Follow TV Tropes

Following

Classic Console Rundown

Go To

MoeDantes cuter, cuddlier Edmond from the Land of Classics Since: Nov, 2010
cuter, cuddlier Edmond
#1: Nov 17th 2011 at 1:52:55 PM

Classic Console Rundown!

The recent post about buying an SNES inspired me to make this topic, for the sake of advertising helping out anyone else who might be looking into classic gaming consoles. So, let's begin!

8-Bit Generation

Nintendo Entertainment System (aka the NES)

Special note:

  • There were two models of the NES (not counting the various Famicoms released in Japan and elsewhere). The original and most widely-circulated was the "gray box" (if you've seen one, you know why its called that) where you had to open a lid and put the cartridge in. The second is the top-loader, which you might've seen in some Angry Video Game Nerd videos. If you want my advice, the gray box is better, and here's why: It's more common, and it has A/V-out jacks, while the top-loader forces you to use the RF switch (meaning the picture quality suffers, and the thing might not even be usable without an adapter on modern T Vs). I've heard the top-loader has some advantages, but without any hands-on experience and knowing about the lack of A/V jacks, I'm willing to bet the top-loader only appeals to hardcore fans.

Pros:

  • Huge library. Classic games like Contra, Adventures of Lolo, the original Mario trilogy, Ninja Gaiden 1-3, Nightshade, Marble Madness, Adventure Island 1-3 (1-4 if you do imports), Sunsoft's Batman games, Ninja Turtles 2 and 3, Dragon Warrior 1-4, the Icom adventure game trilogy, and many more. And nowadays there's the "reproduction cart" scene which expands the library even further.
  • Since this is the NES, niche genres that require (or at least play better with) specialized peripherals like arcade sticks or steering wheels aren't really a thing yet (except for games that used the zapper. See Cons). Practically the entire library plays fine with just the standard controllers.

Cons:

  • Import games require a converter, and then not all of them will fit in an NES cartridge slot. Also, the Japanese Famicom had an add-on called the Famicom Disk System, which was discontinued quickly but still has a lot of games that have never been ported to cartridge, and there is no way that I know of to use the Famicom Disk System on any American NES model.
  • There are a lot of T Vs the zapper won't work on, again as the Angry Nerd demonstrated. My own TV is a non-flatscreen Emerson model that has a VCR and DVD-player built in, so its fairly recent, and my zapper works fine on that, but if you have a flatscreen or an HDTV, you're out of luck. Fortunately, only like a dozen games really used the thing and they weren't exactly games that sold the system.

Overall:

  • Well, for what it's worth, my own NES is on what I call "permanent hookup"—unless I really need the space, I never put it away. This is simply one of the best consoles ever made, with one of the best and most interesting libraries ever. If you think you've played everything this system has to offer, you haven't—there's always something else out there. And even when you think you have played everything, there's always at least one game that keeps you coming back, whether its the good ol' fast-paced action of Mega Man or Ninja Gaiden or a quirky experimental game like Nightshade or Tombs and Treasure. You need an NES, pure and simple.

The Sega Master System (SMS)

Special note:

  • For playing games for this baby, you have a number of options. Actual Sega Master Systems are completely findable and usually not that expensive, but there is also a device called the Power Base Converter which allows you to play SMS games on a Sega Genesis! It is compatible with all SMS games and peripherals, and in addition you can just take it out of the unit whenever you want to play Genesis games. The only problem is its designed to only fit into Model 1 Genesis slots, but if you're willing to trim it there is nothing stopping it from working in model 2s as well. There's also a Game Gear version called the Master Gear Converter, but I've heard that's not as good.

Pros:

  • SMS games have no region locking (no, not even the Power Base Converter), so any SMS game will work on any SMS anywhere in the world.
  • There are a few cases where a game that's on the NES or the Game Gear is also on the SMS. Usually in these cases, the SMS is the best version.
  • There are also a few cases where the SMS edition of a game is a completely new installment—the Ninja Gaiden game for SMS, for instance, is not a port of the NES game, nor is it a port of the Game Gear game—its an entirely new game in the saga.
  • If you play it via the Power Base Converter, then any time you're bored of it, just remove the converter and play a Genesis game instead.

Cons:

  • I must admit I just discovered this console, but there doesn't seem to be a whole lot of worthwhile games for it.
  • For some silly reason, Sega actually designed the system so that the "pause" button is on the console itself. Need to use the bathroom? You gotta actually walk over to the unit and manually pause it. This is even true on the Power Base Converter.
  • The SM Ses original controllers are kind of awkward. At first glance they look like NES controllers, but two differences: One, the d-pad is a square, so its easy to accidentally hit diagonals (I've heard this makes playing shoot-em-ups a pain) and two, there are no dedicated "select" or "start" buttons (the B button doubles over as the latter in select instances). A lot of games for the system either have to simplify their gameplay or take on some awkward control schemes to accomodate this. You can play with a Sega Genesis controller, which fixes the D-pad issue but not the other thing.

Overall:

  • While I like the SMS, I wouldn't call it a "must-have" console. There's a meager library—something like 200 games were released for it, but when I look through lists of titles very few stand out to me and most of those that do are available on other systems. However, the SMS might be worth getting for Phantasy Star since as far as I know that game has never had a (good) port to any other system (the GBA port... sucks). Keep in mind though, that I never even played an SMS until just recently, so I may not be giving it a fair shake.

I'm working on the section on 16-Bit consoles right now and will post that as soon as its done. Peace!

visit my blog!
punkreader Since: Dec, 1969
#2: Nov 17th 2011 at 8:21:13 PM

Very helpful for evaluating and comparing the classics! grin

GiantRobots ELBOW ROCKET ENGAGED from Victoria Harbour Since: May, 2011 Relationship Status: I like big bots and I can not lie
ELBOW ROCKET ENGAGED
#3: Nov 17th 2011 at 9:25:54 PM

Ah, perfect. I was looking into grabbing an SNES and N64 sometime, too.

Schitzo HIGH IMPACT SEXUAL VIOLENCE from Akumajou Dracula Since: May, 2009 Relationship Status: LA Woman, you're my woman
HIGH IMPACT SEXUAL VIOLENCE
#4: Nov 17th 2011 at 9:39:53 PM

Good job on this, Dantes.

ALL CREATURE WILL DIE AND ALL THE THINGS WILL BE BROKEN. THAT'S THE LAW OF SAMURAI.
Barrylocke Reaching the Future, the hard way from Thracia Since: Aug, 2009
Reaching the Future, the hard way
#5: Nov 17th 2011 at 9:57:53 PM

what's wrong with the GBA port of Phantasy Star? I have the PS collection (which I need to finish) and I haven't noticed anything wrong with it.

Taking a break from FE1, for the FE8 draft instead
MoeDantes cuter, cuddlier Edmond from the Land of Classics Since: Nov, 2010
cuter, cuddlier Edmond
#6: Nov 17th 2011 at 10:00:42 PM

You're all welcome!

I have a minor correction to report: Someone pointed out to me that while the Sega Master System itself has no region-locking, some of the actual games may have a form of it, and also cartridge sizes are different by region as well. I won't know for sure until I've seen for myself, but I thought I'd mention this.

The 16-Bit Generation

The PC-Engine / The Turbo Grafx-16 (the PCE / TG 16)

Special note:

  • You have a number of options when it comes to this line of hardware. In America, there was the Turbo Grafx-16, which you could later buy a CD-ROM add-on for, and later still they released both as a single unit called the Turbo Duo. In Japan there was a line of PC Engine and CD-ROM units which could be combined with an "interface unit" causing the system to take on an organized appearance resembling a briefcase, and there were also a number of "Duo" models. When the system was new, games came on little cards called either Hucards or Turbochips, but when the CD-ROM unit was introduced, game designers switched to that and never looked back (quite the opposite of what happened to Sega), and so the vast majority of games are on CD-ROM. So basically, to fully appreciate this system you need some setup that gives you CD access.
  • The CD-ROM required a BIOS. These could either be built into the system or else could be bought on Hucard. The skinny is, if you have an Arcade Card Pro or Arcade Card Duo (the latter is only for those who have Duo models, Pro is for everyone else) you can play all Turbo Grafx games, while if you have a Super System 3.0 card you can play almost all of them. System 3.0 is easy to find and was actually built into the Duo models, so if you don't absolutely need to play Galaxy Policewoman Legend Sapphire, then you can do without an Arcade Card.

Pros:

  • Excellent excellent lineup of games. You might possibly have heard of the Ys series, of which four games are on this system and one of them (Ys IV - The Dawn of Ys) has never been ported to any other console (the Super Famicom had a game called Ys IV - Mask of the Sun, but its a completely different game). And then you've got obscure RP Gs, strange adventure games like Beyond Shadowgate and J.B. Harold Murder Club, kick-ass shooters like Gate of Thunder, the obviously-made-on-drugs Cho Aniki and the afformentioned Sapphire, strategy games like Military Madness which was a direct inspiration for the Famicom Wars series, and if you're an SNK fan then there's also nearly arcade-perfect ports of Fatal Fury 2, Fatal Fury Special, World Heroes, and Art of Fighting. Not to mention, most games that were multi-console releases were usually best on the TG 16.
  • Hucards. Okay, so they stopped using these relatively quickly, but they are nice little things. The best part is they don't take up much room—their cases are the size of a standard CD case, and if you for some reason have them loose (without cases) you can put them in the same collector albums that you've been using for your Magic: the Gathering collection. Remember, it takes four green mana to summon Military Madness to the field!
  • Very import-friendly. The CD-ROM unit has no region coding so as long as you have the right system bios, you could play any game on any PCE or TG 16 or Duo in the world. Hucard games were a little more complicated, Japanese games requiring either a converter or a modded console to play on U.S. units (Japanese units will not play U.S. games no matter what), but its actually not hard to simply find a Japanese console. This system was never released in Europe (to my knowledge) so don't even bother looking for PAL region games.
  • The controllers. Okay, at first they look like standard NES controllers but on Turbo they were continually evolving. The first big change? turbofire switches are a standard feature of pack-in controllers. Seriously, no other system can claim that, and unbelievably it actually comes in useful. Then they switched up to three-button controllers, and finally to six button controllers, perfect for all those fighting games! And they still had turbofire switches. Mind you, I'm talking about controllers that were included with the console, not peripherals you had to buy seperately.
  • Unlike the Genesis with its Sega CD, the PC-Engine with its CD all run off the same power supply (I'm unsure if this is still true of the American TG 16, but it is true with all the duos).
  • If you were really hardcore, there was a portable version, called the Turbo Express, which looked a little like a Game Boy but was bigger and had a full-color screen (the first portable to do so). In Japan, this was called the PC Engine GT and there was an even better (but more expensive) model called the LT, which was more like a laptop than anything and could actually be plugged into an interface unit so you could play CD-ROM games on it... though by this point, it isn't exactly portable anymore. Still, they look like awesome devices.

Cons:

  • The majority of the system's library is in Japan. NEC set up an American subsidiary (Turbo Technologies Inc) to market the unit stateside and TTI bungled the job so badly they could have given Sega lessons, so the Turbo Grafx died a swift and merciless death in America. So basically, you have to love importing to get the most out of the system.
  • The system tends to inspire loyal fans, but that means its also been latched onto as a "collector's market" so resellers tend to treat the system and its games—even the most dirt-common ones—as if they're exceptionally rare. And only the most dirt-common ones are likely to turn up in pawn shops, goodwill or secondhand gaming stores.
  • In addition, the console itself is hard to find outside of the internet.
  • On top of that, NEC designed it so it needed all these add-ons. If you don't have a Turbo Tap you can't play multiplayer games, if you don't have extension cords you have to sit uncomfortably close to the system (the controllers had 3ft long cords, by comparison most consoles had 6-8ft cords), and to connect the CD-ROM addon you need a third peripheral called the Interface Unit, which is cool because it makes the PCE look like a briefcase and allows both units to run off one set of cables, but, well, its a third thing you need to buy (unless you have an American TG 16, or a Duo).
  • Nowadays some consoles are getting old and might need repairs. Most notably Duos sometimes have problems that require capacitor replacement. I'm not an expert, but you can find more information (and maybe even people who will do the job for you) at Digitpress, PCEngineFX and the alternative PCE Forums.

Overall:

  • What I'm getting at, basically, is that the PC-Engine is an awesome little device, full of joy and wonder to give all the children of the world. The problem is affordability. The console itself can go for $200-$400 and the games $10-50 or sometimes even $100 if they're particularly rare (Sapphire goes for ridiculous prices, but that's been diluted somewhat since some Swedish company printed bootlegs). You have to either have a bit of cash handy, or be willing to make sacrifices to expand your PC-E love. You can probably guess which course of action I'd recommend, but still, it's not for everyone.

Sega Genesis / Sega Mega Drive

Special note:

  • I'm not entirely up on the Japanese scene, but in America there were three models of the Sega Genesis and two of its add-on, the Sega CD. It's easy enough to tell a first-model Genesis from a second-model: Model 1s were slightly bigger, power was thru a switch rather than a button, they had volume adjustment on console that affected the headphone jacks. The Model 2 was by contrast a simple black block. While the Model 1 might sound like a sexy beast, I honestly prefer the Model 2—the Model 1's Audio-Video cables can only input in mono (unless you mod the system) while the Model 2 can output in stereo and its output is generally higher-quality. If you decide on a Model 1, try to find one that has the words "High-Definition Graphics" written on the ring above the cartridge slot—supposedly there is something better about this release vs. the ones that don't have the words, but I couldn't tell you what. Avoid the model 3 like the plague.
  • There were also two models of the Sega CD, one was a disc-tray unit that sat below the Genesis, the second was a flip-top unit that attached to the side. I haven't tested personally but its said the model 2 is more reliable. You can mix either Sega CD with either model of the Genesis, but no Sega CD will attach to the Model 3. As for the other addon, the 32X, I've heard you have to put special prongs in the cartridge slot to use it with a model 1 Genesis, but reports I've heard indicate this might not be true. There's also all-in-one systems like the JVC X'eye and the CD-X, which are a Genesis and CD all in one, but these are hard to find.

Pros:

  • While the Genesis library could stand some fleshing out in some areas, a lot of games it did have were rather... interesting. Like Chakan: the Forever Man with its foreboding worlds and unique premise (you're a man who can't die... though you can still cock it up), or Crusader of Centy, which takes typical Zelda-style gameplay and story cliches and turns them on their head. Let's not forget that game that gave you all nightmares, Ecco the Dolphin, or the second and third Splatterhouse games (the first was on the Turbo Grafx and in arcades), Shinobi 2 and 3 and the spinoff game Shadow Dancer, Thunder Force II thru IV (IV, for whatever reason was called "Lightening Force" in America) or Shining Force I and II or Phantasy Star II thru IV or its own unique version of Shadowrun. I seem to recall a certain series about a blue hedgehog being pretty big here as well. And while the Genesis wasn't exactly the system for RP Gs, the ones it did have tended to be unique, such as Rings of Power (no, not based on Tolkien) or Dungeons and Dragons: Warriors of the Eternal Sun or Super Hydlide. There is also an awesome Scooby Doo point-n-click adventure game that should not be missed.
  • The Genesis also got improved ports of games from other systems and computers. For example: Battletoads is considered an NES classic, but the Genesis version is slightly better. And despite some bugs, the Genesis version of Might and Magic: Gates to Another World is better than the PC version and is the best of all the console ports (yes, I've played all three console ports).
  • This is a large matter of personal preference but I love the original 3-button Genesis controllers. They are fat and round, which means they're very comfortable to hold.
  • The add-ons. Getting a 32X or (especially) a Sega CD expands the life of your Genesis by opening up a whole new library of games for you to enjoy. Sonic CD, RP Gs such as Lunar and Vay, strategy games like Dark Wizard, probably the best console port of Prince of Persia and the original Final Fight (which actually has all three characters and all the levels, making it closer to the arcade than the SNES version), and so many more. And to be honest, I even liked some of the FMV games. I never owned a 32X so I can't say too much about that. And then of course there's the previously-mentioned Power Base Converter that allows you to play SMS games.
  • Cartridge-based games are very import friendly - all you need is a Game Genie and the proper codes to play any import game (except maybe some PAL games) on an American Genesis (I'm not sure if this would work on Euro or Japanese ones).
  • Games are easy to find and usually cheap, especially if they're just the cartridge.
  • For most of the Genesis' life, games came not in boxes but in these awesome clamshell cases. You will LOVE these things.
  • And if you're hardcore, there's the Sega Nomad, which is a portable Genesis. Yeah, I know, awesome right?

Cons:

  • The Sega CD add-on isn't as import friendly—most games are region coded and the only way to get around this is to either have a Japanese Mega CD or Wondermega (Japanese version of the JVC X'eye), or else have a flash cart that has a region-free BIOS on it. I've seen something around called the "Mega Cart" that sounds like it would do the job and might, might double over as a backup RAM cart for your save games, but its an expensive sucker.
  • Except for the Power Base Converter, all the add-ons have their own power supply. So if you want to use both a Genesis and a Sega CD, you need two free outlets.
  • On top of that, one problem you're almost guaranteed to have with Sega C Ds is that the battery that powers the internal RAM will probably be dead. This is actually really easy to fix—I've done it—but it can be intimidating, and worse most games don't let you save directly to a ram cartridge—you have to hit reset, go to the file manager and manually transfer the files. If you forget to do that, be prepared to trek through the cave of magic to get to the floating city of Varn again...
  • One problem with the Genesis itself (that doesn't involve the add-ons) is that there is an over-abundance of sports games for the system, something so ubiquotus that hardcore Genesis fans joke about it. But it really isn't funny when you go to a pawn shop that has hundreds of Genesis games, and they're all NHL or Madden or Hardball or Mutant League... wait, Mutant League might actually be good, but you know what I mean.
  • The Genesis uses proprietary Audio/Video output cables, unless you have the system modded. Worse, the model 1 cables are not compatible with the model 2, nor vice versa (however, Genesis can use the same RF switch that Nintendo consoles use... but who the heck wants to use RF anymore?)
  • I liked the original, fat controllers... but when Sega started making six-button controllers, for some reason they went the opposite route and made them incredibly small. Not only that, but the D-pads on the things absolutely sucked. Good thing there were third-party alternatives.

Overall:

  • The Sega Genesis is another console I have on "permanent hookup." I'm an enthusiastic supporter of the thing and even of the Sega CD (but as I said, I've never owned a 32X), though I'll admit that one has its flaws. Part of its appeal to me though is that it's kind of a strange system. It's a Japanese console, but it was mostly popular in America, so it really belongs to no culture. Moreover, it feels like Sega and their supporters carried on the same air of experimentation that characterized Nintendo's NES, which is reflected both in the actual library of games available as well as in some weird supports and features Sega brought out for the system. The Genesis went to strange, wonderful, exciting and sometimes spooky places, and when you understand it you understand why a lot of people felt like an era had ended when Sega dropped out of the console wars. The Genesis might not be for everyone, but since Model 1 and 2s are easy to find and usually cheap, and games aren't really that expensive (just hope you can find something that isn't sports), it can't hurt to take the plunge.

Next time, I'll cover the SNES and another console or two of my choosing. Also, I've recieved word that another user here is going to do an entry on the Atari Jaguar and the 3DO. I've never played either console, so I'm looking forward to that! Peace!

visit my blog!
MoeDantes cuter, cuddlier Edmond from the Land of Classics Since: Nov, 2010
cuter, cuddlier Edmond
#7: Nov 17th 2011 at 10:13:56 PM

what's wrong with the GBA port of Phantasy Star? I have the PS collection (which I need to finish) and I haven't noticed anything wrong with it.

Basically two things bothered me:

1. The graphics very noticably blurred when you moved. I always found this distracting.
2. The game could randomly crash when you save. There are all sorts of theories about why it happens, but really it just seems random. It happened far too often to me.

visit my blog!
Recon5 Avvie-free for life! from Southeast Asia Since: Jan, 2001
Avvie-free for life!
#8: Nov 17th 2011 at 10:34:17 PM

Ever considered curating the articles for consoles that you own (if you're not already doing so), Dantes? You're probably one of the best qualified for that job.

dorkatlarge Spoony Bard from Damcyan Castle Since: Nov, 2010 Relationship Status: Married to the music
Spoony Bard
#9: Nov 18th 2011 at 3:25:49 AM

Moe Dantes, your posts are impressive.

Did you get to experience much of the first and second generations of video games? Especially when they were current? I was born during the time Atari was growing, but by the time I could comprehend video games, the systems and games were out of print, or being sold at drastically reduced prices.

There's a lot of old systems and console/computer hybrids which are easy to forget. Especially if you didn't grow up with them. For instance, the MSX was an important competitor... though it barely existed in the US/Canada. Conversely, the Commodore64 barely showed up in Japan. See Video Game Systems for a list of new, old, common, and obscure game playing devices.

MoeDantes cuter, cuddlier Edmond from the Land of Classics Since: Nov, 2010
cuter, cuddlier Edmond
#10: Nov 18th 2011 at 12:25:47 PM

I read the articles, and if there's anything blatantly wrong I correct it. Most of them don't seem to require a personal touch at the moment.

Except for MS-DOS, I've only played classic computers through emulators. I used to own an Oddysey 2 and an Atari 2600, but I don't know what happened to them (probably in a storage shed somewhere).

visit my blog!
MoeDantes cuter, cuddlier Edmond from the Land of Classics Since: Nov, 2010
cuter, cuddlier Edmond
#11: Nov 19th 2011 at 6:05:07 PM

The Super Nintendo Entertainment System (aka SNES)

Special Note:

  • As far as I know, there are only two models of SNES (not counting import models). The classic light gray box, and the Majesco model. As Majesco is the same company who published the Genesis 3 (and we all know what a piece of crap that was) its a safe bet their SNES isn't any good. Fortunately, the original model is far more common anyway.

Pros:

  • The SNES was THE system of the 16-bit era. The Genesis was popular in America and the PC-Engine was popular in Japan, but the SNES (or Super Famicom) was more popular than both, in both countries. And for good reason: it had more games, and no genre was particularly overlooked no matter what region you were in—RPG fans got a hefty dose of RP Gs, even in America where they weren't really popular. Strategy fans got strategy games, shmuppers got shmups, platform fans got platformers, and so on and so forth. The only tradeoff is that if a game was multi-console, often the SNES one was either not the best, or if it was it was only a marginal improvement, but that doesn't negate that it's still the console with the most balanced mix of games.
  • Unlike its competitors, the SNES never had a CD-ROM addon. All its games—all of them—came on cartridges. So the minute you have just the core unit, you have access to its entire library—you're not going to be denied an awesome game just because you didn't shell out money for an add-on. It did have a few games that required peripherals like the Super Scope, but not very many and better yet, they're indicated by an icon on the box and the cartridge.
  • VERY import friendly. On US models, all you have to do is tear some plastic tabs out of the cartridge slot and it'll play just about any Super Famicom game you put into it. I've read that there's a few that won't work, but I have yet to run into one personally (this probably won't work in reverse though, as Super Famicom cartridges are slightly smaller than SNES cartridges).
  • The stock controller is a six-button controller, and was from the console's introduction. So while with the Genesis and PC-Engine you might have had to buy a six-button later down the line, the stock SNES controller can play Street Fighter II right off the bat. It doesn't have the absolute best button layout for the job, but it works.
  • This is a very, very durable console. I've seen people use them as doorstops, throw them down stairs, drop them from three stories up, hit them, smack them, put them in places SNE Ses were never supposed to go, submerge them in water, use them in occult sacrifices, let Pinkie Pie borrow it for a Bomberman party where beer was involved, and so on and so forth, and they still worked after the fact. Now, I'm not suggesting you press your luck and try any of these things yourself, but what I'm saying is, the SNES was built to last. Give it a moment and it'll give you a lifetime.
  • And since its very common, it is also very, very cheap, and most of its games aren't very expensive, except for a couple of RP Gs (Earthbound can run anywhere from $80-$500 depending on its condition and whether or not it includes the box, strategy guide etc). The unit itself can be had for $10-$50 and the games that aren't Earthbound or Ogre Battle usually run in the $1-$70 range, with many many quality titles below the $30 or even the $15 marker.
  • One thing I feel like I should stress is that if you're a fan of RP Gs or Strategy games, the SNES is indespensible. Both made up only a fraction of its library (although as I said elsewhere, the SNES had more of them than either of its competitors, at least in the States), but the ones it had were at worst, merely average and at best, shining exemplars of their genre. I'm talking Chrono Trigger, Secret of Mana, Romance of the Three Kingdoms II (which was a multi-console release, but I believe the SNES version was best), Illusion of Gaia and many many more, in addition to RPG/something else hybrids like Actraiser (RPG platformer with shades of Sim City and even bigger shades of kicking ass). Even games that aren't RP Gs tend to have a narrative style and feel that will make RPG fans feel right at home, such as Demon's Crest (which you absolutely must play) and Skyblazer (which again you absolutely must play).
  • While the SNES uses proprietary Audio/Video cables, it uses the same proprietary cables as the N64 and Gamecube, and maybe the Wii as well (I don't have a Wii so I can't check). Tired of staticy RF signals? Go buy some Gamecube A/V cables and plug them into your SNES.
  • Finally, I feel like I should mention the Super Gameboy, a dirt-common converter that was actually produced by Nintendo, which allowed you to play Gameboy games on television, and often with enhancements such as color, customizable borders, and a screen that actually doesn't go into blurr-o-vision every time it scrolls. There were actually a number of games that had special borders and color schemes when played on the Super Gameboy. Nowadays its usefulness is kind of limited since it doesn't do Gameboy Color or Gameboy Advance, but it's still pretty awesome.

Cons:

  • Multi-platform games were usually better on either the Turbo or the Genesis than they were on the SNES. A famous example is Mortal Kombat, where the best home-console release in the 16-Bit days was actually the Sega CD version (which was like the Genesis one, but the blood was intact from the start). Other, less famous examples are the arcade shooter Raiden (TG 16 and Genesis both got good ports, the SNES got a buggy mess), various SNK fighters (if you want to play the best 16-bit ports of Fatal Fury 2, Fatal Fury Special, Art of Fighting and World Heroes, get a PC Engine and an arcade card), Earthworm Jim (missing an entire level), and one really weird example is Might and Magic II, where there were two completely different SNES ports (one in Europe and one in Japan), and neither were as good as the Sega Genesis version.
  • When the SNES version was better, it was usually only a marginal improvement, such as Bubsy having slightly better music that would alter a bit depending on your environment, and Aero the Acro-Bat replacing one bonus stage (the "dive into a pool" one) with a Pilotwings-esque mode-seven stage. Whether the latter is truly "better" is arguable, since the Genesis version of this stage has a secret wall where you can find three extra lives, and the SNES version overall has worse music.
  • There was also a strange issue of games with the same title not necessarily being the same game, and usually the Genesis or PC-Engine version will be a more unique or experimental title while the SNES version will be something more standard. For example, Scooby Doo Mystery on the Genesis was a Lucas Arts-style point n click adventure game. On the SNES, its a crappy platformer with puzzle elements. Beavis and Butt-head on the Genesis is a platformer with some adventure game elements, but on the SNES its just a platformer. I've heard Animaniacs is like this too, but unlike the previous examples, Animaniacs on SNES is actually a good game.

Overall:

  • I'd love to say the SNES is also on my "permanent hookup" list. The only reason it isn't is because of space concerns (and I'm trying to fix that as we speak). The SNES was such a big system that it basically dominated the 16-bit wars. When I was younger, I honestly almost sold my Genesis because I thought that, hands down, the SNES was the only system I would ever need (though I'm glad I grew out of that and kept my Genesis). Now, the only real problem I have with SNES games is that there's a kind of "safe" feel to the overall nature of them. I think this is best reflected by what I said about games like Beavis and Butt-Head and Scooby Doo being niche or unusual on the Genesis but then being standard platformers on the SNES. The SNES, mainly, didn't try a lot of new things. Instead it refined a lot of what was already there and brought most of it into the form we know it as today. This is most notable with RP Gs: On the NES and Genesis, they were mostly Ultima wannabes, or else PC ports. The SNES showed the world what JRP Gs were always meant to be and games of its era have been the model ever since, for better or for worse. Indeed, the only thing truly disappointing about the SNES was that Nintendo never made another system quite like it.

Well, originally I was gonna divide this up by "Bit" generations, but that's getting a little complicated, since they used to throw the "bit" terms around haphazardly (the Turbo Grafx was called 16-Bit when technically it was only eight, the Jaguar was called 64-Bit even though it really wasn't, and so on). There's also that I tend to think of systems like the Philips CD-i and the 3DO as being part of the 16-Bit generation even if they technically weren't, for the same reason you might think of a guy who did art during the Renaissance as a Renaissance Artist even if his style didn't jive with what was the norm at the time.

So, from here on out, this feature is:

Any System That Hasn't Been Covered Yet

And to throw this one out there:

Sony Playstation (aka the PSX*

or the PS One)

Overall:

  • Sony released several different models, each featuring minor hardware revisions. The last one was a small model designed (I guess) to be portable. I believe there's even a version that comes with its own screen. Anyway, I own two different models of the PS One, but outside of a port being missing on the back of one, I haven't really noticed a difference. I think for the most part, a PS One is a PS One. One thing you might wanna watch out for though is that a power cord that plugs into one unit might not plug into another—I know for a fact this is true of the PS Two, so it wouldn't surprise me if similar things happened with the One as well.

Pros:

  • A lot of cult classics from previous generations got some sort of update (or at least a re-release) on the Playstation. While these ports were in some cases not as good as the original version (Chrono Trigger and Ogre Battle both suffer from Loads and Loads of Loading) the Playstation versions usually have the advantage of being more common and cheaper, thus making them a good alternative for people who want to play catch-up without breaking the bank. Sometimes they have additional features to make up for their shortcomings as well. Chrono Trigger has new FM Vs, Nectaris: Military Madness has new levels, Master of Monsters has... well I don't really know, but I wanted to let fans know it exists. Also there were a lot of cases where the original version never got localized, but the PS One release did (Tactics Ogre and Final Fantasy II and V being noteworthy examples). And if you have the ability to play imports, the Playstation (and Saturn) are the only consoles to ever get a home port of Irem's excellent Nightmare Fuel shooter X-Multiply.
  • In addition to all that, the Playstation One had a pretty solid library of its own games. After all, this is the console that gave us the Metal Gear Solid, Armored Core, King's Field and Mega Man Legends series, and I suppose I need to mention Resident Evil, Grand Theft Auto and Tomb Raider (though those last two didn't necessarily begin on the Playstation). It also had an excellent remake of Lunar: The Silver Star (called Silver Star Story) which I consider better than the Sega CD original, and easily one of the best RP Gs of all time. And who can forget that this is where Castlevania stopped being a series of platformers and started being more exploration-oriented? And once you move on past the popular titles, there are a lot of quirky or interesting underdogs that tried something new, like Parappa the Rapper, Bushido Blade, Clock Tower and the very first Dynasty Warriors.
  • While I don't like all of Sony's decisions, one thing I do love is their controllers, particularly once the Dual Shocks came out. Sony's controllers are comfortable, not quite as much as the Sega Genesis, but certainly less of a clusterfrag than some other first-party controllers I've held. I've also always found their analog sticks very precise and comfortable, and I like that they have two of them. Now, why didn't someone make an arcade-perfect port of Smash TV for this system? (Or maybe they did and I missed it)
  • Since most people prefer to play PS One games on the PS Two, the actual PS One consoles and peripherals are usually dirt cheap and easily found. Games can be another matter, but it all depends.

Cons:

  • This has to be brought up first thing: Playstations are fragile as precious china. These aren't like the SNES, which can walk through the fires of hell and be unscathed. You have to treat a Playstation with kid gloves, or it'll go bad on you. The PS One was the first console I ever had to have repaired, and then it developed different issues later and I had to replace it entirely. The PS One I have now is my fourth one (my third one still works, but my fourth has a modchip so I use it more often and keep the other in case this one goes bad). My SNES, Genesis, and NES? All the exact same ones I got for Christmas as a kid, and none of them has ever been inside a repair shop. Sony just makes cheap stuff, so if you get a Playstation, remember to treat it with care, don't let your cat climb on it, don't let little kids play with it, don't even look at it cross-eyed or you might not see the ending of Final Fantasy VII.
  • Sometimes the peripherals are just as fragile as the console itself, or can develop freakish abnormalities. I once had a first-party memory card go bad just because the power went out during a save. I mean, I expected the data to be gone, but I mean the card itself simply didn't work anymore, and I had to buy a new one. Another time I had a third-party controller that would destroy any Playstation it was plugged into—after it broke a friend's unit, I cut the cord so it would never be used again. This is one console where you really have to do the research before sticking anything into it, and if you live in an area with frequent power outages you might want to invest in an Uninterruptible Power Supply to avoid corrupted memory cards.
  • There are a number of ways to play imports, but none of them are easy. The most common one involves installing a modchip, which requires soldering skills (or having skilled friends). To be fair, I've heard modding PS Ones is actually easy, and you can actually buy modded Ones for as little as $20 if you know where to look. Still, it isn't as import-friendly as some previous consoles were.
  • Sony was not consistent about packaging, at least in North America. Early Playstation games came in oversized cases which fans call "longboxes" (they were comparable to the cases used by Sega CD and Saturn games), but then they switched to standard jewel-cases. This isn't such a problem, but it makes organization a pain. Also, just so you know: Just because a game comes in a double-sized case, does not mean its a two-disc game—some games tried to stand out by coming in bigger cases when there was no real reason they required it (Ogre Battle and Saiyuki: Journey West are two examples I have in my personal library).
  • I've read that the Playstation couldn't really handle 2D very well (unless you were a really skilled programmer), so for instance, most Capcom fighting games fared better on the Saturn (which was better at 2D) than on the Playstation. If you're a hardcore fighter or shmup fan, you might be better served with Sega's system.

Overall:

  • The Playstation overall was a huge mixed bag for me. If you know what to look for then there are plenty of solid games, but its also a system that represented an overall shift in the gaming culture. The fast-paced arcade games of yesteryear were starting to fade away, and became replaced with slower and more plodding "action" games. That they usually focused on exploration made up for this from time to time. This was also the system that popularized more "cinematic" storytelling in gaming, with games like Metal Gear Solid and Final Fantasy VII, and whether this was a good thing or not is still a matter of debate. I personally didn't like the direction RP Gs took this generation. Still, there are a number of good games for this console, and there are a few that won't work on Playstation 2 (the exact incompatibility list depends on the model, but some PS Twos can't play the Lunar games). That, plus the unit's cheapness, makes it a sound purchase. Just be careful not to break it!

I have no idea what console will be covered next.

edited 19th Nov '11 6:13:39 PM by MoeDantes

visit my blog!
SMsoldier Hot-Blooded All Star Since: May, 2010
Hot-Blooded All Star
#12: Nov 26th 2011 at 4:30:45 PM

Your critque and details are to the point and I really loved that. You took the time state what they can and cannot do. Moe, you have a good eye for this kind of thing. Here you go. [awesome]

Youtube: https://www.youtube.com/user/TheDsMan1
punkreader Since: Dec, 1969
#13: Dec 31st 2011 at 11:31:31 AM

[up] Seconded. [awesome]

There is to be more, I hope?

(I didn't end up getting a SNES for Christmas, but my mom's willing to be convinced. Also, I'm hoping my cousins still have theirs. If they find it, my cousin has said I can have it. grin)

terlwyth Since: Oct, 2010 Relationship Status: Who needs love when you have waffles?
#14: Dec 31st 2011 at 7:09:18 PM

Well until I own meself a Vectrex or Atari 2600,the only classic console in me collection is the....

SEGA SATURN

Overview: Released in 1994 in Japan alongside the Sega 32X,came in one white,circle button model at first with one controller type. However the popularity encouraged Sega to allow Hitachi and JVC to make models of there own. In America the system was released in black with oval buttons and a bigger controller (Both commonly called Model 1) and then later another model was launched hat looked like the Japanese model,except still black.

Pros - Unlike the Play Station or N64,this system was abundant in 2D games and unique games that never had sequels later on like Mr Bones or NightsIntoDreams. It's a haven for arcade-style games to such as Daytona USA,Sega Rally,Virtua Cop,Last Bronx,House Of The Dead,Dead Or Alive,shooters such as Radiant Silvergun and RPG's such as Lunar: Silver Star Story,Panzer Dragoon Saga, and Magic Knight Rayearth - All three conventional controllers (Model 1,Model 2,and the 3D controller) are very comfortable to grip for long periods with none of the hand-cramping of the Play Station or complications of the N64 - The cartridge slot behind the CD allows for a large memory cartridge that can hold more memory than regular memory card,also third parties made other cartridges to do all sorts of stuff such as the Action Replay cartridge which allows American Saturn's to play games that used to be Japan exclusive - Pretty nice accessories such as the Arcade Stick,the Wheel,the Sega Stunner,and the Net Link cartridge to play games online - It's quite durable and reliable even with its pop-top lid - Surprisingly short load times - 2D games look impressive

Cons

- Most quality games and imports are expensive as hell with some such as Panzer Dragoon Saga selling for two-hundred dollars at the cheapest - Most 3D games look shoddy or grainy because the system rendered squares rather than triangles - Like the 1995-1996 cases for the Play Station,the Saturn also used absurdly tall cases vulnerable to cracking - The cartridge slot is prone to dust collection,even with a cartridge inside,I've personally had to blow on it ten times when the game wouldn't recognize cartridge memory - The alternative battery memory is small and runs out with the battery

Final Remarks:

If the Nintendo 64 never came out,this would be my favorite for the generation. The games for it show resistance to the change the Play Station embraced,making it the perfect system if you just want to pop a game in and play. The controllers may not have been innovative like the N64 and resembled the Genesis,but they were also very comfortable to play with for hours and ultimately worked the best with 2D games. The pros outweigh the cons greatly,though it will take quite a bit of investing to rack up a sizable library. And it's also worth collecting because the emulators cannot do the system justice and most exclusive titles never had sequels later on.

Sorry to steal your thunder Moe,anything you'd like to add?

edited 31st Dec '11 7:12:13 PM by terlwyth

Luminous beings are we, not this crude matter
YuriStrike 熊熊熊熊! from I'm telling nobody! Since: Nov, 2011
熊熊熊熊!
#15: Dec 31st 2011 at 10:59:47 PM

Wonder Swan and Neo Geo Pocket have some pretty decent RP Gs.

I think they are worth a try.

╮(╯_╰)╭
MoeDantes cuter, cuddlier Edmond from the Land of Classics Since: Nov, 2010
cuter, cuddlier Edmond
#16: Jan 28th 2012 at 7:44:19 PM

Oh hey, sorry to let this topic sit for so long, and I was completely unaware that someone did a writeup on the Sega Saturn.

Recently I've been in a "Console Hoarding" mood, and acquired more systems. I now personally own an NES, SNES, Genesis Model 1, Genesis Model 2 with Sega CD, a Power Base Converter (Sega Master System), a Gameboy Advance (both the original and the SP Model) along with some older iterations of Gameboy, a PC Engine, a modded Turbo Duo, a NEO-GEO POCKET COLOR (yay!), two Playstations (one modded), a Nintendo 64, a PS 2 slim, a PSP (3000), a Sega Saturn (model 1) and a Sega Dreamcast. Oh, and two P Cs—the laptop I'm posting this with, and an older one I use specifically for DOS and Win95/98, though I'm guessing doing a Classic Console Overview of that would be borderline pointless (if ya'll want me to try anyway, I'll happily oblige).

The newest members of my menagerie are the NGPC, Dreamcast, and Saturn. Incidentally I'm going to try and get a Game Gear sometime soon just to complete the holy quintology of Sega. Might even try to get a 32X as well, just because.

Anyway,

First Impressions - Neo-Geo Pocket Color

Keep in mind I just got this thing. I may change my mind and post a revised overview at any time. The same goes for all "First Impressions" overviews.

The Skinny

  • It's Neo-Geo, it fits in your pocket, and its in color. I believe there was an earlier, non-color model, but I've never seen it. There are also a few "Special Edition" releases packaged with certain games (such as a green one that comes with the NGPC-exclusive Ogre Battle: Legend of the Zenobian Prince).

The Pros

  • The way I've heard it, there really are no bad games for this system. Considering that most of them were designed by SNK, that really doesn't shock me.
  • If you like fighting games, this is one of the few portables that was actually kind of designed with them in mind. It uses a thumb-joystick nub instead of a D-pad, and while its sometimes still hard to pull off the moves you want, this concession helps a bit (coupled with that all the fighters for this thing were designed with the system's limitations in mind).
  • An NGPC is an NGPC. They will play games from anywhere in the world, there is no region lock. Did I mention that most of the Japan-exclusive titles are arcade-style fighters, shooters, platformers or otherwise don't really require much knowledge of Japanese? (there are a few RP Gs and strategy games, but considering the Neo-Geo brand name started out as a platform for arcade hardware, I think its understandible if those are under-represented)
  • I find this kind of cool: if you start the system without a cartridge in, it'll take you to a personal organizer thing where you can look at a calendar or see your horoscope or set an alarm (it's not exactly loud, so I wouldn't expect it to wake you up in the morning, but if you're just wanting to be warned when the new episode of My Little Pony is about to air then it gets the job done).
  • Runs on two standard AA batteries, and it seems to take forever to drain them.

Cons

  • Small library. Granted, most titles are solid (at least according to reputation), but there were only 85 or so games released, worldwide. (only 20 games made it to North America, but as I said—import friendly) It was actually quite popular, but SNK succumbed to financial woes before the system could really shine.
  • If the battery that powers the internal clock goes kaput, you can't play games until you replace it. However, it's powered by a very simple CR2032 watch battery which goes into a very easy to open component on the back. So this is a minor nuisance at worst, non-issue at best.
  • No backlighting, though I've heard of people making mods for that.
  • If the screen gets scratched up, its hard to find a replacement. Best thing to do is buy a screen protector (the ones available for the PSP can be cut down to fit) as soon as possible.

Overall

  • Though I'm new to this particular portable, I'm enjoying it quite a bit. There is a mixture of unfulfilled potential and the thrill of discovery. Personally I'm wondering if anyone's considered a homebrew market for this device. If you can find a unit cheap, pick it up.

First Impressions - Sega Saturn

Special Note

  • I'm aware that dude above already did this. This is just my thoughts, and I figure, it wouldn't hurt to go over it again. Besides, Saturn. I should note though that I'm extremely new to this system, as in "I just got it two days ago" new. So again, overview is subject to change.
  • To the best of my knowledge, there are two models (in the US at least), as dude above outlined: one has oval buttons on the console, the other has round buttons. I've read that the model one is easier to modchip, but as there are easier ways to play imports that doesn't count for much.

Pros

  • While it uses a proprietary AV Cable, the power supply cable is the exact same one that is used for the Dreamcast, Playstation and Playstation 2! So for the most part, you can just switch those four systems out if you wish.
  • Seems to be a strong, durable system. I haven't exactly given it to a psycho ex-girlfriend as a field test yet, but the system's construction feels sturdy. Incidentally, I'm surprised that the system is rather huge compared to the Playstation (though its only slightly bigger than the NES and about equal to the original X-Box), but that too gives it a feeling of power. ("Sega! Now you're playing with Power!")
  • Even though this is another system where you need to be into imports to get the most out of it, the US still got a decent selection (about 200 games, including a lot of cult hits like Enemy Zero and In the Hunt).
  • The controller (at least on model 1s—I'll have to find a model 2 controller) is good and fat, like the original Sega Genesis controllers used to be. And it defaults to a three-button, Street Fighter esque arrangement (no surprise this was a favorite system for fighter fans). The only thing I find kind of awkward is the shoulder buttons, which I keep hitting by accident.
  • Like the Sega CD and Neo-Geo Pocket Color, it uses a watch battery to power internal save data. But whereas you had to risk breaking the Sega CD to replace its battery, the Saturn simply requires you to open a port on back and switch the batteries out. A child could do it! (Incidentally, if you're wondering where to get watch batteries, search Amazon for "CR2032". There's tons of good deals on them.)
  • According to the guys at Digitpress, you don't even need to mod the Saturn to play imports. All you need is an Action Replay or a Gameshark, preferably the ones that can also double over as RAM carts.

Cons

  • Much like later Nintendo 64 games which required you to put extra memory in the system, some Saturn games required RAM Carts. I've heard that two games require the exact RAM carts they come packaged with, though according to Digitpress this may not be strictly true. Fortunately some Action Replays will pull double-duty as region unlockers and RAM carts.
  • This may sound like a silly complaint, since Sega neither promised nor advertised this feature, but... I've always been disappointed that the Saturn couldn't be used to play Sega CD games. Major missed opportunity there, Sega.

Overall

  • This is a system I really need to spend more time with before I come down on any side. I want to declare its awesome and tell everybody to go out and buy one right now, but I'm tempering the inner Sega fanboy until I have enough experience to justify such gushing.

First Impressions - Sega Dreamcast

Special Note

  • It's the Dreamcast. The system which was destined to put Sega back on the map. Unfortunately, it didn't quite succeed, but in a way it's a console that never died.
  • As far as hardware models go, to the best of my knowledge a Dreamcast is a Dreamcast, and the only differences are regional ones.

Pros

  • It has Crazy Taxi with the original soundtrack and all the licensed locations. No, seriously, end of discussion, go out and buy it now.
  • Ya know how the Nintendo 64 controllers had those slots where you could plug in a rumble pak or a memory card? Well, Sega one-upped them by having a controller where you could plug in two peripherals at once.
  • Speaking of Memory Cards, the Dreamcast had a special kind called the VMU (Visual Memory Unit) which had an LCD screen and buttons which allowed it to double over as a portable gaming unit. The portable function is powered by CR2032 watch batteries (I seem to keep running into devices that love those, lately) BUT, the memory card uses flash memory, so it'll save game data regardless of whether the unit has fresh batteries or not. It really only matters if you want the unit to stop screaming at you every time you turn the console on (which is what it does to alert you of a dead battery).
  • Always put the VMU in the front controller slot, because there's a window in the controller that lets you see the LCD screen during gameplay. A lot of games use this to display information. The Dreamcast ports of the Resident Evil games, for example, use it to display your health. This may sound like just a gimmick at first, but you'll be amazed how quickly it becomes routine to glance down at your controller to decide if you need to smoke some weed or not.
  • There is an active homebrew scene. I'm not sure how you play these on your actual Dreamcast, but I believe I've read you can simply burn these to a CD (there are some fans who will do custom presses, since a burned disc can shorten the life of your system's laser supposedly).
  • According to the folks at Digitpress, playing imports simply requires a boot disc called the DC-X, which can be either bought or simply downloaded (according to a Google search). You really should never have to install a modchip in your console, though there are people who do that too.

Cons

  • Be prepared to buy two. The very first Dreamcast I ever owned turned out to have a bad laser. To be fair though, this could've been a one-off bad console, or a console that had been abused to within an inch of its life (looking at it I found that it used to belong to a rental store, who carved their name and address onto the bottom of the unit) but in general, when buying any console that uses optical media, having a backup is a good idea, that way if games have problems you can tell whether its the games or the system at fault.
  • Only 50 games were released in the U.S. (though over 615 games were released worldwide)
  • Like my complaint with the Saturn, I was equally disappointed that the Dreamcast wasn't backwards-compatible with Sega's earlier CD-ROM systems. Again, Sega never actually promised any such feature, but still, wouldn't that have just been the icing on the cake? It stings even more when you realize one of the reasons the PS 2 did so well was due to its backwards-compatibility. If only Sega had thought of it first.

Overall

  • Again this is a system I'm going to have to put more research into before I come to a definite conclusion and go all Sega Fanboy on you. On the other hand though, people: Crazy Taxi. With the original Bad Religion and The Offspring soundtrack, where you could deliver fares to Pizza Hut and Kentucky Fried Chicken (and in the sequel, Burger King). Trust me, even if that's the only game you get, the system has more than justified itself.

Once again, I may revise these at any time.

edited 28th Jan '12 7:45:43 PM by MoeDantes

visit my blog!
Add Post

Total posts: 16
Top