can learn from their mistakes." by tepples · · Score: 1

      good luck doing a good D-pad without running into a sega, sony or nintendo patent.

      Exactly copying the design of the Famicom (NES) D-pad from 1983 shouldn't be illegal, given that patents run out after 20 years. Yes, unlike trademarks and lately copyrights, patents actually expire,

    3. Re:"what we can learn from their mistakes." by fyrewulff · · Score: 1

      The PSX D-pad has never been good. It's seperated, and the pointy ends of the buttons face inward,s o it tears up your thumb. The last good dpad was the the on the N64 controller, which isn't saying much because that was the SNES dpad on there.. the Wii's is usable, but you don't have to use it much.

      --
      "We need to get over this notion, that, for Apple to win... Microsoft must lose." - Steve Jobs, 1997
    4. Re:"what we can learn from their mistakes." by Anonymous Coward · · Score: 0

      Develop a callous. I can play any 2D fighting game with the following controllers with no discomfort:

      SNES, PS line, Wii classic, some versions of the Microsoft Sidewinder v1 (some of them don't recognize down unless you're hammering the direction).

      Could not play anywhere near as well with any of the X-Box ones (both original and 360), Dreamcast or the tiny GC pad.

      I will admit that Playstation controllers generally require a day or two to work the stiffness out of the D-pad, but they are more than useable. My main complaints are the terrible triggers on the PS3 ones, and the fact that the L/R 2 buttons have a tendency to stick on me.

    5. Re:"what we can learn from their mistakes." by KDR_11k · · Score: 1

      The Nintendo patent has expired some years ago, definitely before the 360 was released.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    6. Re:"what we can learn from their mistakes." by mzs · · Score: 1

      I think that the xbox360 d-pad is a bit mushy but other than that not bad. What is bad about it is its location. My thumb is at a nearly 45 degree angle, and so I tend to press NE when I want N or E unusually often. Also it is harder than it should for me to press W, SW, and S because of the location. My thumb needs to rock for those.

      The most natural controller that mixed a d-pad and analog stick was for the N64. It was a good idea to split the controller like that so that if you held it one way it was an ideal D-pad (also cross shaped) and if you held it another way you had a natural analog stick (and trigger). The other good idea was to have 4 ports on the console. The failings of the N64 controller were the quality of analog stick and the size of the 4 C-buttons and their distance from the B and A buttons. This should have been the finest controller for fighting games but those stupid C-buttons were useless.

    7. Re:"what we can learn from their mistakes." by Blakey+Rat · · Score: 1

      And yet the 360 controller still has a d-pad that bad.

      Two things:
      1) Good D-pad designs are all patented; the reason Microsoft's sucks is because they were late to the market. Any other latecomer would have the same problem.
      2) Xbox games generally don't bother using the D-pad anyway. Normally when it's used, it's just used as 4 additional buttons, and not as a joystick.

      Given those, I think Microsoft's doing about the best they can with their controller.

    8. Re:"what we can learn from their mistakes." by Anonymous Coward · · Score: 0

      No, they're not. The D-pad on MS' old Sidewinder V.1 was far better than the one in the 360 controller.

  12. 20/20 hindsight by iamacat · · Score: 0, Offtopic

    More contemporary (and popular) products have horrible design flaws. Kindle, where pressing back button loses track of dozens of pages you read since opening the book. iPhone, which has to be charged every day just so that it's thin. MacOSX, which makes access to trivial UNIX configuration files an exercise in frustration. Windows, oh well let's not even go there.

    1. Re:20/20 hindsight by amplt1337 · · Score: 1

      If you're charging your iphone daily, you're doin it wrong. Just turn down the screen brightness and the auto-lighting-adjust feature, and it'll run for three-five days on one charge (depending on your usage levels of course).

      --
      Freedom isn't free; its price is the well-being of others.
  13. bit short of ideas... by dissolved · · Score: 1

    Problem 1: Poor Controllers, Problem 3: Ergonomically Hellish Controllers, Problem 4: Unreliable controllers. That and the fact power through RF is mentioned twice - this could have been a lot more concise without losing a lot of the facts.

    1. Re:bit short of ideas... by Megane · · Score: 1

      I agree. If you're going to list ten design mistakes, you should list ten different design mistakes, not three consoles each with the same mistake.

      --
      #naabhaprzrag, #sverubfr-000, #agi-fcbafberq, negvpyr[pynff*=' negvpyr-ary-'] { qvfcynl: abar !vzcbegnag; }
    2. Re:bit short of ideas... by RoverDaddy · · Score: 1

      My complaint with the article (at least after reading the 1st half) is that lots of these "mistakes" are really just laments that the technology of the 80's was not as good as today's. In any generation, design engineers have to work with the tools that are available. Poor sound? Well how much would a 'better' chip cost, and would the very best sound chip of its time really measure up to the author's expectations? Unreliable analog joystick? Were the manufacturing techniques (cheaper production, finer tolerances, advanced materials) that would lead to a more reliable (and acceptably low-cost) joystick available at the time? To anyone?

      Why not complain about Classic PC Design Mistakes like 1) only 4 (or 16 or 32 or 256) colors on display. 2) Very low resolution. 3) Insufficient multitasking support. 4) Dumb AI. 5) No input devices other than keyboard. 6) Unreliable game loading with primitive floppy media.

      I think I could sum up at least 1/4 of this article by saying "technology sucked in the 80's"

      --
      RETURN without GOSUB in line 1050
    3. Re:bit short of ideas... by RoverDaddy · · Score: 1

      Now that I've finished the article, I see that it finally does mention "available technology" as a factor in these "design mistakes" in later entries, most notably #10 and #11 (Nintendo Virtual Boy), and #13 (Nintendo GBA). I also see comments where readers wish the author tried to contact the engineers behind these products to learn what they "really" were thinking. I agree.

      --
      RETURN without GOSUB in line 1050
    4. Re:bit short of ideas... by IntlHarvester · · Score: 2, Informative

      Yeah, the author didn't put any research into this.

      For example, about the 5200 controllers he says "Atari engineers likely wanted to try something new".

      However it's already well documented on the web that the engineers thought the controllers sucked. It was marketing that demanded the controller design just so they could claim a greater feature set than the Intellevision controllers.

      --
      Business. Numbers. Money. People. Computer World.
    5. Re:bit short of ideas... by Dogtanian · · Score: 1

      My complaint with the article (at least after reading the 1st half) is that lots of these "mistakes" are really just laments that the technology of the 80's was not as good as today's.

      Poor sound? Well how much would a 'better' chip cost, and would the very best sound chip of its time really measure up to the author's expectations?

      If you read the article, you'll find that the Atari 7800 (the machine mentioned as having poor sound) had virtually identical sound to the original 1977 Atari 2600- one music and one sound channel- despite being released seven years later.

      This was significantly inferior to the NES, and even to its predecessor, the 1982 Atari 5200. And the 5200 internal hardware was identical to the older 400/800 computers first released in 1979.

      So the 7800 was supposed to be a "next generation" console, but it had "last generation" sound that couldn't even compete with the 5-year-old 400/800 computers. Let's not even compare it to the 1982 Commodore 64's SID chip.

      --
      "Slashdot - News and Chat Sites Deviant". (Click "homepage" link above for details).
  14. 2009, and still we need a bloody dongle by pimpimpim · · Score: 1

    My suggestion for the series: classic smartphone design mistakes: on the t-mobile g1, you need a humongous dongle with two mini usb slots (one for power, one for a headset), and two normal headset jacks. And with the battery life of the g1 you need to connect it to a loader as much as you can... Just search for htc yc a300 to see how ugly it is...

    --
    molmod.com - computing tips from a molecular modeling
    1. Re:2009, and still we need a bloody dongle by Anonymous Coward · · Score: 0

      Yep.

      If I could plug my CX300s straight into my HTC magic, my iPod classic would stay in the car. Meridian Player is awesome.

      As it stands though, the iPod is in my pocket, taking up the space that the Magic would be in.

      Ho Hum...

    2. Re:2009, and still we need a bloody dongle by Anonymous Coward · · Score: 0

      Since when did the term 'dongle' (a specific type of hardware key) come to be a generic term for 'adapter'?

    3. Re:2009, and still we need a bloody dongle by Anonymous Coward · · Score: 1, Informative

      Dongle is a physical description that predates any computer applications, retard.

    4. Re:2009, and still we need a bloody dongle by Anonymous Coward · · Score: 0

      Dongle is a physical description that predates any computer applications, retard.

      And yet the OED defines it as such: A software protection device which must be plugged into a computer to enable the protected software to be used on it.
      They cite the first known usage of the word as appearing in 1980. But I'm sure you have other knowledge that you are choosing to withhold from them.

    5. Re:2009, and still we need a bloody dongle by Anonymous Coward · · Score: 0

      on the t-mobile g1, you need a humongous dongle with two mini usb slots

      Or catch up to the 90's and use Bluetooth like the rest of us.

    6. Re:2009, and still we need a bloody dongle by Anonymous Coward · · Score: 0

      Seriously, I have never met anyone with a bluetooth headset who didn't have constant problems with it, and have to give up and hold the phone to their ear at least half the time.

    7. Re:2009, and still we need a bloody dongle by DrEldarion · · Score: 1

      And with the battery life of the g1 you need to connect it to a loader as much as you can

      Err, I get over 3 days of life out of my G1 on the standard battery with moderate use.

  15. The Sega Master System by 16Chapel · · Score: 4, Interesting

    ...had two (identical) momentary buttons on the top of the console, one for 'pause' and one for 'reset'.

    I remember once playing Zillion, where you had to press the pause button to switch character. I had been playing for about 4 hours when I reached for the pause button and.....

    1. Re:The Sega Master System by _133MHz · · Score: 1

      The real WTF here is having the pause button on the console itself.
      It's like returning to the dark ages of TVs without remote controllers!

      Also (if I'm not mistaken) the SMS' pause button fires off an NMI instead of being just another joypad input, making it more like a "Freeze" button. Notice how most SMS games pause like if you halted the main processor.

    2. Re:The Sega Master System by lyinhart · · Score: 1

      Ha ha. And I don't think Zillion had a save feature either! Join the club. Some titles like Golden Axe Warrior used button 1 to invoke a subscreen, but that meant there was one button left for in-game actions.

      --
      Freedom is drinking a beer in the park when you're supposed to be at work.
    3. Re:The Sega Master System by Anonymous Coward · · Score: 0

      Anyone remember Xmen for the Sega Genesis, where the ONLY way to get to the last level was to reset the console before the timer ran out in the level before? Awesome...

    4. Re:The Sega Master System by Dwedit · · Score: 1

      Pause may trigger an interrupt, but that doesn't imply anything about how a game would handle that interrupt.

    5. Re:The Sega Master System by cbraescu1 · · Score: 1

      And...? AND...? Please stop the suspense and tell us what happened!

      --
      Catalin Braescu
      Ofaly.com
    6. Re:The Sega Master System by Trogre · · Score: 1

      I don't think that's the case, at least with the SMS-II. Alex Kidd in Miracle World, the built-in game, used the Pause button to access the inventory screen.

      The SMS-II has a much better design though, IMO. Big pause button, and no reset button. Still would be nice to see it on the hand control though, like the other consoles.

      --
      "Nine times out of ten, starting a fire is not the best way to solve the problem." - my wife
    7. Re:The Sega Master System by _133MHz · · Score: 1

      I don't think that's the case, at least with the SMS-II. Alex Kidd in Miracle World, the built-in game, used the Pause button to access the inventory screen.

      As Dwedit stated before, it's up to the game what to do with the NMI. Most games simply treated it as a "Halt program execution now!" button.

  16. Early PS1 Optical Pickup Problems by _133MHz · · Score: 5, Insightful

    Remember having to put your PS1 on its side (or completely upside-down) or else it wouldn't read your games? The optical pickup mechanism of the early models of the PlayStation used a plastic piece as a guide for the sliding laser assembly, repeated motion degraded the plastic piece over time causing optical drift - turning the PS1 on its side forced the laser back to its correct position (yay gravity!).

    Sony replaced that piece with a shiny metal guide in their later models, much like every CD-ROM drive has used for the past two decades or so.

  17. Dreamcast F1 Resistor by Anonymous Coward · · Score: 0

    The Sega Dreamcast was a great console. However, they made a mistake and used a crappy resistor that burned out if you put too many game pads in. When the resistor burnt out the console was unplayable. The fix for this was getting an 8hm resistor and replacing the orginal sega one. Then you could get back to playing crazy taxi and sega tennis :--)

    1. Re:Dreamcast F1 Resistor by _133MHz · · Score: 1

      And don't forget flaky PSUs which caused the console to get trapped in an infinite reset cycle.

      Also the Dreamcast optical drive is obnoxiously LOUD!

    2. Re:Dreamcast F1 Resistor by Megane · · Score: 2, Informative

      That's not a resistor, it's actually a mini-fuse in packaging that looks like a resistor. Those things can really be a pain in the ass if they're set up where they are easy to blow.

      --
      #naabhaprzrag, #sverubfr-000, #agi-fcbafberq, negvpyr[pynff*=' negvpyr-ary-'] { qvfcynl: abar !vzcbegnag; }
    3. Re:Dreamcast F1 Resistor by Anonymous Coward · · Score: 0

      Heh
      Had one of those little 0.75 A fuckers blow on me on some industrial equipment at work.

      Desoldered it from the board and replaced it with a bit of fuse wire from a standard cartrage fuse smashed open.

      Hint: Don't exhale before you have picked up the 0.000001 grams of fuse wire on the soldering iron :-)

  18. Classic consoles? by Anonymous Coward · · Score: 4, Informative

    How about bonehead decisions on the current consoles?

    Like the PS3/X-Box analog stick "button"....who in the hell thought it was a good idea for the analog sticks to double as game buttons as well? It is impossible to NOT press these "buttons" by accident in the heat of a tense moment in any game. I can't tell you the number of times I've suddenly gone into "crouch mode" in Fallout 3 or activated my "search for power sources" mode in inFamous.

    Can we get rid of this idiotic controller design, like right now?

    1. Re:Classic consoles? by Z80a · · Score: 1

      this is been with us since the original dual shock if i'm not mistaken. and yes, its stupid.

    2. Re:Classic consoles? by Anonymous Coward · · Score: 0

      I don't think having the button in the sticks is a problem because for some games they work really well. The real issue is game developers not allowing you to fully remap your controller like a PC game would allow.

    3. Re:Classic consoles? by Anonymous Coward · · Score: 0

      The problem is somewhere between your mom's couch and your mom's tv.

    4. Re:Classic consoles? by brkello · · Score: 1

      I have never had an issue with this. Maybe you have over-developed thumb muscles?

      --
      Support a great indie game: http://www.abaddon360.com
    5. Re:Classic consoles? by Grandim · · Score: 1

      Its an absolutely horrible concept when you use it in a game that heavily relies on the stick. Before I received a proper fight stick, I had to set the training dummy in Blazblue to "2nd controller", the default setting is to use the stick button to switch the training dummy into record and replay modes. In a game that doesn't use the stick much, moving the camera view is probably a good example, it makes sense to use it has an additional button.

    6. Re:Classic consoles? by Shadow+of+Eternity · · Score: 1

      utter lack of left-handed controllers, and how about that right analog stick being one of the primary controls for most modern games and it still being in the obnoxious dual-shock position rather than swapping it with the buttons or rearranging things a bit so BOTH your thumbs can sit in a normal position.

      --
      A bullet may have your name on it but splash damage is addressed "To whom it may concern."
    7. Re:Classic consoles? by Anonymous Coward · · Score: 1, Funny

      His mom's coffee table is the problem?

    8. Re:Classic consoles? by haddieman · · Score: 1

      utter lack of left-handed controllers

      No kidding. This has annoyed me for years. I bought Battlefield: Bad Company for my PS3 only to find out the game didn't have an option for southpaw mode...nor does Oblivion, or inFamous, or Bioshock. I finally modded an old sixaxis to use the opposite stick's input...now if I could only figure out how to swap out the action buttons and the d-pad.

    9. Re:Classic consoles? by Anonymous Coward · · Score: 0

      I've never had that problem before. I guess I just don't understand how you can repeatedly push the analog stick in when you're just trying to turn your character left or right.

  19. To Prevent Hearing Damage by Anonymous Coward · · Score: 0

    I believe the logic behind the lack of a headphone jack was so that you could feel comfortable that Your Kid (who you got the Game Boy Advance-SP for) couldn't run the game system with the volume turned up and hurt their hearing.

    Even if they snuck out and started spending their hard-earned game/candy/graphics board/DEScracker money on a headphone adapter, you could easily confiscate it without taking away their Mariopium.

    1. Re:To Prevent Hearing Damage by Anonymous Coward · · Score: 0

      Why yes, and the whole reason for Nintendo not including a backlight in the original GBA was so that you could be sure your children wouldn't be up all night playing a game, for otherwise you'd be able to tell easier! This makes just as much sense as your post (not).

  20. Looks like a case of patent problems by St.Creed · · Score: 3, Insightful

    In my experience, really bad design decisions aren't always motivated by idiots trying to push their hobby horse, but often because better solutions have been patented to death.

    Case in point: electronic television guides. Every format under the sun is patented. Philips refused to submit to extortion for years and implemented one miserable scheme after another, until they finally got an agreement with a patent holder. Even then, the patent holder refused to let Philips implement the whole thing themselves but instead insisted it had to be their own, horribly buggy, implementation. You can still hear the tv-guys at Philips gnashing their teeth.

    I fear it's sort of similar with these controllers: the good ideas were being patented, so the designers had to avoid them and come up with something 'original'. That doesn't always work out for the best, as demonstrated in the article :)

    --
    Therefore, by the (faulty) logic you're using, you're just a cow with a keyboard - osu-neko (2604)
    1. Re:Looks like a case of patent problems by Miamicanes · · Score: 3, Interesting

      Perfect example of death-by-patent: Trackpoint sticks below the spacebar. Your thumb is a MUCH better finger to use for manipulating a pointer stick... it's stronger, and it's a lot easier to execute fine isometric motions with it than with a hyperextended index finger. Unfortunately, Fujitsu included the below-the-spacebar position as part of its patent for a pointer, and nobody besides Sony has ever dared to risk an infringement lawsuit by putting an "IBM" Trackpoint in the "Fujitsu" position (Sony presumably has either a cross-licensing agreement, or feels safe from a lawsuit). The fact that Fujitsu's "stick" utterly sucks ass (slippery concave top, vs rubbery convex top... the exact opposite of the Trackpoint) is the icing on the cake.

      Don't believe me that it's a better position? Try it sometime. Find a Thinkpad, then position your hands so your thumb is over the stick and give it a try. You'll be left cursing everyone responsible for putting the stick between "GHB" instead of below the spacebar.

    2. Re:Looks like a case of patent problems by Anonymous Coward · · Score: 0

      Mine has a touchpad below the keyboard. I am very efficient at using the trackpoint in the keyboard (using fingers) in conjunction with the touchpad (using thumb or fingers).

    3. Re:Looks like a case of patent problems by michaelmuffin · · Score: 1

      i wrote a little program to translate f9,f10,f11 events into mouse events. you need to move your right hand up and down between clicking and typing, but i don't find it bothersome. as a bonus you get a laptop with more than two mouse buttons

  21. The Jaguar CONTROLLER?! by hal2814 · · Score: 1

    Of all the crappy design decisions Atari made with the Jaguar, they're giving it crap over the controller? The controller was pretty comfortable and worked well for most of the Jaguar games. The crappy cartridge slot that was wearing out before mine hit year 1 of ownership, the incredibly awkward and unreliable CD drive, and hardware complexity that would stump Saturn developers would've all been better knocks to make on the Jaguar.

    And as far as missing items, where the HELL is the sidetalker? The original N-Gage belongs on this list more than half the items listed.

    1. Re:The Jaguar CONTROLLER?! by Dogtanian · · Score: 1

      And as far as missing items, where the HELL is the sidetalker? The original N-Gage belongs on this list more than half the items listed.

      Some people liked sidetalkin', you know...

      --
      "Slashdot - News and Chat Sites Deviant". (Click "homepage" link above for details).
    2. Re:The Jaguar CONTROLLER?! by phaln · · Score: 1

      Totally agreed.

      --
      SNACKS ARE AWESOME
    3. Re:The Jaguar CONTROLLER?! by phaln · · Score: 1

      Although I request beef briskets, the central processes of the Jaguar centered on sirloin and prime rib cuts. These were the real moneymakers. Eating baleen between meals, though? "Unheard of," said Hydrary Jackel.

      --
      SNACKS ARE AWESOME
  22. Other mistakes by lyinhart · · Score: 1

    Some other mistakes not mentioned:

    Sega Master System - as mentioned in a previous comment, the pause button was on the console (right next to the identical reset button) years after the Atari 5200 placed pause buttons on controllers. There were also only two buttons on the controller, while the competing NES had four.

    SNES - previously mentioned on /. Early production runs of the SNES shell used a cheap plastic that over time turned a ghastly yellow.

    PlayStation - a malfunctioning CD-ROM drive on early models that caused many a PlayStation owner to play with the PlayStation upside-down.

    Dreamcast - a big controller with big analog triggers, based on the Saturn's analog controller. Developers didn't make use of the analog functions of the triggers and there weren't as many buttons on the controller as there were on the PlayStation. There was also only one analog stick on the controller as well. Similarly, the VMU wasn't used for much. And it drained battery power rapidly, even while it was plugged into the controller, making it useless for playing the few mini-games that were available for it. To make matters worse, the VMU used lithium "coin" batteries that were a pain to replace.

    --
    Freedom is drinking a beer in the park when you're supposed to be at work.
    1. Re:Other mistakes by Dogtanian · · Score: 1

      SNES - previously mentioned on /. Early production runs of the SNES shell used a cheap plastic that over time turned a ghastly yellow.

      Over *what* length of time? Because I'm pretty sure that whether or not Nintendo knew about the problem at the time, it's unlikely that they would have given a toss about the consoles starting to go yellow 15 years later.

      If they went yellow after a year for want of a few cents worth of additive or better plastic, that might count, but otherwise no- regardless of how much it sucks for collectors. (And yes, my Atari 800XL has gone yellow too... :-( )

      --
      "Slashdot - News and Chat Sites Deviant". (Click "homepage" link above for details).
    2. Re:Other mistakes by phaln · · Score: 1

      I once tasted a tender elk cut in the foothills of Denver, Colorado (I'm from Antigua). It wasn't unlike the early production runs of the SNES, but it was rather sticky between the teeth. I'm not sure where things ended up between the two partners, but I know this: It was delicious.

      --
      SNACKS ARE AWESOME
  23. Standby/Hibernate by Quiet_Desperation · · Score: 4, Insightful

    I want the nextgen consoles to have a standby or hibernate mode like a Windows box. I would no longer have to issue fatwas against game designers who put save points three hours apart.

    1. Re:Standby/Hibernate by Rival · · Score: 1

      I want the nextgen consoles to have a standby or hibernate mode like a Windows box. I would no longer have to issue fatwas against game designers who put save points three hours apart.

      Thank you! I've been saying that for years.

      As an side: if you're willing to wait a generation or so, emulators provide universal save points as well as many other convenient features.

    2. Re:Standby/Hibernate by MogNuts · · Score: 1

      Yes! The PSP has this feature--check it out. This is the true "killer app" of gaming. When I first discovered and used this, I thought, "this is amazing--why has no one ever thought of this before?!" And get the PSP 3000 so if ur not a fan of playing on a small screen u can play it on a big screen tv.

    3. Re:Standby/Hibernate by Anonymous Coward · · Score: 1, Insightful

      DS/DSi, close lid -> Standby. I was playing ffta2 for a couple hours, then I closed the lid. Accidentally left it in standby for over a week, I was impressed when I could still play for several hours after remembering it was in standby.

    4. Re:Standby/Hibernate by cluke · · Score: 1

      Well, the DS has it too, you just close the clamshell.

      I totally agree with the article about the lack of backlight on the GBA. It was invisible unless you were in very bright light - if there was no sunshine, you had to somehow angle yourself directly under a lamp, merely being in a lit room was not enough. And then the irony of the DS Phat screen, where they made the exact opposite mistake - you can hardly see it in anything but pitch darkness! You just sit there squinting at the reflection of your sad little face staring back at you - in two screens at once, for added insult.

    5. Re:Standby/Hibernate by tlhIngan · · Score: 1

      I want the nextgen consoles to have a standby or hibernate mode like a Windows box. I would no longer have to issue fatwas against game designers who put save points three hours apart.

      Thank you! I've been saying that for years.

      As an side: if you're willing to wait a generation or so, emulators provide universal save points as well as many other convenient features.

      As everyone has mentioned, current-gen portable systems have had this feature for awhile now.

      BUt I would really wish my Xbox360 or PS3 had it. Portable systems having it is obvious (save points are never positioned at a convenient point in one's commute, free time, or whenever it's played...), but at-home systems could use it too. Pause works, but do you really want to leave a console there consuming 100-200W of power when you're going for dinner or something (and what if you get delayed or otherwise occupied, so you have to leave it on a whole day?)? Save points usually aren't conveniently stationed to one's game time, either.

      Hell, given the storage of the Xbox360 and PS3, you can implement it as save states, so you don't have to come back to the game immediately, but later on (maybe with an intervening game or activity - e.g., watch a movie).

      Xb0x360 and PS3 all run an OS, and I know the Xbox360 runs games in user mode (not sure about PS3), so I'm sure it can do the sleep/hibernate thing a la computers these days.

    6. Re:Standby/Hibernate by MogNuts · · Score: 1

      Interesting--didn't know that.

      I was just bringing up the feature. Wasn't knocking any system.

    7. Re:Standby/Hibernate by MogNuts · · Score: 1

      btw, can any of the DS's export to a TV yet (like the PSP)? I need that feature--I can't play on small screens anymore (I can get by for a little with the bigger screen on the PSP).

    8. Re:Standby/Hibernate by cluke · · Score: 1

      Nope. I guess the combination of touch screen and dual screens makes that one a tough nut to crack!

  24. Studio II by Megane · · Score: 2, Interesting

    First of all, let's understand something here. The Studio II was the second programmable console released, ever. I saw it in a list of "10 worst consoles ever" the other day... a list which I consider invalid for never mentioning the horrible Arcadia 2001. Basically, the Studio II had nothing other than Pong machines to use as a reference, since the Channel F hadn't been around long enough. (FYI, both systems were designed by chip companies trying to hype their own chipsets, and the Intellivision was a 3rd-party use of a pre-existing chip manufacturer's chipset.)

    So you see, it's got the controllers built into the main console unit, and one wire for both the RF and power. But in actuality this design meant that the console was the controller! And the RF-powered idea was a clever idea to reduce cord clutter. If you're picking up the whole console and using it as a controller, you don't want a second wire getting wrapped around things.

    As for the 5200, Atari was trying to cram as many patents as they could into that thing, and most of them were crap ideas that went into the controller. But this time, Atari wasn't just trying to reduce cord clutter, it was also the first system with an automatic RF switch. It's just that unlike Nintendo, they tried to do the switching with clunky relays. Atari were thinking in the right direction, but got it backwards. You give power to the RF switch, not the other way around.

    However, both the Studio II and Atari proved that you could put DC and RF on the same wire, which is what made automatic RF switches a standard in every console since the NES.

    --
    #naabhaprzrag, #sverubfr-000, #agi-fcbafberq, negvpyr[pynff*=' negvpyr-ary-'] { qvfcynl: abar !vzcbegnag; }
    1. Re:Studio II by should_be_linear · · Score: 1

      Studio II main CPU (CDP1802CD) had radiation resistance. That was kind of old time coolness never coming back again.

      --
      839*929
    2. Re:Studio II by Anonymous Coward · · Score: 0

      What is an RF switch?

    3. Re:Studio II by Megane · · Score: 1

      GOML

      --
      #naabhaprzrag, #sverubfr-000, #agi-fcbafberq, negvpyr[pynff*=' negvpyr-ary-'] { qvfcynl: abar !vzcbegnag; }
  25. Saturn complex?! by Anonymous Coward · · Score: 0

    Why did he moan about the comlexity of development for the Saturn while the only thing that he complained about the Jaguar was the iffy controller. The Jaguar's architecture was nearly complex than the Saturn's, and also VERY difficult to develop for unless the developer(s) ignored(mostly) some of the extra processors(like they do on the DS)... Not to mention the super low quality of the Atari development tools, featuring items like incomplete/non-existent documentation/tools/etc.

  26. cost cost cost by cats-paw · · Score: 1

    and trying to keep it as low as possible, is why bad decisions are made.

    --
    Absolute statements are never true
  27. Eliminating the standard hard drive from the 360 by elrous0 · · Score: 1

    I'm a Xbox fanboy, but MS's decision to eliminate the standard hard drive from the 360 still baffles me. I know they wanted to save a buck, but it's still rare to see a console manufacturer actually take a step BACKWARDS from one console generation to the next. It basically meant that developers couldn't rely on the hard drive for caching (the way they could on the Xbox 1), and so now I can't walk through Oblivion without getting annoying texture pop-in's. Though they've largely improved on this by allowing hard drive installs and moving to phase out the harddrive-free SKU, it was still a bonehead move that left the 360 way more crippled than it ever needed to be.

    --
    SJW: Someone who has run out of real oppression, and has to fake it.
  28. DS already dunnit by tepples · · Score: 1

    I want the nextgen consoles to have a standby or hibernate mode like a Windows box.

    This is on the DS and PSP, as well as in select Game Boy Advance games. Or are you asking for a separate hibernation file per title and per user? That could get real big real fast.

    I would no longer have to issue fatwas against game designers who put save points three hours apart.

    Yet people still bitch about New SMB's save points because they can't squeeze in a round of Nintendogs or Animal Crossing 2 while New SMB is sleeping.

    1. Re:DS already dunnit by Anonymous Coward · · Score: 0

      I think that the GP was referring to consoles rather than hand-held systems. To me, hibernate makes more sense to implement on a hand-held system due to battery constraints. Since consoles plug into a wall for their power, I can just leave the game on pause (if the game has that feature, which it damn well should) and turn off the TV for all I care.

      As for New SMB's save points, that's just a terrible system altogether, and not even a suspend mode can compensate for it. The issue is that save points only appear when you visit a Toad House or beat a castle for the first time, so you only get a certain number of saves on a file before you run out. There was a way to effectively "buy" a save point; spend a few of those large coins you collect for 100% completion and a new Toad House appears. The idea, I guess, is that once you beat every level and get every item possible, there's no more reason to save. That doesn't exactly help you if you've already used every free save point and you just need to get one more hard-to-get coin so you can buy a save for the first four hard-to-get coins you just wasted all but one life to collect.

    2. Re:DS already dunnit by Anonymous Coward · · Score: 0

      Once you've beaten the game you can save whenever, if I remember correctly.

  29. AVGN by dissy · · Score: 1

    Wow

    It looks like this guy just discovered the angry video game nerd video files, spent the weekend watching them all, and rehashing every complaint made in those videos for hardware on his own site in text format with the humor stripped out.

    I would say it is a good list, if it wasn't for the fact I've seen all of these problems complained about in one place before

  30. Can we nominate Sony and MS? by KDR_11k · · Score: 1

    Both made consoles that merely pushed the graphics while overshooting the regular cost for a console due to pushing too hard and without checking if the customers really care about that improvement, racked up MASSIVE losses (Sony has lost all the money they made from the PS2 on the PS3!) and got pushed into a minority role as they were bested by a competitor who skipped the graphics pushing and instead went for something the customers could appreciate more. Now THAT is a design mistake.

    --
    Justice is the sheep getting arrested while an impartial judge declares the vote void.
    1. Re:Can we nominate Sony and MS? by Gizzmonic · · Score: 1

      You're right about that. No one seems to realize how much money Sony and Microsoft are losing this generation. Although they both have money to burn, they're essentially fighting this battle out of vanity. Nintendo found a way to be successful and I applaud them for that, even though I am more of the traditional PS3/360 type gamer.

      --
      (-1, Raw and Uncut is the only way to read)
  31. Wrong by Darkness404 · · Score: 1

    Like every Game Boy model before it, the original Game Boy Advance model did not include a built-in light for its LCD screen.

    While it was Japan only, the Game Boy Light did have a backlight. http://nintendo.wikia.com/wiki/Game_Boy_Light

    --
    Taxation is legalized theft, no more, no less.
    1. Re:Wrong by mea_culpa · · Score: 1

      What I find interesting is how many people were frustrated with the big N and their dark GBAs. Some enterprising individual found a way to retrofit a front light onto the LCD using what they called Afterburner They underestimated the demand and quickly sold out. Several months later with pre-orders in the 100,000s they released a DIY kit with decent instructions for about $35. I installed the lights on many GBAs for friends and family who became the envy of their peers and even more wanted them, even willing to pay me an extra $150 in some cases. Battery life was only diminished minimally, so Nintendo's claim of leaving it out to save on battery life is plain and simple BS. Nintendo was and still is very arrogant and rarely listened to what consumers wanted. IMO Nintendo got a face full of egg watching the public willing to spend 2x as much of the original to have a $10 part installed. I don't know if the SP was already in development, or did they only consider making it due the the huge demand for aftermarket installations. Even still, the GBA feels more comfortable than the SP.

  32. Intellivision Controller by Anonymous Coward · · Score: 0

    I've always assumed the design of the Intellivision controller was based around a touch tone telephone handset. Familiarity to a common household item would encourage people to try the console. It worked for my parents. Their one and only video game console was the Intellivision. My mother's BurgerTime scores were legendary. They didn't purchase or really even try another console after that.

  33. Too Many Buttons by Anonymous Coward · · Score: 0

    Would I be committing an act of heresy here to say that modern controllers have too many goddamn buttons? Starting with the original Playstation, it became the trend to build aesthetically pleasing near-symmetrical controllers with as many buttons as the human hand could possibly come into contact with in zero gravity. The thinking, familiar to OSS geeks, is, "We'll just put that there, because maybe someone, somewhere, sometime will want to use it." The result has been every developer trying to find a way to use every button on the controller. And since they keep multiplying, generation after generation (dual analog sticks, dual shoulder buttons...) more and more useless features keep being crammed into games in place of intuitive and intelligently-designed control schemes.

    Yes I'm old. Old enought to remember when the MCP was just a chess program. But not that old. Deride it as you will (and it is easy to forget those five-minute CD-ROM load screens) but the last controller I really liked was the N-64's. It was designed to support a lot of different play schemes (thumbstick, D-pad, trigger, buttons) but it forced the developer to only use some of the controls at a time. I preferred that. Pick up the controller, learn five buttons, and then play the goddamn game.

    Am I the only one?

    1. Re:Too Many Buttons by Tacvek · · Score: 1

      The Wii controler is not that bad.
      I'll assume the standard wiimote+numchuck setup.

      The nunchuck has 2 buttons (trigger style) and 1 analog stick. As far as non motion-based controls that is it.

      In the remote position, the wiimote has 2 readily accessible buttons, and a d-pad. (the dpad is positioned to awkwardly for regular directional use, but for item switching, etc it is fine) Two buttons that could logically be used as start or select are reachable with some strain.

      So: 4 main buttons (3 in trigger positions), 1 awkward dpad, 1 analog stick, 2 secondary buttons (start/select style).

      That is roughly equivalent to what was accessible at one time with the n64 controller. If it were not for game developers feeling the need to include some action that requires shaking the Wiimote or Nunchuk, just to say they did (like with the many of Nintendo's more traditional first party games (mario/zelda)) it would be a pretty reasonable controller.

      I mean, when I play DK64, I actually wishe there were more buttons, such that they did not need to use the 2 button combos to access some features (in a fairly awkward manner too).

      --
      Stylish sheet to fix many problems in Slashdot's D3: https://gist.github.com/801524
  34. Multipage AARRGGHH!!! by Beetle+B. · · Score: 1

    Splitting an article over four pages.

    What were they thinking?

    --
    Beetle B.
  35. Re:Eliminating the standard hard drive from the 36 by Anonymous Coward · · Score: 0

    Have you tried playing Oblivion without a hard drive? Oblivion uses the hard drive, just as many games do even though it's not "standard."

    In fact, not many games would have changed if the HDD was standard. Having the option to install the game would have been nice from the beginning, but I'm glad they didn't go the PS3 route in which HDD installs are pretty much mandatory.

    Microsoft's only real sin was the 20GB HDD. They should have started at 40GB.

  36. yes. by OrangeTide · · Score: 1

    Many stores sold headphones that had the funny plug built in. And Fry's carried the adapter jack.

    --
    “Common sense is not so common.” — Voltaire
  37. Missing mistake.... by AdamWeeden · · Score: 1

    One mistake they missed that plagued the 3DO and others was having to daisy chain controllers. In theory it sounds like a genius solution. In practice it usually ended up with Player 1 ripping the controller out of Player 2's hand if they happen to move.

    --
    I was quoted out of context in my autobiography...
  38. Please fix summary by Tyr.1358 · · Score: 1

    BULLSHIT the Gameboy Advance didn't have a headphone jack. I friggin owned one, and I used headphones all the time. Now the 'SP' on the other hand...

  39. Except... by Hamster+Lover · · Score: 2, Insightful

    Except on a Mac.

  40. Classic Web Page Design Mistake: by Anonymous Coward · · Score: 0

    Breaking your stupid Top 15 list into 4 pages to maximize ad revenue. Fuck you.

  41. Re:Eliminating the standard hard drive from the 36 by Anonymous Coward · · Score: 0

    Actually, 360 games have often used HDD for caching before the ability to install games existed. Even Oblivion used it.

    The caveat is that games which wanted to use caching needed to account for players who may not have a HDD, so more work would be required to support players that may or may not have a HDD.

    Allowing for models which do not have a HDD was not nearly as impacting as many have speculated.

  42. Funny, I remember buying new joystick centers by NotSoHeavyD3 · · Score: 1

    Because at least with my 2600 the solid plastic center part would snap and joystick would no longer work. Actually atari sort replacements but it was pretty easy to take the controller apart and swap out the part.

    --
    Did you know 80 to 90% of the moderators on slashdot wouldn't recognize a troll even if one dragged them under a bridge.
  43. That thing about the 5200 RF box is horseshit by NotSoHeavyD3 · · Score: 1

    I mean seriously that design was better than the 2600. You didn't have to go behind the tv to take care of things and only one wire came from the TV to your game system. (Of course the one place most likely to have a wall socket was behind the TV.) They made it more convenient with less clutter. Why did people complain? Because they couldn't swap wires from the 2600 to the 5200 because it wasn't compatible.(Which you could do with other systems.) Yes, the reason people complained was because they were too stupid to figure out you could just chain the switch boxes which is what I did.

    --
    Did you know 80 to 90% of the moderators on slashdot wouldn't recognize a troll even if one dragged them under a bridge.
    1. Re:That thing about the 5200 RF box is horseshit by IntlHarvester · · Score: 1

      Actually, Atari changed the design because the thing occassionally caught fire -- which really causes people to complain! (in court)

      I've seen some big sparks popping of that RF modulator, so I can believe it was fundementally defective.

      --
      Business. Numbers. Money. People. Computer World.
    2. Re:That thing about the 5200 RF box is horseshit by NotSoHeavyD3 · · Score: 1

      Quoting Carson "I did not know that." Seriously, that's a good criticism of the adapter. (Not the "oh it's different so we'll whine about it") If the writer of the article had point that out I wouldn't have complained. (Especially since he missed stuff like the PSX not having a soft reset, the DC controller, the GD-Rom, and flakey analog in Sony systems just to name a few.)

      --
      Did you know 80 to 90% of the moderators on slashdot wouldn't recognize a troll even if one dragged them under a bridge.
  44. One PSX one he missed by NotSoHeavyD3 · · Score: 1

    No soft reset on the playstation. Some games had their own but it wasn't required. That was annoying since if you hit the reset button on the system the PSX took quite a while to boot up. (Saturn had start+A+B+C for what it's worth which would always take you to the title screen.)

    --
    Did you know 80 to 90% of the moderators on slashdot wouldn't recognize a troll even if one dragged them under a bridge.
  45. I owned a 5200 by IBitOBear · · Score: 2, Informative

    I loved the box as technology. The thing where the power came down the line from the RF diverter was outstanding, and never a problem. I think I owned all eight games made for it as well. And the track ball. And the plastic thingy that let you mount both controllers together so you could play space dungeon. Hell, I still might. The thing survived, fully functional, for numerous moves over like 20 years, and every now and again I would plug it back in only to remember...

    Its death was the controller. I opened one once and discovered that they basically had the X and Y potentiometers on the same circuit. I never did understand how it worked, but as near as I could tell the magnitude of change of resistance for X was way different than for Y so it could (sort of) tell what you were doing with the joystick. But _only_ sort of. Moving from the extreme corners to other other extreme corners was super obvious and worked okay. Trying to maneuver Pengo from the north side of a cube to the east side, so that you could then shove the cube west was basically impossible.

    The fact that the four "trigger" buttons were stacked one above the other, two to a side, on the east and west sides of the controller, in side semi-recessed rectangles was "freaking impossible".

    I eventually figured out that they wanted you to hold the controller in your left palm, use your left thumb and fore-finger to operate the triggers, while _gently_ and _unerringly_ operating the joystick with your right index finger. My response to this realization was "ch'yah right".

    Then again nobody invented "ergonomics" till like five years later. 8-)

    --
    Innocent people shouldn't be forced to pay for inferior software development.
    --"Code Complete" Microsoft Press
  46. The words 'remember' and 'PS1'... by lennier · · Score: 1

    ... make me feel old.

    I remember the VIC-20, darnit.

    22 columns of fuzzy text! AND WE LOVED IT.

    Actually, no, we hated it.

    --
    You are not a brain: http://books.google.com/books?id=2oV61CeDx-YC
  47. Crap, I forgot the most blatant bad design by NotSoHeavyD3 · · Score: 1

    The heavy power brick with the plug built into it. So many systems have done this and it's just such a pain in the ass. (I think most of us have had experience of what a bad design this really is. Fortunately all the current systems try to get rid of it and use a plug.)

    --
    Did you know 80 to 90% of the moderators on slashdot wouldn't recognize a troll even if one dragged them under a bridge.
  48. Re:Eliminating the standard hard drive from the 36 by Anonymous Coward · · Score: 0

    Microsoft's only real sin was the 20GB HDD. They should have started at 40GB.

    How about being a standard drive (more or less, it is a SATA with a custom firmware) in a funny case that is extremely overpriced?
    $130 for 120 GB?

    At least the PS3 is a standard 2.5 inch SATA drive. (Got a 500GB for $95 a few weeks ago for my (formerly) 60GB refurb)

    But yes, on the PS3 the kinda mandatory installs are annoying. More so when there is an update available and it wants to download and install the update when I first start to play a new game. (All I remember was it was several hundred MB that it wanted to download. Having a 5 Mb makes it not so bad (600KB or so), but that is over 10 minutes for "several hundred" (10 minutes * 600 KB/sec = 350 MB) I just walked away for a while).