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** Probably the biggest example of this trope and SEGA is the SEGA Nomad. Playing the SEGA Genesis on the go, what could be better? However, despite this, things worked against it. The LED screen that displayed the games could blur should there be fast scrolling (a bad thing considering SEGA's [[Franchise/SonicTheHedgehog famous blue mascot]]), drained batteries faster than the Game Gear (Game Gear's batteries could last 3-5 hours. Nomad? Only 2-3. And both used six AA Batteries), couldn't use a controller to play one player games (it had a built-in controller and a controller port for player two, but you couldn't use the controller port to play one player games with a controller) and no reset button, which made certain games UnwinnableByMistake.
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**Hardware makers are trying to fight this by providing budget laptops and even CPUs with more powerful GPUs. AMD has released several of their Ryzen CPUs with GPUs capable of running AAA at low settings, while Intel has announced they are releasing CPUs with similarly powerful GPUs in the nearish future.

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* The Creator/{{Nintendo}} Virtual Boy. The mechanism used to generate the video game image is cool when you think about it. It works like a supermarket scanner, except on your eyes, and without a laser. However, many players reported it hurt their eyes and head. Worse, the Virtual Boy came on a stand and had no headband, so finding a comfortable position to actually play any games was difficult.

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* Virtual Reality. Once a distant dream limited to SciFi stories, advances in technology have led it to becoming a real thing. Unfortunately, it's still got many issues to iron out. Older attempts at VR were even worse:
**
The Creator/{{Nintendo}} Virtual Boy. The mechanism used to generate the video game image is cool when you think about it. It works like a supermarket scanner, except on your eyes, and without a laser. However, many players reported it hurt their eyes and head. Worse, the Virtual Boy came on a stand and had no headband, so finding a comfortable position to actually play any games was difficult.



** Although there have been many advances in virtual reality to the point where there are more successful VR devices like Steam VR and Sony's PSVR, many gamers still feel that while they obviously provide a fantastic sensory experience, there's relatively very little that they achieve in terms of gameplay, especially given the cost. If you just wanna play ''VideoGame/{{Touhou}}'' or a FightingGame, there's practically zero point in VR gaming.
*** Additionally, even with the improvements in VR technology, many players still get motion sickness and eye pain from VR.

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** Although there have been many advances in virtual reality to the point where there are more successful VR devices like Steam VR and Sony's PSVR, many gamers still feel that while they obviously provide a fantastic sensory experience, there's relatively very little that they achieve in terms of gameplay, especially given the cost. If you just wanna play ''VideoGame/{{Touhou}}'' or a FightingGame, there's practically zero point in VR gaming.
***
gaming Additionally, even with the improvements in VR technology, many players still get motion sickness and eye pain from VR.
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* The ''AtariJaguar'' heavily promoted itself as the first "64 bit" gaming console. However, the console lacked a true 64 bit processing unit, but two 32 bit processing units who theoretically could work together to do 32-bit calculations. The problem is that this multi-processor setup was difficult to code games for, and most of the Jaguar games looked similar to ''SuperNintendo'' titles. Atari's obsession with making a 64-bit machine was later shown to be misguided, as later game consoles like the ''Playstation2'' used 32-bit processors.

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* The ''AtariJaguar'' ''UsefulNotes/AtariJaguar'': Atari's last home console, it was heavily promoted itself as the first "64 bit" "64-bit" gaming console. However, the console lacked a true 64 bit 64-bit processing unit, but unit. Instead, it contained two 32 bit processing units who theoretically could work together to do 32-bit 64-bit calculations. The problem is that this multi-processor setup was difficult to code games for, and most of developers exclusively used the Jaguar games looked similar to ''SuperNintendo'' titles. Jaguar's weaker Motorola 68000 16-bit processor, the same processor as the Sega Genesis. Atari's obsession with making a 64-bit machine was later shown to be misguided, as later game consoles like the ''Playstation2'' ''UsefulNotes/Playstation2'' used 32-bit processors.
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* The ''AtariJaguar'' heavily promoted itself as the first "64 bit" gaming console. However, the console lacked a true 64 bit processing unit, but two 32 bit processing units who theoretically could work together to do 32-bit calculations. The problem is that this multi-processor setup was difficult to code games for, and most of the Jaguar games looked similar to ''SuperNintendo'' titles. Atari's obsession with making a 64-bit machine was later shown to be misguided, as later game consoles like the ''Playstation2'' used 32-bit processors.

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* The Creator/{{Nintendo}} Virtual Boy. The mechanism used to generate the video game image is cool when you think about it. It works like a supermarket scanner, except on your eyes, and without a laser. However, for some people, it hurt their eyes and head.

to:

* The Creator/{{Nintendo}} Virtual Boy. The mechanism used to generate the video game image is cool when you think about it. It works like a supermarket scanner, except on your eyes, and without a laser. However, for some people, many players reported it hurt their eyes and head.head. Worse, the Virtual Boy came on a stand and had no headband, so finding a comfortable position to actually play any games was difficult.


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*** Additionally, even with the improvements in VR technology, many players still get motion sickness and eye pain from VR.


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** Playing older games with scalable resolutions at 4K often come with UI scaling issues, so vital information like health are now squeezed into the corners of the screen as they are hard coded to only take a certain amount of pixels.
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** Although there have been many advances in virtual reality to the point where there are more successful VR devices like Steam VR and Sony's PSVR, many gamers still feel that while they obviously provide a fantastic sensory experience, there's relatively very little that they achieve in terms of gameplay, especially given the cost.
* Extremely high resolution on PC games. Sure, you're outputting your game at 4k resolution and have visuals that would make fantastic wallpapers, but it means nothing if your PC can't even run the game at more than 30 frames per second, and in games that are very action-intensive and rely on split-second decisions, it's far more useful to use a lower resolution that achieves 60 frames per second instead. If you just wanna play ''VideoGame/{{Touhou}}'' or a FightingGame, a more conventional TV/monitor will do.

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** Although there have been many advances in virtual reality to the point where there are more successful VR devices like Steam VR and Sony's PSVR, many gamers still feel that while they obviously provide a fantastic sensory experience, there's relatively very little that they achieve in terms of gameplay, especially given the cost.
cost. If you just wanna play ''VideoGame/{{Touhou}}'' or a FightingGame, there's practically zero point in VR gaming.
* Extremely high resolution on PC games. Sure, you're outputting your game at 4k resolution and have visuals that would make fantastic wallpapers, but it means nothing if your PC can't even run the game at more than 30 frames per second, and in games that are very action-intensive and rely on split-second decisions, it's far more useful to use a lower resolution that achieves 60 frames per second instead. If you just wanna play ''VideoGame/{{Touhou}}'' or a FightingGame, a more conventional TV/monitor will do.
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* Extremely high resolution on PC games. Sure, you're outputting your game at 4k resolution and have visuals that would make fantastic wallpapers, but it means nothing if your PC can't even run the game at more than 30 frames per second, and in games that are very action-intensive and rely on split-second decisions, it's far more useful to use a lower resolution that achieves 60 frames per second instead.

to:

* Extremely high resolution on PC games. Sure, you're outputting your game at 4k resolution and have visuals that would make fantastic wallpapers, but it means nothing if your PC can't even run the game at more than 30 frames per second, and in games that are very action-intensive and rely on split-second decisions, it's far more useful to use a lower resolution that achieves 60 frames per second instead. If you just wanna play ''VideoGame/{{Touhou}}'' or a FightingGame, a more conventional TV/monitor will do.
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** Although there have been many advances in virtual reality to the point where there are more successful VR devices like Steam VR and Sony's PSVR, many gamers still feel that while they obviously provide a fantastic sensory experience, there's relatively very little that they achieve in terms of gameplay, especially given the cost.
Is there an issue? Send a MessageReason:
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* Those jumbo arcade cabinets that frequently appear at many corporate-chain arcades look great and flashy, and often have control gimmicks that cannot be replicated at home without a hefty investment. However, the games produced for them often don't have much in the way of replay value or depth, and they often cost more than other arcade games, both to operators that purchase them and customers; whereas $1.00-1.50 (before bulk credit purchase discounts at certain arcades) is standard price for a credit on standard-sized cabs for racing games, gun games, rhythm games, etc., these games can easily cost two or even ''three'' dollars per credit, on top of the fact that these games are already very NintendoHard and will force a continue screen on a casual player in about 2-3 minutes.
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* One of the most commonly given reasons for why the UsefulNotes/PlaystationVita bombed was, ironically, its graphical power. It was on par with the PS3, and miles stronger than its competitor, the 3DS - but one of the advantages to being a handheld is being ''less'' powerful than home consoles, meaning they're much cheaper to make and buy games for. The PS Vita was so powerful that development costs for it weren't far behind home consoles, which caused the smaller devs that'd normally be on board with such a system to refuse to bite. The larger studios that could afford to make Vita games, on the other hand, preferred to stick with their home turf of console games, at most giving Vita projects to their B-team.
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* The UsefulNotes/GameCom was the first handheld system to use both a touch screen and stylus long before the UsefulNotes/NintendoDS, as well as the first system in general to incorporate rudimentary Internet functionality. However, the touch screen technology wasn't very impressive, and the Internet functionality negated its use as a portable device, since you had to hook it up to a modem in your house. As WebVideo/TheAngryVideoGameNerd in his review noted, you ''could'' use it to read your email...or you could just use the home computer, which likely had far better graphics anyways.
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* Metal ''VideoGame/DanceDanceRevolution'' pads are vastly more durable compared to soft pads. They don't slip, rip, or fold, they don't break easily, and you can use your shoes on them. However, they cost hundreds of US dollars. Worse, they're even more unstable than soft pads, as dancing frantically (especially on higher difficulty DDR songs) has a tendency to make the board wobble all over the place. You'll have to bolt it to something else or elevate the entire pad to make it stable. For the cost, it's far cheaper to just buy a soft pad... or, you know, practice on a real DDR machine in an arcade.

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* Metal ''VideoGame/DanceDanceRevolution'' pads are vastly more durable compared to soft pads. They don't slip, rip, or fold, they don't break easily, and you can use your shoes on them. However, they cost hundreds of US dollars. Worse, they're even more unstable than soft pads, as dancing frantically (especially on higher difficulty DDR songs) has a tendency to make the board wobble all over the place. You'll have to bolt it to something else or elevate the entire pad to make it stable. And if you need to move it around, it's a lot harder to carry and takes up a lot more space than the soft pads, a real deal-breaker if you're using it in small spaces. For the cost, it's far cheaper to just buy a soft pad... or, you know, practice on a real DDR machine in an arcade.

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* The Nintendo 3DS 3D feature. While it gives 3D without the need for glasses, it drains the battery life much faster than normal and it can be disorientating if not viewed at the right angle.

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* UsefulNotes/Nintendo3DS
**
The Nintendo 3DS 3D feature. While it gives 3D without the need for glasses, it drains the battery life much faster than normal and it normal, can be disorientating if not viewed at the right angle.angle, and just plain ''hurts'' the eyes of some people. This has led to the creation of the Nintendo 2DS and New Nintendo 2DS, cheaper models that lack the 3D function.
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* The Nintendo Gamecube was originally intended to support 3D graphics. The reason this feature was abandoned was because the component that allowed it was so expensive at the time that it was completely unfeasible.
* The Nintendo 3DS 3D feature. While it gives 3D without the need for glasses, it drains the battery life much faster than normal and it can be disorientating if not viewed at the right angle.
** The New 3DS system has the ability to wirelessly transfer images and video from the SD card to a computer. This sounds great, but it is slow and not all the data can arrive. What is really odd is the old version has a much better way to do this; unlike the New 3DS, the SD card can be easily taken out of its slot while you need to dismantle the New 3DS to get its SD card.
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** Likewise, the trend toward consoles able to output 4K resolutions sounds pretty on paper, but to actually reap the benefits you'll need a TV that can actually display 4K, which might cost more than the system and games combined.

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* Metal ''VideoGame/DanceDanceRevolution'' pads. They don't slip, rip, or fold like soft pads. They don't break easily, and you can use your shoes on them. However, they usually costs hundreds of US dollars.

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* Metal ''VideoGame/DanceDanceRevolution'' pads are vastly more durable compared to soft pads. They don't slip, rip, or fold like soft pads. They fold, they don't break easily, and you can use your shoes on them. However, they usually costs cost hundreds of US dollars.dollars. Worse, they're even more unstable than soft pads, as dancing frantically (especially on higher difficulty DDR songs) has a tendency to make the board wobble all over the place. You'll have to bolt it to something else or elevate the entire pad to make it stable. For the cost, it's far cheaper to just buy a soft pad... or, you know, practice on a real DDR machine in an arcade.



** Creator/{{Sega}} had their own VR system planned, and unlike the Virtual Boy, it was capable of displaying games in full color, unfortunately the test results determined that the device could cause headaches and other potential injuries, so Sega decided against releasing it. Makes you wonder why Nintendo didn't follow their example.
*** ExecutiveMeddling

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** Creator/{{Sega}} had their own VR system planned, and unlike the Virtual Boy, it was capable of displaying games in full color, unfortunately the test results determined that the device could cause headaches and other potential injuries, so Sega decided against releasing it. Makes you wonder why Nintendo didn't follow their example.\n*** ExecutiveMeddling



** Running high resolution screens on very old PC games can also cause this; at best, the screen will look distorted. At worst, the game refuses to run or crashes.
* The add-ons for the UsefulNotes/SegaGenesis, the Sega CD and the Sega 32X. The wonders of improved graphics, CD-level sound and bigger space to make games with, but it made the thing look incredibly clunky and each one required its own power supply. That's right - if you wanted to play all three of these systems, you better have a surge protector. And some extra money to pay for the extra power.
** Generally speaking; this was practically SEGA's modus operandi; their consoles tended to favor the use of tech that was often ahead of it's time to the point of being unrealistic in a money-making sense. This was especially true of their many, many attempts at making headway into online gaming well before the audience at large was really ready to make decent use of it; only finally succeeding with the Dreamcast and Phantasy Star Online - and even then, it was crippled by its built in modem that wouldn't have carried it very far with the onset of much faster speeds.
* The OLED screen on the original model PsVita. Beautiful colors, insanely dark blacks, but drains the battery in only about 4 1/2 hours. (for comparison, the Newer slim model uses an LCD screen and the battery lasts a full 2 hours longer)

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** Running high resolution screens on very old PC games can also cause this; at best, the screen will look distorted. At worst, the game refuses to run or crashes.
* The add-ons for the UsefulNotes/SegaGenesis, the Sega CD and the Sega 32X. The wonders of improved graphics, CD-level sound and bigger space to make games with, but it with were the selling points. It also made the thing look incredibly clunky clunky, and each one required its own power supply. That's right - if you wanted to play all three of these systems, you you'd better have a surge protector. And some extra money to pay for the extra power.
** Generally speaking; speaking, this was practically SEGA's modus operandi; their consoles tended to favor the use of tech that was often ahead of it's its time to the point of being unrealistic in a money-making sense. This was especially true of their many, many attempts at making headway into online gaming well before the audience at large was really ready to make decent use of it; only finally succeeding with the Dreamcast and Phantasy ''Phantasy Star Online Online'' - and even then, it was crippled by its built in built-in modem that wouldn't have carried it very far with the onset of much faster speeds.
* The OLED screen on the original model PsVita. PS Vita. Beautiful colors, insanely dark blacks, but drains that drained the battery in only about 4 1/2 4.5 hours. (for For comparison, the Newer newer slim model uses an LCD screen screen, and the battery lasts a full 2 two hours longer)longer.
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* The ''VideoGame/{{osu}}!'' [[http://store.ppy.sh/store/product/20 keyboard]], a two-key mechanical keyboard designed exclusively for playing ''osu!''. It looks pretty, but it costs 40 USD, i.e. $20 per key. For the price of three of these controllers, you can get a full-sized mechanical keyboard that has 50 times more keys and can be used for a much larger variety of games.

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* The ''VideoGame/{{osu}}!'' [[http://store.ppy.sh/store/product/20 keyboard]], a two-key mechanical keyboard designed exclusively for playing ''osu!''. It looks pretty, but it costs 40 USD, i.e. $20 per key. For the price of three or even just two of these controllers, you can get a full-sized mechanical keyboard that has 50 times more keys and can be used for a much larger variety of games.
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* "AAA" PC games are heading into this with ever-increasing system requirements. They require large amounts of memory and discrete video cards, which eliminates most laptops and tablets that are being favored for hardware purchases. This has given a boost to indie games, which tend to have much lower requirements.
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* The Nintendo Virtual Boy. The mechanism used to generate the video game image is cool when you think about it. It works like a supermarket scanner, except on your eyes, and without a laser. However, for some people, it hurt their eyes and head.
** Sega had their own VR system planned, and unlike the Virtual Boy, it was capable of displaying games in full color, unfortunately the test results determined that the device could cause headaches and other potential injuries, so Sega decided against releasing it. Makes you wonder why Nintendo didn't follow their example.

to:

* The Nintendo Creator/{{Nintendo}} Virtual Boy. The mechanism used to generate the video game image is cool when you think about it. It works like a supermarket scanner, except on your eyes, and without a laser. However, for some people, it hurt their eyes and head.
** Sega Creator/{{Sega}} had their own VR system planned, and unlike the Virtual Boy, it was capable of displaying games in full color, unfortunately the test results determined that the device could cause headaches and other potential injuries, so Sega decided against releasing it. Makes you wonder why Nintendo didn't follow their example.



* The add-ons for the SegaGenesis, the SegaCD and the Sega32X. The wonders of improved graphics, CD-level sound and bigger space to make games with, but it made the thing look incredibly clunky and each one required its own power supply. That's right - if you wanted to play all three of these systems, you better have a surge protector. And some extra money to pay for the extra power.

to:

* The add-ons for the SegaGenesis, UsefulNotes/SegaGenesis, the SegaCD Sega CD and the Sega32X.Sega 32X. The wonders of improved graphics, CD-level sound and bigger space to make games with, but it made the thing look incredibly clunky and each one required its own power supply. That's right - if you wanted to play all three of these systems, you better have a surge protector. And some extra money to pay for the extra power.
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* The ''VideoGame/{{osu}}!'' [[http://store.ppy.sh/store/product/20 keyboard]], a two-key mechanical keyboard designed exclusively for playing ''osu!''. It looks pretty, but it costs 40 USD, i.e. $20 per key. For the price of three of these controllers, you can get a full-sized mechanical keyboard that has 50 times more keys and can be used for a much larger variety of games.
Is there an issue? Send a MessageReason:
None

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** Generally speaking; this was practically SEGA's modus operandi; their consoles tended to favor the use of tech that was often ahead of it's time to the point of being unrealistic in a money-making sense. This was especially true of their many, many attempts at making headway into online gaming well before the audience at large was really ready to make decent use of it; only finally succeeding with the Dreamcast and Phantasy Star Online - and even then, it was crippled by its built in modem that wouldn't have carried it very far with the onset of much faster speeds.
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* Many early color-screen handheld systems, due to requiring a backlight and a large number of batteries, and even then will often run for 5 hours or less before requiring battery replacements. This is why Nintendo held off on making a system with a color screen until 1998 (UsefulNotes/GameBoyColor) and one with a built-in light until 2003 (UsefulNotes/GameBoyAdvance SP).

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* Many early color-screen handheld systems, systems such as the AtariLynx and the UsefulNotes/GameGear, due to requiring a backlight and a large number of batteries, and even then will often run for 5 hours or less before requiring battery replacements. This is why Nintendo held off on making a system with a color screen until 1998 (UsefulNotes/GameBoyColor) and one with a built-in light until 2003 (UsefulNotes/GameBoyAdvance SP).
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* Many early color-screen handheld systems, due to requiring a backlight and a large number of batteries, and even then will often run for 5 hours or less before requiring battery replacementrs. This is why Nintendo held off on making a system with a color screen until 1998 (UsefulNotes/GameBoyColor) and one with a built-in light until 2003 (UsefulNotes/GameBoyAdvance SP).

to:

* Many early color-screen handheld systems, due to requiring a backlight and a large number of batteries, and even then will often run for 5 hours or less before requiring battery replacementrs.replacements. This is why Nintendo held off on making a system with a color screen until 1998 (UsefulNotes/GameBoyColor) and one with a built-in light until 2003 (UsefulNotes/GameBoyAdvance SP).
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* Many early color-screen handheld systems, due to requiring a backlight and a large number of batteries, and even then will often run for 5 hours or less before requiring battery replacementrs. This is why Nintendo held off on making a system with a color screen until 1998 (UsefulNotes/GameBoyColor) and one with a built-in light until 2003 (UsefulNotes/GameBoyAdvance SP).
Is there an issue? Send a MessageReason:
None

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* The OLED screen on the original model PsVita. Beautiful colors, insanely dark blacks, but drains the battery in only about 4 1/2 hours. (for comparison, the Newer slim model uses an LCD screen and the battery lasts a full 2 hours longer)
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** ExecutiveMeddling

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** *** ExecutiveMeddling
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* The add-ons for the SegaGenesis, the SegaCD and the Sega32X. The wonders of improved graphics, CD-level sound and bigger space to make games with, but it made the thing look incredibly clunky and each one required its own power supply. That's right - if you wanted to play all three of these systems, you better have a surge protector. And some extra money to pay for the extra power.
Is there an issue? Send a MessageReason:
None

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** ExecutiveMeddling
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* Metal ''VideoGame/DanceDanceRevolution'' pads. They don't slip, rip, or fold like soft pads. They don't break easily, and you can use your shoes on them. However, they usually costs hundreds of US dollars.
* The Nintendo Virtual Boy. The mechanism used to generate the video game image is cool when you think about it. It works like a supermarket scanner, except on your eyes, and without a laser. However, for some people, it hurt their eyes and head.
** Sega had their own VR system planned, and unlike the Virtual Boy, it was capable of displaying games in full color, unfortunately the test results determined that the device could cause headaches and other potential injuries, so Sega decided against releasing it. Makes you wonder why Nintendo didn't follow their example.
* Extremely high resolution on PC games. Sure, you're outputting your game at 4k resolution and have visuals that would make fantastic wallpapers, but it means nothing if your PC can't even run the game at more than 30 frames per second, and in games that are very action-intensive and rely on split-second decisions, it's far more useful to use a lower resolution that achieves 60 frames per second instead.
** Running high resolution screens on very old PC games can also cause this; at best, the screen will look distorted. At worst, the game refuses to run or crashes.
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