ledzep, on Fri Mar 19, 2010 3:18 AM, said:
And it's been pointed out that the Vectrex also had an analog controller and that system had some fun, great games. The key there, I think, is that most of its best games were? Yes, arcade ports. Very important back then when arcades were everywhere. And they found it easy to abandon the stick for buttons on many games.
The vectrex has a very different controller, it's almost a gamepad, though a bit big. (more like a scaled down arcade control board) But the button layout was simple, and reliable, and the joystick was small, short throw and self-centering.
Even with conrollers with broken centering springs, many games are still playable, but there are a few which really need a properly centering controller for precise movements.
Quote
People complain about the size of the 5200 console. The size? Who cares how big it is? You don't have to hold it while you're playing, you don't have to mount it on the TV screen, either. Seriously, complete this sentence - "If the Atari 5200 were half the size it would be a more fun game system because..." I can't think of any way that the console's size affects game play, the amount of games available for it, nothing.
You can't play it if you have no room to set it up in your entertainment system, on top of, or in front of your TV. It is a significant issue, and unlike a bulky VCR, you need access to the top for cartridges, so you cant put it on a shelf with limited clearance. On top of that, it make it less cost effective (materials cost, packaging, warehouse space, shelf space for retailers, etc).
Quote
I'm not sure how a lack of a lockout for 3rd party games matters. There's much talk about how a 5200 that was essentially a reskinned Atari 400 would have been better. Well, there would be no stopping 3rd party coders from writing games for that, would there?
Exactly, I always try to maintain both of those points. However, since the 5200 didn't implement any lockout, it doesn't much matter in that case. But from a practical standpoint, the most optimized quick conversion for a console based on the 8-bits would have been to keep the hardware the same, memory map the same (except perhaps more flat mapped cart space -but combining both carts would give 16 kB at least), remove SIO and change the cartrige port. (no worring about 2600 compatibility either, except perhaps facilitating an add-on for such -like a front or side mounted expansion port) Plus add a lockout mechanism, probably a checksum set-up like with the 7800. (not as finicky or expensive as Nintendo's route)
Since Atari kept saturating the 2600, the lockout still didn't matter that much either. (witht he 2600 being completely open to 3rd parties) They'd have need to start shifting resources and slowing things down with he 2600 more.
Quote
Tempest, my friend, Asteroids. Missile Command, not Fruit Command.
What would have really been nice is a Missile Command+ release, like the XL eventually got, with the proper arcade-accurate 3 missile launchers.
Quote
Really what needed to happen was two things. First, stop supporting the 2600 like it was still new when it was actually old and primitive. Make new games for the 5200 first, show that it was the new #1. The 2600 had had its moment in the sun, for a long time. But the Colecovision and Intellision showed where the future was headed. Second, prevent the Big Crash. Part of that would have been abandoning the 2600 so no one would care to create a glut of terrible games made for it but, specifically, find the coder for the 2600 version of Pac-Man and put him in a coma before he started that monstrosity.
Yes, the crash is tied mostly to Atari/Warner management problems, overinflation of the market, and oversaturation, clining to the 2600 too long is part of all that too. The thing was PAC Man was a bad screw-up, it's a double whammy with the overproduction of carts and poor quality though. (if it was really good quality, perhaps they'd have sold the lot) But things like ET and PAC man are just symptoms of the internal problems Atari/Warner had. Bunches of poor quality 3rd party titles probably were one of the lesser problems though. And, of course, Commodore's price war in the home computer market really acted as a catylist and heaved everything over the edge.
It might not have been that bad for Atari had they managed to compete with the 8-bit line during the crash (with computer games remaining popular, if not increasing), but they screwed things up with that already. In fact, that's part of the argument for the directly compatible 8-bit game system; it would have beein in a good position in spite of the crash, as it was, in fact, a home computer.
Coleco might have had a chance at that too, but totally botched the Adam.
Quote
And release a digital joystick and a paddle controller. Come on, already. That's not major, just obvious.
It shouldn't have been tough for the standard pack-in controller to be "digital" (8-way) either, though any games specifically catering to the analog control (in a paddle like position sense, not in the speed sensitive sense) would be problematic for such a controller. (but no different than requiring special controllers for some VCS games, like the driving or keyboard controllers)