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Please italicize work names, as called out in How To Write An Example. The Google Stadia store was shut down in 2022 and the service will shut down entirely in 2023.


* One of the main reasons for the [[UsefulNotes/SegaSaturn Sega Saturn's]] failure was that it was too complicated for its own good. It had 2 32-bit processor, which sounds impressive, but they weren't properly linked together and required extreme technical knowledge to get anywhere with. The Quadrangular polygons on paper would strongly reduce the effect of texture warping and give better representation for round objects, but required extra work for any porting jobs and made modelling even more difficult due to the entire industry already being used to triangular polygons. Finally, the 2 VDP chips were extremely sophisticated and allowed the system to handle backgrounds and polygon and sprite mixtures easier (As seen in games like Bulk Slash), but resulted in further complexity and difficult with transparency effects. All this resulted in games generally looking and running worse, despite the system being technically superior in most ways to the Playstation and Nintendo 64. However, a few developers got over this handicaps, with later games for the system such as VideoGame/PanzerDragoonSaga, VideoGame/PowerSlave, Last Bronx and the [[https://www.youtube.com/watch?v=foZUcPQAMvg unreleased beta]] (Yes, that is running on hardware) of VideoGame/{{Shenmue}} showcasing its potential.

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* One of the main reasons for the [[UsefulNotes/SegaSaturn Sega Saturn's]] failure was that it was too complicated for its own good. It had 2 32-bit processor, which sounds impressive, but they weren't properly linked together and required extreme technical knowledge to get anywhere with. The Quadrangular polygons on paper would strongly reduce the effect of texture warping and give better representation for round objects, but required extra work for any porting jobs and made modelling even more difficult due to the entire industry already being used to triangular polygons. Finally, the 2 VDP chips were extremely sophisticated and allowed the system to handle backgrounds and polygon and sprite mixtures easier (As seen in games like Bulk Slash), but resulted in further complexity and difficult with transparency effects. All this resulted in games generally looking and running worse, despite the system being technically superior in most ways to the Playstation and Nintendo 64. However, a few developers got over this handicaps, with later games for the system such as VideoGame/PanzerDragoonSaga, VideoGame/PowerSlave, Last Bronx ''VideoGame/PanzerDragoonSaga'', ''VideoGame/PowerSlave'', ''Last Bronx'' and the [[https://www.youtube.com/watch?v=foZUcPQAMvg unreleased beta]] (Yes, that is running on hardware) of VideoGame/{{Shenmue}} ''VideoGame/{{Shenmue}}'' showcasing its potential.



* Going GunsAkimbo in a LightGunGame. It looks cool, and you get twice as much ammo to work with, but the tactical advantage is negligible, you have to manage two health bars, and if you're playing on an arcade cabinet that isn't set to free play, you have to pay twice as much. Also depending on the game, dual-wielding can be pretty uncomfortable, if the gun is particuluarly big (like ''The VideoGame/HouseOfTheDead III''[='=]s shotgun and ''VideoGame/GHOSTSquad''[='=]s assault rifle) or each player gets their own screen (like in ''VideoGame/TimeCrisis''). On top of all this, many games will increase the difficulty (usually by adding more enemies, giving them more health, or making them fire more attacks) if both player slots are in use, turning the game from what's already a [[NintendoHard quarter-muncher]] into a quarter vacuum. This is even if you have the dexterity to be able to "point and shoot" at two different targets at once. Heck, even firing at one target can be a chore as you try to point both guns at the same spot.

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* Going GunsAkimbo in a LightGunGame. It looks cool, and you get twice as much ammo to work with, but the tactical advantage is negligible, you have to manage two health bars, and if you're playing on an arcade cabinet that isn't set to free play, you have to pay twice as much. Also depending on the game, dual-wielding can be pretty uncomfortable, if the gun is particuluarly particularly big (like ''The VideoGame/HouseOfTheDead III''[='=]s shotgun and ''VideoGame/GHOSTSquad''[='=]s assault rifle) or each player gets their own screen (like in ''VideoGame/TimeCrisis''). On top of all this, many games will increase the difficulty (usually by adding more enemies, giving them more health, or making them fire more attacks) if both player slots are in use, turning the game from what's already a [[NintendoHard quarter-muncher]] into a quarter vacuum. This is even if you have the dexterity to be able to "point and shoot" at two different targets at once.once, let alone hitting them and being able to do that quickly before getting hit or killed. Heck, even firing at one target can be a chore as you try to point both guns at the same spot.



** 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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** 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.



** The Creator/{{Nintendo}} UsefulNotes/VirtualBoy. 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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** The Creator/{{Nintendo}} UsefulNotes/VirtualBoy. 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 that 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 ''Franchise/TouhouProject'' 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.
** Additionally VR setups that tracks the player's movements have the requirement of needing a section of clutter free space to work with. And you'd better make sure nobody puts something in that space, as you're basically blind and deaf to your surroundings and VR systems won't warn you about foreign objects (yet).

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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 ''Franchise/TouhouProject'' 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 pain/strain from VR.
** Additionally VR setups that tracks the player's movements have the requirement of needing a section of clutter free space to work with. with and a place to place the camera. And you'd better make sure nobody puts something in that space, space or walks into it while you're playing, as you're basically blind and deaf to your surroundings and VR systems won't warn you about foreign objects (yet).(yet). If you don't keep yourself rooted into one spot, expect to slam your hands or arms into walls or furniture.



* CloudGaming. Instead of having the game and the hardware needed to run it, you instead stream video from a top-of-the-line PC that can run the game at maximum settings; in short, remote computing but optimized for games. In theory, all you need is a high-speed Internet connection and a device that can handle video at the quality of your choice -- usually a PC, but there are also dedicated cloud gaming devices such as UsefulNotes/{{Stadia}} and you can even use a smartphone -- to play. However, cloud gaming runs into multiple problems:

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* CloudGaming. Instead of having the game and the hardware needed to run it, you instead stream video from a top-of-the-line PC that can run the game at maximum settings; in short, remote computing but optimized for games. In theory, all you need is a high-speed Internet connection and a device that can handle video at the quality of your choice -- usually a PC, but there are also dedicated cloud gaming devices such as UsefulNotes/{{Stadia}} (before it was announced to be shut down in 2023) and you can even use a smartphone -- to play. However, cloud gaming runs into multiple problems:
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* When Sony announced that its UsefulNotes/PlayStationPortable handheld console would be use a brand new optical media format--the UMD--everyone predicted that it would be the key to the console's success, much like how the first UsefulNotes/PlayStation's success was driven by the CD-ROM format. However, it turned out that optical discs weren't very well suited for a portable system--loading times got in the way of quick gaming fixes, and the moving parts of an optical drive ate up precious battery life and had trouble withstanding the movement and jostling that a handheld system must endure, leading to problems like the discs spontaneously ejecting. And because UMD didn't see any applications outside of the PSP, it didn't see the economies of scale that [=CDs=] and [=DVDs=] did and therefore not as much of an edge in manufacturing costs over cartridges. As a result, the UsefulNotes/NintendoDS, which continued to stick to solid-state cartridges, ended up outselling the PSP by a wide margin, an ironic twist on the [=N64=] vs. [=PS1=] era. In the few countries where the PSP ''did'' win out such as the Philippines, their sales was mostly due to a combination of brand loyalty held over from the [=PS1=] and 2 days and pirating game ISO images and putting them on Memory Sticks rather than legitimate software sales.

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* When Sony announced that its UsefulNotes/PlayStationPortable handheld console would be use a brand new optical media format--the UMD--everyone predicted that it would be the key to the console's success, much like how the first UsefulNotes/PlayStation's success was driven by the CD-ROM format. However, it turned out that optical discs weren't very well suited for a portable system--loading times got in the way of quick gaming fixes, and the moving parts of an optical drive ate up precious battery life and had trouble withstanding the movement and jostling that a handheld system must endure, leading to problems like the discs spontaneously ejecting. And because UMD didn't see any applications outside of the PSP, it didn't see the economies of scale that [=CDs=] and [=DVDs=] did and therefore not as much of an edge in manufacturing costs over cartridges. As a result, the UsefulNotes/NintendoDS, which continued to stick to solid-state cartridges, ended up outselling the PSP by a wide margin, an ironic twist on the [=N64=] vs. [=PS1=] era. In the few countries where the PSP ''did'' win out such as the Philippines, their sales was mostly due to a combination of brand loyalty held over from the [=PS1=] and 2 days and pirating game ISO images and putting them on Memory Sticks rather than legitimate software sales.
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* When Sony announced that its UsefulNotes/PlayStationPortable handheld console would be use a brand new optical media format--the UMD--everyone predicted that it would be the key to the console's success, much like how the first UsefulNotes/PlayStation's success was driven by the CD-ROM format. However, it turned out that optical discs weren't very well suited for a portable system--loading times got in the way of quick gaming fixes, and the moving parts of an optical drive ate up precious battery life and had trouble withstanding the movement and jostling that a handheld system must endure, leading to problems like the discs spontaneously ejecting. And because UMD didn't see any applications outside of the PSP, it didn't see the economies of scale that [=CDs=] and [=DVDs=] did and therefore not as much of an edge in manufacturing costs over cartridges.

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* When Sony announced that its UsefulNotes/PlayStationPortable handheld console would be use a brand new optical media format--the UMD--everyone predicted that it would be the key to the console's success, much like how the first UsefulNotes/PlayStation's success was driven by the CD-ROM format. However, it turned out that optical discs weren't very well suited for a portable system--loading times got in the way of quick gaming fixes, and the moving parts of an optical drive ate up precious battery life and had trouble withstanding the movement and jostling that a handheld system must endure, leading to problems like the discs spontaneously ejecting. And because UMD didn't see any applications outside of the PSP, it didn't see the economies of scale that [=CDs=] and [=DVDs=] did and therefore not as much of an edge in manufacturing costs over cartridges. As a result, the UsefulNotes/NintendoDS, which continued to stick to solid-state cartridges, ended up outselling the PSP by a wide margin, an ironic twist on the [=N64=] vs. [=PS1=] era. In the few countries where the PSP ''did'' win out such as the Philippines, their sales was mostly due to a combination of brand loyalty held over from the [=PS1=] and 2 days and pirating game ISO images and putting them on Memory Sticks rather than legitimate software sales.
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Up To Eleven is a defunct trope


** 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 LCD screen that displayed the games could blur should there be fast scrolling (a bad thing considering Sega's [[VideoGame/SonicTheHedgehog famous blue mascot]]), drained batteries [[UpToEleven faster than the infamously-battery-hungry 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 separate controller to play one-player games (it had a built-in controller port, but since a controller was already built into the main design, a separate controller plugged into that port would invariably be player two) and no reset button, which made certain games UnintentionallyUnwinnable.

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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 LCD screen that displayed the games could blur should there be fast scrolling (a bad thing considering Sega's [[VideoGame/SonicTheHedgehog famous blue mascot]]), drained batteries [[UpToEleven faster than the infamously-battery-hungry Game Gear]] Gear (Game Gear's batteries could last 3-5 hours. Nomad? Only 2-3. And both used six AA batteries), couldn't use a separate controller to play one-player games (it had a built-in controller port, but since a controller was already built into the main design, a separate controller plugged into that port would invariably be player two) and no reset button, which made certain games UnintentionallyUnwinnable.
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* One of the main reasons for the [[UsefulNotes/SegaSaturn Sega Saturn's]] failure was that it was too complicated for its own good. It had 2 32-bit processor, which sounds impressive, but they weren't properly linked together and required extreme technical knowledge to get anywhere with. The Quadrangular polygons on paper would strongly reduce the effect of texture warping and give better representation for round objects, but required extra work for any porting jobs and made modelling even more difficult due to the entire industry already being used to triangular polygons. Finally, the 2 VDP chips were extremely sophisticated and allowed the system to handle backgrounds and polygon and sprite mixtures easier (As seen in games like Bulk Slash), but resulted in further complexity and difficult with transparency effects. All this resulted in games generally looking and running worse, despite the system being technically superior in most ways to the Playstation and Nintendo 64. However, a few developers got over this handicaps, with later games for the system such as VideoGame/PanzeerDragoonSaga, VideoGame/PowerSlave, Last Bronx and the [[https://www.youtube.com/watch?v=foZUcPQAMvg unreleased beta]] (Yes, that is running on hardware) of VideoGame/{{Shenmue}} showcasing its potential.

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* One of the main reasons for the [[UsefulNotes/SegaSaturn Sega Saturn's]] failure was that it was too complicated for its own good. It had 2 32-bit processor, which sounds impressive, but they weren't properly linked together and required extreme technical knowledge to get anywhere with. The Quadrangular polygons on paper would strongly reduce the effect of texture warping and give better representation for round objects, but required extra work for any porting jobs and made modelling even more difficult due to the entire industry already being used to triangular polygons. Finally, the 2 VDP chips were extremely sophisticated and allowed the system to handle backgrounds and polygon and sprite mixtures easier (As seen in games like Bulk Slash), but resulted in further complexity and difficult with transparency effects. All this resulted in games generally looking and running worse, despite the system being technically superior in most ways to the Playstation and Nintendo 64. However, a few developers got over this handicaps, with later games for the system such as VideoGame/PanzeerDragoonSaga, VideoGame/PanzerDragoonSaga, VideoGame/PowerSlave, Last Bronx and the [[https://www.youtube.com/watch?v=foZUcPQAMvg unreleased beta]] (Yes, that is running on hardware) of VideoGame/{{Shenmue}} showcasing its potential.
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Added DiffLines:

*One of the main reasons for the [[UsefulNotes/SegaSaturn Sega Saturn's]] failure was that it was too complicated for its own good. It had 2 32-bit processor, which sounds impressive, but they weren't properly linked together and required extreme technical knowledge to get anywhere with. The Quadrangular polygons on paper would strongly reduce the effect of texture warping and give better representation for round objects, but required extra work for any porting jobs and made modelling even more difficult due to the entire industry already being used to triangular polygons. Finally, the 2 VDP chips were extremely sophisticated and allowed the system to handle backgrounds and polygon and sprite mixtures easier (As seen in games like Bulk Slash), but resulted in further complexity and difficult with transparency effects. All this resulted in games generally looking and running worse, despite the system being technically superior in most ways to the Playstation and Nintendo 64. However, a few developers got over this handicaps, with later games for the system such as VideoGame/PanzeerDragoonSaga, VideoGame/PowerSlave, Last Bronx and the [[https://www.youtube.com/watch?v=foZUcPQAMvg unreleased beta]] (Yes, that is running on hardware) of VideoGame/{{Shenmue}} showcasing its potential.
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** Nintendo stuck to using cartridges for the N64, thus thwarting piracy, keeping load times low, making games more physically durable and allowing for game data to be saved on them, while the system's competitors adapted read-only compact discs that depend on a moving laser to be read and which probably shouldn't be handled by very young children. Unfortunately, the cartridges were very expensive to produce and have pitiful amounts of storage space, with 8 MB being the standard and 64 MB being the best that Nintendo could offer, while CD-ROM discs could store up to 650 MB (admittedly, most of this was for the use of game soundtracks, but that's still ''exponentially'' more than N64 carts). And the salt on the wound was that the average N64 game retailed for 50-60 USD ''despite using less space'' as mentioned above, as opposed to the more successful [=PS1=] and its $30-40 games. It took about another 20 years for Nintendo to take another stab at cartridges for home systems, when solid state data storage technology had improved to the point where it was feasible to store AAA games on them once again, resulting in a commercially successful implementation of game cartridges for the UsefulNotes/NintendoSwitch.

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** Nintendo stuck to using cartridges for the N64, thus thwarting piracy, keeping load times low, making games more physically durable and allowing for game data to be saved on them, while the system's competitors adapted read-only compact discs that depend on a moving laser to be read and which probably shouldn't be handled by very young children. Unfortunately, the cartridges were very expensive to produce and have pitiful amounts of storage space, with 8 MB being the standard and 64 MB being the best that Nintendo could offer, while CD-ROM discs could store up to 650 MB (admittedly, most of this was for the use of game soundtracks, but that's still ''exponentially'' more than N64 carts). And the salt on the wound was that the average N64 game retailed for 50-60 USD ''despite using less space'' as mentioned above, as opposed to the more successful [=PS1=] and its $30-40 games. It took about another 20 years for Nintendo to take another stab at cartridges for home systems, when solid state data storage technology had improved to the point where it was feasible to store AAA games on them once again, resulting in a commercially successful implementation of game cartridges for the UsefulNotes/NintendoSwitch. On the other hand, cartridges did continue to stay BoringButPractical for their handhelds due to ther durability and lack of moving parts required, leading to an edge over the disc-based PSP.
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* The UsefulNotes/NeoGeo AES shows that yes, you could have [[ArcadePerfectPort Arcade-Perfect Ports]] in a home system in TheNineties. Unfortunately, during the Neo Geo's prime, conventional home console technology still had a ways to go to be caught up with arcade game technology, resulting in game cartridges costing hundreds of dollars each; in other words, for the price of one game, you could purchase an entire game console or two! At the time, it was far better for the average consumer to simply settle for a lower-quality port for a much better price point, and by UsefulNotes/TheFifthGenerationOfConsoleVideoGames, Neo-Geo games started to get {{Arcade Perfect Port}}s on more mainstream consoles at the 30-60 USD price range and later Hamster's ''ACA Neo Geo'' port series for less than 10 USD a game, while AES games only get more and more expensive due to their growing status as collector's items, leaving the AES as a "die-hard fans only" item.

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* The UsefulNotes/NeoGeo AES shows that yes, you could have [[ArcadePerfectPort Arcade-Perfect Ports]] in a home system in TheNineties. Unfortunately, during the Neo Geo's prime, conventional home console technology still had a ways to go to be caught up with arcade game technology, resulting in game cartridges costing hundreds of dollars each; in other words, for the price of one game, you could purchase an entire game console or two! At the time, it was far better for the average consumer to simply settle for a lower-quality port for a much better price point, and by UsefulNotes/TheFifthGenerationOfConsoleVideoGames, Neo-Geo Neo Geo games started to get {{Arcade Perfect Port}}s on more mainstream consoles at the 30-60 USD price range and later Hamster's ''ACA Neo Geo'' port series for less than 10 USD a game, while AES games only get more and more expensive due to their growing status as collector's items, leaving the AES as a "die-hard fans only" item.



* The original ''VideoGame/{{Darius}}'' used a beefy three-screens setup, which also featured powerful rumble motors and trickery using mirrors in order to have the playfield be seamless without bezels. While quite awesome and a big part of the series legacy, the setup proved to be [[https://twitter.com/VGDensetsu/status/1339157232185962496 problematic for both the developers and arcade operators]], as the later group balked at the floorspace it took and its huge purchase price, while Taito didn't like the increased budget required for the engineering and was uncomfortable making more multi-screen games to justify the setup to buyers. After unsuccessfully trying to nudge the director in using a cheaper (but still impratical) 2-screens set, development on ''Darius III'' stalled due to CreativeDifferences over the screen set-up and the following installments would switch to standardized single-screen platforms until 2012's Dariusburst: Another Chronicle (which employs a less complex two 16:9 screens playfield).

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* The original ''VideoGame/{{Darius}}'' used a beefy three-screens setup, which also featured powerful rumble motors and trickery using mirrors in order to have the playfield be seamless without bezels. While quite awesome and a big part of the series legacy, the setup proved to be [[https://twitter.com/VGDensetsu/status/1339157232185962496 problematic for both the developers and arcade operators]], operators,]] as the later group balked at the floorspace it took and its huge purchase price, while Taito didn't like the increased budget required for the engineering and was uncomfortable making more multi-screen games to justify the setup to buyers. After unsuccessfully trying to nudge the director in using a cheaper (but still impratical) impractical) 2-screens set, development on ''Darius III'' stalled due to CreativeDifferences over the screen set-up and the following installments would switch to standardized single-screen platforms until 2012's Dariusburst: ''Dariusburst: Another Chronicle Chronicle'' (which employs a less complex two 16:9 screens playfield).
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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.

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* Extremely high resolution on PC games. Sure, you're outputting your game at 4k 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.
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* The UsefulNotes/PlaystationVita was Awesome, but Impractical in a few ways, leading to poor market performance and its eventual demise:

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* The UsefulNotes/PlaystationVita UsefulNotes/PlayStationVita was Awesome, but Impractical in a few ways, leading to poor market performance and its eventual demise:



* The UsefulNotes/AtariJaguar, Atari's last home console, was heavily promoted as the first "64-bit" gaming console. However, the console lacked a true 64-bit processing unit. Instead, it contained two processing units which theoretically could work together to do 64-bit calculations. The problem is that this multi-processor setup was difficult to code games for, and most developers exclusively used the 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 misguided, as later game consoles like the UsefulNotes/Playstation2 used 32-bit processors, with 64-bit ones only truly taking off, at least for the purposes of gaming, at the start of TheNewTens.

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* The UsefulNotes/AtariJaguar, Atari's last home console, was heavily promoted as the first "64-bit" gaming console. However, the console lacked a true 64-bit processing unit. Instead, it contained two processing units which theoretically could work together to do 64-bit calculations. The problem is that this multi-processor setup was difficult to code games for, and most developers exclusively used the 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 misguided, as later game consoles like the UsefulNotes/Playstation2 UsefulNotes/PlayStation2 used 32-bit processors, with 64-bit ones only truly taking off, at least for the purposes of gaming, at the start of TheNewTens.
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[[foldercontrol]]



* Ultimately one of the factors in what killed the ''UsefulNotes/WiiU'', among other things. On paper, it was basically a DS/3DS as a console. While the two screens and touch screen formula worked incredibly well for the previous two, it turned out to be more cumbersome for the latter, as having to keep track of two screens that ''aren't'' on top of each other is [[SomeDexterityRequired much more difficult than you'd think]]. And while being able to play off-screen is neat, the very short range the tablet having to be next to the console makes it rather pointless anyway. Combined with the monster of a controller that was the tablet itself, the selling point of the console just wasn't very worthwhile in many people's eyes.

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* Ultimately one of the factors in what killed the ''UsefulNotes/WiiU'', UsefulNotes/WiiU, among other things. On paper, it was basically a DS/3DS as a console. While the two screens and touch screen formula worked incredibly well for the previous two, it turned out to be more cumbersome for the latter, as having to keep track of two screens that ''aren't'' on top of each other is [[SomeDexterityRequired much more difficult than you'd think]]. And while being able to play off-screen is neat, the very short range the tablet having to be next to the console makes it rather pointless anyway. Combined with the monster of a controller that was the tablet itself, the selling point of the console just wasn't very worthwhile in many people's eyes.
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* The Frostbite Engine in Creator/ElectronicArts games. It's an undeniably powerful engine that features realistic animations, dynamic lighting, destructible environments and high fidelity graphics. However, as Frostbite was originally designed by studio Creator/DICE for their ''VideoGame/{{Battlefield}}'' games, [[CripplingOverspecialization it's perfect for making shooters but struggles to work for games outside that genre]]. When [=EA=] pushed their other studios like Creator/BioWare to use Frostbite for their [=RPGs=], development went to hell with developers being forced to build new tools from the ground-up to support basic features in the genre like a crafting system and inventory menu; as a result of the Frostbite engine's overspecialized and finicky nature, many games like ''VideoGame/MassEffectAndromeda'' and ''VideoGame/Anthem2019'' were launched in bug-ridden and content-lacking states. Furthermore, bringing out the best of Frostbite is dependent on specialized technicians and engineers who aren't always available for every game as [=EA=] diverts them towards their more profitable sports titles. With the failures of several Frostbite-based games and the lack of resources caused by the UsefulNotes/COVID19Pandemic, EA started scaling back on using Frostbite engine in the 2020s.

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* The Frostbite Engine in Creator/ElectronicArts games. It's an undeniably powerful engine that features realistic animations, dynamic lighting, destructible environments and high fidelity graphics. However, as Frostbite was originally designed by studio Creator/DICE for their ''VideoGame/{{Battlefield}}'' games, [[CripplingOverspecialization it's perfect for making shooters but struggles to work for games outside that genre]]. When [=EA=] pushed their other studios like Creator/BioWare to use Frostbite the engine for their [=RPGs=], development went to hell with developers being forced to build new tools from the ground-up to support basic features in the genre like a crafting system and inventory menu; as a result of the Frostbite engine's overspecialized and finicky nature, many technical issues, several [=EA=] games like were either cancelled or released in buggy launch states as seen with ''VideoGame/MassEffectAndromeda'' and ''VideoGame/Anthem2019'' were launched in bug-ridden and content-lacking states.''VideoGame/Anthem2019''. Furthermore, bringing out the best of Frostbite is dependent on specialized technicians and engineers who aren't always available for every game as [=EA=] diverts them towards their more profitable sports titles. With the failures of several Frostbite-based games and the lack of resources caused by the UsefulNotes/COVID19Pandemic, EA started scaling back on using Frostbite the engine in the 2020s.
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* The Frostbite Engine in Creator/ElectronicArts games. It's an undeniably powerful engine that features realistic animations, dynamic lighting, destructible environments and high fidelity graphics. However, as Frostbite was originally designed by studio Creator/DICE for their ''VideoGame/{{Battlefield}}'' games, [[CripplingOverspecialization it's only great for making shooters and not much else]]. When [=EA=] pushed their other studios like Creator/BioWare to use Frostbite for their non-shooters, development went to hell with developers being forced to build new tools from the ground-up for their games; as a result of the Frostbite engine's overspecialized and finicky nature, many games like ''VideoGame/MassEffectAndromeda'' and ''VideoGame/Anthem2019'' were launched in bug-ridden and content-lacking states. Furthermore, bringing out the best of Frostbite is dependent on specialized technicians and engineers who aren't always available for every game as [=EA=] diverts them towards their most profitable franchises like ''VideoGame/MaddenNFL'' and ''VideoGame/FIFASoccer''. With the failures of several Frostbite-based games and additional development hurdle of working-from-home conditions caused by the UsefulNotes/COVID19Pandemic, EA started scaling back on using Frostbite engine in the 2020s.

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* The Frostbite Engine in Creator/ElectronicArts games. It's an undeniably powerful engine that features realistic animations, dynamic lighting, destructible environments and high fidelity graphics. However, as Frostbite was originally designed by studio Creator/DICE for their ''VideoGame/{{Battlefield}}'' games, [[CripplingOverspecialization it's only great perfect for making shooters and not much else]]. but struggles to work for games outside that genre]]. When [=EA=] pushed their other studios like Creator/BioWare to use Frostbite for their non-shooters, [=RPGs=], development went to hell with developers being forced to build new tools from the ground-up for their games; to support basic features in the genre like a crafting system and inventory menu; as a result of the Frostbite engine's overspecialized and finicky nature, many games like ''VideoGame/MassEffectAndromeda'' and ''VideoGame/Anthem2019'' were launched in bug-ridden and content-lacking states. Furthermore, bringing out the best of Frostbite is dependent on specialized technicians and engineers who aren't always available for every game as [=EA=] diverts them towards their most more profitable franchises like ''VideoGame/MaddenNFL'' and ''VideoGame/FIFASoccer''. sports titles. With the failures of several Frostbite-based games and additional development hurdle the lack of working-from-home conditions resources caused by the UsefulNotes/COVID19Pandemic, EA started scaling back on using Frostbite engine in the 2020s.
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* The Frostbite Engine in games by Creator/ElectronicArts. It's a powerful engine that can support flashy features like realistic animations, dynamic lighting, destructible environments and high levels of surface detail. However, as Frostbite was originally designed by studio Creator/DICE for their ''VideoGame/{{Battlefield}}'' games, [[CripplingOverspecialization it's great for making first-shooter games and not much else]]. When [=EA=] pushed their other studios like Creator/BioWare to use Frostbite for their non-shooter games, things went to hell with developers being forced to build new tools and code from the ground-up for their games; as a result of the Frostbite engine's overspecialized and finicky nature, many games like ''VideoGame/MassEffectAndromeda'' and ''VideoGame/Anthem2019'' turn out as buggy and content-lacking at launch. Furthermore, bringing out the best of Frostbite is dependent on specialized technicians and engineers who aren't always available for every game as [=EA=] diverts them towards their most profitable franchises like ''VideoGame/MaddenNFL'' and ''VideoGame/FIFASoccer''. With the failures of several Frostbite-based games and difficult working conditions caused by the UsefulNotes/COVID19Pandemic, EA started scaling back on using Frostbite engine in the 2020s.

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* The Frostbite Engine in games by Creator/ElectronicArts. Creator/ElectronicArts games. It's a an undeniably powerful engine that can support flashy features like realistic animations, dynamic lighting, destructible environments and high levels of surface detail. fidelity graphics. However, as Frostbite was originally designed by studio Creator/DICE for their ''VideoGame/{{Battlefield}}'' games, [[CripplingOverspecialization it's only great for making first-shooter games shooters and not much else]]. When [=EA=] pushed their other studios like Creator/BioWare to use Frostbite for their non-shooter games, things non-shooters, development went to hell with developers being forced to build new tools and code from the ground-up for their games; as a result of the Frostbite engine's overspecialized and finicky nature, many games like ''VideoGame/MassEffectAndromeda'' and ''VideoGame/Anthem2019'' turn out as buggy were launched in bug-ridden and content-lacking at launch.states. Furthermore, bringing out the best of Frostbite is dependent on specialized technicians and engineers who aren't always available for every game as [=EA=] diverts them towards their most profitable franchises like ''VideoGame/MaddenNFL'' and ''VideoGame/FIFASoccer''. With the failures of several Frostbite-based games and difficult working additional development hurdle of working-from-home conditions caused by the UsefulNotes/COVID19Pandemic, EA started scaling back on using Frostbite engine in the 2020s.
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* The Frostbite Engine in games by Creator/ElectronicArts. It's a powerful engine that can support flashy features like realistic animations, dynamic lighting, destructible environments and high levels of surface detail. However, as Frostbite was originally designed by studio Creator/DICE for their ''VideoGame/{{Battlefield}}'' games, [[CripplingOverspecialization it's great for making first-shooter games and not much else]]. When [=EA=] pushed their other studios like Creator/BioWare to use Frostbite for their non-shooter games, things went to hell with developers being forced to build new tools and code from the ground-up for their games; as a result of the Frostbite engine's overspecialized and finicky nature, many games like ''VideoGame/MassEffectAndromeda'' and ''VideoGame/Anthem2019'' turn out as buggy and content-lacking at launch. Furthermore, bringing out the best of Frostbite is dependent on specialized technicians and engineers who aren't always available for every game as [=EA=] diverts them towards their most profitable franchises like ''VideoGame/MaddenNFL'' and ''VideoGame/FIFASoccer''. With the failures of several Frostbite-based games and difficult working conditions caused by the UsefulNotes/COVID19Pandemic, EA started scaling back on using Frostbite engine in the 2020s.
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** The [=GameCube=] to Game Boy Advance link cable. Nintendo touted heavily the ability to turn your GBA handheld into a second screen, something that ''VideoGame/FinalFantasyCrystalChronicles'' and ''VideoGame/TheLegendOfZeldaFourSwordsAdventures'' ''required'' as multiplayer [=action/adventure=] games (so players could individually mosey around without needing the camera to constantly stick with everyone). While this worked as well it could hope for those specific games along with select others like ''Pac-Man Vs.'', most console software had no use for it beyond simple data trading for bonus items, and the expensive cost sink of every player needing a GBA and cable signaled that it was a Band-Aid to true, easy-of-use multiplayer Sony and Microsoft were already doing.

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** The [=GameCube=] to Game Boy Advance link cable. Nintendo touted heavily the ability to turn your GBA handheld into a second screen, something that ''VideoGame/FinalFantasyCrystalChronicles'' and ''VideoGame/TheLegendOfZeldaFourSwordsAdventures'' ''required'' as multiplayer [=action/adventure=] games (so players could individually mosey around without needing the camera to constantly stick with everyone). While this worked as well it could hope for those specific games along with select others like ''Pac-Man Vs.'', most console software had no use for it beyond simple data trading for bonus items, and the expensive cost sink of every player needing a GBA and cable signaled that it was a Band-Aid to true, easy-of-use online multiplayer Sony and Microsoft were already doing.
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** The [=GameCube=] to Game Boy Advance link cable. Nintendo touted heavily the ability to turn your GBA handheld into a second screen, something that ''VideoGame/FinalFantasyCrystalChronicles'' and ''VideoGame/TheLegendOfZeldaFourSwordsAdventures'' ''required'' as multiplayer [=action/adventure=] games (so players could individually mosey around without needing the camera to constantly stick with everyone). While this worked as well it could hope for those specific games along with select others like ''Pac-Man Vs.'', most console software had no use for it beyond simple data trading for bonus items, and the expensive cost sink of every player needing a GBA and cable signaled that it was a Band-Aid to true, easy-of-use multiplayer Sony and Microsoft were already doing.
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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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** The Creator/{{Nintendo}} Virtual Boy.UsefulNotes/VirtualBoy. 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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* 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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* The ''VideoGame/{{osu}}!'' ''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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** 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 LCD screen that displayed the games could blur should there be fast scrolling (a bad thing considering Sega's [[VideoGame/SonicTheHedgehog famous blue mascot]]), drained batteries [[UpToEleven faster than the infamously-battery-hungry 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 separate controller to play one-player games (it had a built-in controller port, but since a controller was already built into the main design, a separate controller plugged into that port would invariably be player two) and no reset button, which made certain games UnwinnableByMistake.

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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 LCD screen that displayed the games could blur should there be fast scrolling (a bad thing considering Sega's [[VideoGame/SonicTheHedgehog famous blue mascot]]), drained batteries [[UpToEleven faster than the infamously-battery-hungry 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 separate controller to play one-player games (it had a built-in controller port, but since a controller was already built into the main design, a separate controller plugged into that port would invariably be player two) and no reset button, which made certain games UnwinnableByMistake.
UnintentionallyUnwinnable.
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* Going GunsAkimbo in a LightGunGame. It looks cool, and you get twice as much ammo to work with, but the tactical advantage is negligible, you have to manage two health bars, and if you're playing on an arcade cabinet that isn't set to free play, you have to pay twice as much. Also depending on the game, dual-wielding can be pretty uncomfortable, if the gun is particuluarly big (like ''The VideoGame/HouseOfTheDead III''[='=]s shotgun and ''VideoGame/GHOSTSquad''[='=]s assault rifle) or each player gets their own screen (like in ''VideoGame/TimeCrisis'').
** This is even if you have the dexterity to be able to "point and shoot" at two different targets at once. Heck, even firing at one target can be a chore as you try to point both guns at the same spot.

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* Going GunsAkimbo in a LightGunGame. It looks cool, and you get twice as much ammo to work with, but the tactical advantage is negligible, you have to manage two health bars, and if you're playing on an arcade cabinet that isn't set to free play, you have to pay twice as much. Also depending on the game, dual-wielding can be pretty uncomfortable, if the gun is particuluarly big (like ''The VideoGame/HouseOfTheDead III''[='=]s shotgun and ''VideoGame/GHOSTSquad''[='=]s assault rifle) or each player gets their own screen (like in ''VideoGame/TimeCrisis'').
**
''VideoGame/TimeCrisis''). On top of all this, many games will increase the difficulty (usually by adding more enemies, giving them more health, or making them fire more attacks) if both player slots are in use, turning the game from what's already a [[NintendoHard quarter-muncher]] into a quarter vacuum. This is even if you have the dexterity to be able to "point and shoot" at two different targets at once. Heck, even firing at one target can be a chore as you try to point both guns at the same spot.
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* The UsefulNotes/NeoGeo AES shows that yes, you could have [[ArcadePerfectPort Arcade-Perfect Ports]] in a home system in TheNineties. Unfortunately, during the Neo Geo's prime, conventional home console technology still had a ways to go to be caught up with arcade game technology, resulting in game cartridges costing hundreds of dollars each; in other words, for the price of one game, you could purchase an entire game console or two! At the time, it was far better for the average consumer to simply settle for a lower-quality port for a much better price point, and by UsefulNotes/TheFifthGenerationOfConsoleVideoGames, Neo-Geo games started to get {{Arcade Perfect Port}}s on more mainstream consoles at the 30-60 USD price range, while AES games only get more and more expensive due to their growing status as collector's items, leaving the AES as a "die-hard fans only" item.

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* The UsefulNotes/NeoGeo AES shows that yes, you could have [[ArcadePerfectPort Arcade-Perfect Ports]] in a home system in TheNineties. Unfortunately, during the Neo Geo's prime, conventional home console technology still had a ways to go to be caught up with arcade game technology, resulting in game cartridges costing hundreds of dollars each; in other words, for the price of one game, you could purchase an entire game console or two! At the time, it was far better for the average consumer to simply settle for a lower-quality port for a much better price point, and by UsefulNotes/TheFifthGenerationOfConsoleVideoGames, Neo-Geo games started to get {{Arcade Perfect Port}}s on more mainstream consoles at the 30-60 USD price range, range and later Hamster's ''ACA Neo Geo'' port series for less than 10 USD a game, while AES games only get more and more expensive due to their growing status as collector's items, leaving the AES as a "die-hard fans only" item.
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* The UsefulNotes/PlayStation3's Cell Broadband Engine CPU was capable of amazing levels of performance and insane parallelization...theoretically. In practice, due to the CPU being designed very differently from any other CPU before or since, developers struggled to achieve such levels of performance due to it requiring a very unique style of programming.[[note]]While multi-core [=CPUs=] did indeed take off and developers had to adjust to them, they were designed much more like traditional [=CPUs=], and very different from the Cell[[/note]]. Worse still, because of its unique design, the chip was ridiculously expensive to design and manufacturer, putting Sony in a financial hole that they wouldn't dig themselves out of for several years.

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* The UsefulNotes/PlayStation3's Cell Broadband Engine CPU was capable of amazing levels of performance and insane parallelization...theoretically. In practice, due to the CPU being designed very differently from any other CPU before or since, developers struggled to achieve such levels of performance due to it requiring a very unique style of programming.[[note]]While multi-core [=CPUs=] did indeed take off and developers had to adjust to them, they were designed much more like traditional [=CPUs=], and very different from the Cell[[/note]]. Cell.[[/note]] Worse still, because of its unique design, the chip was ridiculously expensive to design and manufacturer, putting Sony in a financial hole that they wouldn't dig themselves out of for several years.
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** Nintendo stuck to using cartridges for the N64, thus thwarting piracy, keeping load times low, making games more physically durable and allowing for game data to be saved on them, while the system's competitors adapted read-only compact discs that depend on a moving laser to be read and which probably shouldn't be handled by very young children. Unfortunately, the cartridges were very expensive to produce and have pitiful amounts of storage space, with 8 MB being the standard and 64 MB being the best that Nintendo could offer, while CD-ROM discs could store up to 650 MB (admittedly, most of this was for the use of game soundtracks, but that's still ''exponentially'' more than N64 carts). And the salt on the wound was that the average N64 game retailed for 50-60 USD ''despite using less space'' as mentioned above, as opposed to the more successful [=PS1=] and its $30-40 games.

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** Nintendo stuck to using cartridges for the N64, thus thwarting piracy, keeping load times low, making games more physically durable and allowing for game data to be saved on them, while the system's competitors adapted read-only compact discs that depend on a moving laser to be read and which probably shouldn't be handled by very young children. Unfortunately, the cartridges were very expensive to produce and have pitiful amounts of storage space, with 8 MB being the standard and 64 MB being the best that Nintendo could offer, while CD-ROM discs could store up to 650 MB (admittedly, most of this was for the use of game soundtracks, but that's still ''exponentially'' more than N64 carts). And the salt on the wound was that the average N64 game retailed for 50-60 USD ''despite using less space'' as mentioned above, as opposed to the more successful [=PS1=] and its $30-40 games. It took about another 20 years for Nintendo to take another stab at cartridges for home systems, when solid state data storage technology had improved to the point where it was feasible to store AAA games on them once again, resulting in a commercially successful implementation of game cartridges for the UsefulNotes/NintendoSwitch.
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* A lot of [=PS1=] and [=PS2=] games have multiplayer that requires linking two of the same console, two televisions, and enough space to support both. Awesome, you and your opponent have an entire screen to themselves! Given that the average user won't happen to have two [=TVs=] and two of the same system next to each other, this often means having to do a lot of heavy lifting just so you can play, say, ''Destruction Derby'' or ''VideoGame/TimeCrisis 3''[[note]]It also has a same-console 2-player mode, but the screens are uncomfortably downsized on a console that can only do 480i at most and the framerate drops to 30. Don't even think of running the game on a large HDTV, because even if you fix the display latency issue with an upscaler (which is a major investment), the [=GunCon=] 2 is not compatible with non-CRT screens.[[/note]] with your sibling or a friend who's coming over. While an argument could be made that having linked-unit multiplayer is less taxing on the system than same-console, split-screen multiplayer, most gamers see reduced performance and screen size as an acceptable tradeoff for not having to own two of everything just to play a two-player game.

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* A lot of [=PS1=] and [=PS2=] games have multiplayer that requires linking two of the same console, two televisions, and enough space to support both. Awesome, you and your opponent have an entire screen to themselves! Given that the average user won't happen to have two [=TVs=] and two of the same system next to each other, this often means having to do a lot of heavy lifting just so you can play, say, ''Destruction Derby'' or ''VideoGame/TimeCrisis 3''[[note]]It also has a same-console 2-player mode, but the screens are uncomfortably downsized on a console that can only do 480i at most and the framerate drops to 30. Don't even think of running the game on a large HDTV, because even if you fix the display latency issue with an upscaler (which is a major investment), the [=GunCon=] 2 is not compatible with non-CRT screens.[[/note]] with your sibling or a friend who's coming over. While an argument could be made that having linked-unit multiplayer is less taxing and allows more screen space per player on the system than same-console, split-screen multiplayer, most gamers see reduced performance and screen size as an acceptable tradeoff for not having to own two of everything just to play a two-player game. game.
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* A lot of [=PS1=] and [=PS2=] games have multiplayer that requires linking two of the same console, two televisions, and enough space to support both. Awesome, you and your opponent have an entire screen to themselves! Given that the average user won't happen to have two [=TVs=] and two of the same system next to each other, this often means having to do a lot of heavy lifting just so you can play, say, ''Destruction Derby'' or ''VideoGame/TimeCrisis 3''[[note]]It also has a same-console 2-player mode, but the screens are uncomfortably downsized on a console that can only do 480i at most and the framerate drops to 30. Don't even think of running the game on a large HDTV, because even if you fix the display latency issue with an upscaler (which is a major investment), the [=GunCon=] 2 is not compatible with non-CRT screens.[[/note]] with your sibling or a friend who's coming over. While an argument could be made that having linked-unit multiplayer is less taxing on the system than same-console, split-screen multiplayer, most gamers see reduced performance and screen size as an acceptable tradeoff for not having to own two of everything.

to:

* A lot of [=PS1=] and [=PS2=] games have multiplayer that requires linking two of the same console, two televisions, and enough space to support both. Awesome, you and your opponent have an entire screen to themselves! Given that the average user won't happen to have two [=TVs=] and two of the same system next to each other, this often means having to do a lot of heavy lifting just so you can play, say, ''Destruction Derby'' or ''VideoGame/TimeCrisis 3''[[note]]It also has a same-console 2-player mode, but the screens are uncomfortably downsized on a console that can only do 480i at most and the framerate drops to 30. Don't even think of running the game on a large HDTV, because even if you fix the display latency issue with an upscaler (which is a major investment), the [=GunCon=] 2 is not compatible with non-CRT screens.[[/note]] with your sibling or a friend who's coming over. While an argument could be made that having linked-unit multiplayer is less taxing on the system than same-console, split-screen multiplayer, most gamers see reduced performance and screen size as an acceptable tradeoff for not having to own two of everything. everything just to play a two-player game.
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* A lot of [=PS1=] and [=PS2=] games have multiplayer that requires linking two of the same console, two televisions, and enough space to support both. Awesome, you and your opponent have an entire screen to themselves! Given that the average user won't happen to have two [=TVs=] and two of the same system next to each other, this often means having to do a lot of heavy lifting just so you can play, say, ''Destruction Derby'' or ''VideoGame/TimeCrisis 3''[[note]]It also has a same-console 2-player mode, but the screens are uncomfortably downsized on a console that can only do 480i at most and the framerate drops to 30. Don't even think of running the game on a large HDTV, because even if you fix the display latency issue with an upscaler (which is a major investment), the [=GunCon=] 2 is not compatible with non-CRT screens.[[/note]] with your sibling or a friend who's coming over.

to:

* A lot of [=PS1=] and [=PS2=] games have multiplayer that requires linking two of the same console, two televisions, and enough space to support both. Awesome, you and your opponent have an entire screen to themselves! Given that the average user won't happen to have two [=TVs=] and two of the same system next to each other, this often means having to do a lot of heavy lifting just so you can play, say, ''Destruction Derby'' or ''VideoGame/TimeCrisis 3''[[note]]It also has a same-console 2-player mode, but the screens are uncomfortably downsized on a console that can only do 480i at most and the framerate drops to 30. Don't even think of running the game on a large HDTV, because even if you fix the display latency issue with an upscaler (which is a major investment), the [=GunCon=] 2 is not compatible with non-CRT screens.[[/note]] with your sibling or a friend who's coming over. While an argument could be made that having linked-unit multiplayer is less taxing on the system than same-console, split-screen multiplayer, most gamers see reduced performance and screen size as an acceptable tradeoff for not having to own two of everything.
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* The Creative Labs [[{{UsefulNotes/ThreeDO}} 3DO]] Blaster. On paper, it sounds super cool -- an entire 3DO setup contained in a computer expansion card, playable in a resizable window on your desktop (sounds mundane now, but remember that this was back when emulation was nowhere near as widespread nor possible on most computers of the time). How could one not be intrigued on that concept? Unfortunately, the cost could not be overstated, both in the literal and figurative sense. One must recall that an average desktop computer would cost or come just shy of quadruple digit prices back then, so expecting the user to fork out ''another'' $400 for the card was a lot to ask. On top of that, the card required a CD-ROM drive...but said drive had to be one of Creative's drives that utilized a proprietary interface, so if you either didn't have one or had a drive that wasn't compatible, you were either out of luck or had to fork over yet ''another'' $100+ for one of them. In the long run, it was generally a much better idea to invest in playing the games the computer was ''meant'' to play rather than buying this bizarre hybrid solution, effectively cementing its fate and now making it a highly valued collector's item.
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* The UsefulNotes/NeoGeo AES shows that yes, you could have [[ArcadePerfectPort Arcade-Perfect Ports]] in a home system in TheNineties. Unfortunately, during the Neo Geo's prime, conventional home console technology still had a ways to go to be caught up with arcade game technology, resulting in game cartridges costing hundreds of dollars each; in other words, for the price of one game, you could purchase an entire game console or two! At the time, it was far better for the average consumer to simply settle for a lower-quality port for a much better price point, and by UsefulNotes/TheFifthGenerationOfConsoleVideoGames, Neo-Geo games started to get {{Arcade Perfect Port}}s on more mainstream consoles at the 30-60 USD price range, while AES games only get more and more expensive due to their growing status as collector's items, leaving the AES a "die-hard fans only" item.

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* The UsefulNotes/NeoGeo AES shows that yes, you could have [[ArcadePerfectPort Arcade-Perfect Ports]] in a home system in TheNineties. Unfortunately, during the Neo Geo's prime, conventional home console technology still had a ways to go to be caught up with arcade game technology, resulting in game cartridges costing hundreds of dollars each; in other words, for the price of one game, you could purchase an entire game console or two! At the time, it was far better for the average consumer to simply settle for a lower-quality port for a much better price point, and by UsefulNotes/TheFifthGenerationOfConsoleVideoGames, Neo-Geo games started to get {{Arcade Perfect Port}}s on more mainstream consoles at the 30-60 USD price range, while AES games only get more and more expensive due to their growing status as collector's items, leaving the AES as a "die-hard fans only" item.

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