THE SYSTEM
CROSS-REFERENCE JESSBOARD
The Jessboard is back with an all-new
edition, ready to rile up the fanboys with a rank for nearly
every game console and handheld system ever made. Here's
how it works... every system on the Jessboard has been
assigned a number from 1 to 48. The lower the number,
the higher the rank. Each system's rank is determined by
a number of criteria, including hardware
performance, software quality, market penetration,
industry influence, and of course, good old fashioned personal
bias.
The Jessboard reads from left to right,
with the best consoles ever designed on the leftmost side of
the board. As you proceed to the right end of the board,
the systems get less and less impressive, with the colors on
each square reflecting the change in quality. On the far
right, you'll find the worst game systems in history;
disasters like the game.com, Emerson Arcadia, and the 32X
which should never have been invented. Any consoles that
don't appear on this list simply haven't been rated... their
absence from the list is in no way an indication of their
quality.
Now it's time to explain the ratings each
console was given. The opinions expressed here are
entirely my own, so if your favorite system got a raw
deal on the list, don't take it personally... this is by
no means objective. Here we go!
CHAPTER 1: GAMING
GOODNESS
First up to bat
is the NES, which wins The Gameroom Blitz's
not-really-coveted-but-still-pretty-impressive award for the
best game system ever made. This is the console that
changed the industry forever, transforming video
games from simple twitch-fests to sprawling
adventures. Rather than being trapped in a single,
claustrophobic screen, NES games gave you the freedom to
explore entire worlds! The NES also gave the industry
more classic series than any other system, including The
Legend of Zelda, Metal Gear, Castlevania, and Ninja
Gaiden. Even the controller included with the console
was an important advance for the industry, offering
the razor-sharp precision that was absent from past game
systems. It just doesn't get any better than
this!
Next is the Playstation 2 and its
predecessor. The PS2 had a rough start, but redeemed
itself in a big way a couple of years after the Dreamcast
fizzled out. Weak launch titles like Kessen and Eternal
Ring were eventually replaced with a wide variety of classics
for nearly every taste. The shooter fans have Gradius V
and R-Type Final to scratch those itchy trigger fingers.
Music enthusiasts can get their groove on with Guitar Heroes
and Gitaroo-Man. Gamers looking for great platforming
action will find it in Sly Cooper and Ratchet and Clank.
If by some odd coincidence there isn't a
Playstation 2 title that appeals to you, you'll almost
certainly find one that does in the original Playstation
library... which the PS2 just happens to support. It's
one-stop shopping for the gamer of the 21st
century!
Of course,
without the original Playstation, the PS2 just wouldn't have
been possible. Although saddled with an unfortunate no
2D games policy at the beginning of its life, the Playstation
ultimately proved itself worthy of the hype with its
versatile, powerful hardware and a huge catalog of outstanding
titles. The console had a nasty reputation of becoming
unreliable after frequent use, but let's face it, even
the NES had its own issues playing games after a couple of
years. I must have blown enough air into Nintendo
cartridges over the past twenty years to inflate a tractor
tire!
Next on the menu is the Sega
Dreamcast. The system had such a short life in the
United States, but as they say in science-fiction circles, the
candle that burns out twice as quickly burns twice as
bright. Or was that the other way around? Anyway,
nearly three hundred games were released for the Dreamcast
during the two regrettably brief years it was
supported... and the vast majority of these titles were
amazing, demonstrating marked visual improvements the past
generation of consoles. Cars became almost real
enough to touch, and heroes became more human, with expressive
faces, hands with flexible fingers, and clothing that's worn,
rather than painted on the skin. All this made the
already entertaining games on the Dreamcast that much more
exciting!

In an industry where the leader is often far ahead of
the pack, the Super NES and Sega Genesis were a bit of an
oddity. The two systems (and their respective fans) were
locked in a vicious battle for many years. When the
fighting finally ended, the Super NES had one broken
finger dangling over the finish line, with the Sega
Genesis gasping for breath just a couple of feet behind
it. I loved the Genesis when I was a teen, but over the
years I've come to realize that the Super NES, with its
superior audiovisuals and strong Japanese software support,
was ultimately the better of the two systems. That's not
to knock the Genesis, though... it had several advantages of
its own, including a swift processor, a keenly responsive
six button controller... and oh yeah, a little game called
Gunstar Heroes.
The Game Boy Advance still holds the
distinction of being the best handheld on the market, despite
stiff competition from newcomers like the PSP and Nintendo's
own DS. An extensive library of games (there are
literally thousands of titles for the system, not including
Game Boy and Game Boy Color releases), plus hardware powerful
enough to handle nearly every 2D game that's thrown at it,
makes the Game Boy Advance an essential travel companion for
any serious player. Thanks to the compact size of the
Game Boy Advance SP and especially the Micro, there's
no reason to leave it behind on your next
trip!
The Atari
2600 squeaks into the top ten with a wide range of addictive
games, all with a distinctive look that's best described as
charmingly primitive. The characters in many 2600 titles
(particularly Activision's) are drawn with layers of color,
giving them an appealing artsy aesthetic that's missing from
nearly all of its competitors. The
console also has a simple but easy to use interface... a
flick of the Game Reset switch or a tap of the fire button is
all it takes to set many games in motion. Replace that
clumsy 2600 joystick with a Sega Arcade Pad, and you're
guaranteed hours of retroriffic fun!
Like the shiny red Ferrari gleaming in
your neighbor's yard, the Neo-Geo is a sexy piece of equipment
that was always just out of reach. When it was first
released, the system cost over seven hundred bucks, and the
games followed suit with price tags of two hundred dollars or
more (much more, now that they've appreciated in
value). You didn't always get what you paid for,
either... launch titles like Ninja Combat and Robo Army were
barely worth the handful of quarters you'd need to finish them
in the local arcade. Fortunately, as time passed, SNK
finally learned to make the most of the system's
hardware, releasing spectacular games like King of Fighters
'99 and Garou: Mark of the Wolves that were worth the kingly
sum SNK charged for them. Well, almost.
Then we have
the Sega Saturn. The system's runaway success in
Japan, and its complete lack of it in America, makes me feel
like I'm reviewing two consoles rather than just one. If
you're buying a Saturn just to play Western games, you're
going to be sorely disappointed... Sega and Capcom were the
only two companies that had given the system the support it
deserved. However, in the land of the rising sun, things
were far different. The system that was stone cold in
the States was on fire in Japan, with hundreds upon hundreds
of quirky games tailor made for a Japanese audience. If
you get a Saturn, make sure you get a Pro Action Replay Plus
and a handful of imports to go along with it... it's the only
way to truly experience the system.
I've got mixed feelings about
personal computers as entertainment systems.
The x86 PC in particular was never really intended to
play video games... after all, they don't call the designer of
the first batch of these systems International
Business Machines for nothing. Now that PCs
have advanced to the point where you can use them to play
streaming music and video, burn DVDs, and talk to friends,
sometimes all at once, they're more than powerful enough to
handle mindblowing games. The only problem is, most
of what's available on PCs just doesn't appeal to
me. Doom? Yawn. Age of Empires?
Bleech. Starcraft? The Koreans can have that
one. Still, the ability to play games for nearly every
other console through the use of emulators makes the PC
impossible to ignore as a game system.
The original
Xbox is a close cousin of the x86 PC, sharing most of its
technology. However, it was designed for one purpose and
one purpose alone... playing video games. This sharp
focus makes it more appealing than the average PC for
gaming. There's no need to sit through a ten minute
installation... the only set up you'll need
is opening the drive door and inserting the game you want
to play! The XBox is also more powerful than any of its
contemporaries, and the ability to create custom soundtracks
really comes in handy when the threat of EA Trax rears
its ugly head.
The PSP? The Nintendo DS? It's
a tough choice for sure, but one that many cash-strapped
gamers have had to make. I've got both, but if I were
forced to make a choice, I'd go with... hmm... let me think
about this for a second... wait, wait... all right, the
PSP. The DS has some pretty sweet games available for
it, but like the Sega Saturn in the 90's, only Japanese
developers take it seriously. Nearly everybody else
treats the system like a Game Boy Advance with a touchscreen
grafted onto it. The PSP is not immune to half-hearted
game design, but it's finally making its mark with great
titles like Pursuit Force, Maverick Hunter X, and its kid
brother Mega Man: Powered Up. On top of that, few
portables have been as open to homebrew and emulator
development as the PSP. Neo-Geo and Super NES games on
the go? Sign me the hell up!
Trailing
behind them both is the Neo-Geo Pocket, which helped me keep
my sanity through the dark days when the wretched Game Boy
Color dominated the handheld market. For years, this was
the only way to go for serious gamers fed up with the Pokemon
hype. Seven years after its debut, the Neo-Geo Pocket is
still home to the best handheld fighting games ever
made. Just try to find a versus fighter on a portable
system that plays as well as Match of the Millennium... it
just ain't gonna happen!
On we go to Nintendo's GameCube. It
could have been a contender... after all, there was nothing
wrong with the hardware, which was a step above the
Playstation 2 and not that far behind the Xbox. There
were also a lot of fine games starring Nintendo's most popular
heroes, but what it was missing was third party
support. The big N took steps to bring back the
licensees that were disillusioned by the Nintendo 64, but the
company's refusal to hop aboard the broadband train resulted
in the cancellation of important GameCube games like
Burnout 3: Takedown. The constantly delayed Legend of
Zelda: Twilight Princess won't help the system die a dignified
death, either.
I'll wrap up
this chapter with the TurboDuo and Vectrex. It would be
easy to dismiss the Turbografx-16 CD as just another
flashy add-on designed to extort money from gamers who would
be just as happy with the base system, but NEC was a lot
more dedicated to their CD expansion (and the integrated
system that it would eventually inspire) than Sega.
Instead of taking ordinary cartridge games and throwing
in redbook audio and a couple of full-motion video scenes, NEC
justified its use of the new, high-capacity media with
original efforts like Y's Books 1 & 2, a great RPG made
better with double the content and quality voice
acting.
Most game systems designed before the
industry crash of 1984 haven't aged well. The Vectrex is
a major exception to the rule. Its vector graphics,
shown on a monochrome display built into the unit, are as
striking and stylish as the colorful characters in the
Atari 2600's best games. The Vex is also packed with
power, capable of the scaling and rotation that wouldn't be
introduced to raster scan systems until the turn of the
decade. The system's got a small library of games and an
incredibly lame mascot (Spike, a stick figure with a jagged
head), but past that there's little to criticize about this
eight pound gorilla.
CHAPTER 2: MIDDLE OF THE
ROAD
Middle of the
road... you see the darnedest things! That includes
Microsoft's Xbox 360, the first of the next generation of game
consoles. Now here's a system I want to like more than I
actually can. Sure, it's packed with more power than any
system that has come before it, and the multimedia features
are even more robust than those in the already impressive
Xbox. There's just one problem, though... the games just
don't seem to take advantage of that muscle. Once you
get past the colorful candy shell of games like Project Gotham
Racing 3 and Kameo, all you'll find inside are ordinary Xbox
titles. The Xbox Live Marketplace holds promise, but the
shelves are pretty empty at the moment, holding only twenty
downloadable games. There's only one reason to own
an Xbox 360 if its multimedia features aren't important
to you... but the outstanding Elder Scrolls IV: Oblivion is
the only reason you need!
Twenty five years ago, the Mattel
Intellivision was the most advanced game console money (and preppies!) could
buy. At first glance, it seems to offer everything that
the Atari 2600 has, plus a whole lot more... but looks
can be deceiving! The Intellivision has
a number of aggravating flaws, with those
blasted hardwired controllers being at the top of that
list. After twenty minutes of struggling with that
unresponsive bronze dial and those stiff side buttons,
you'll start to feel as chained to
the misconceived controller as the system
itself. And oh yeah, if your temper gets the best
of you and you smash the accursed thing to bits, you get to
replace the entire system! Oh joy! The
Intellivision's got almost enough great games to make up for
this grievous design flaw. It's the only way to play
Burgertime outside of an arcade, and B-17 Bomber is still one
of the most engaging flight simulators to ever hit a game
console... classic or otherwise. Who says there's
no room for another World War II game?
The
Turbografx-16 is next on the list. The system loses a
lot of its impact without the optional CD-ROM peripheral, but
there are still enough fine games here to make it
worth kicking it into turbo. Some of the better
cartridges for the Turbografx-16 include nearly airtight
conversions of arcade hits like R-Type, SideArms, and Galaga
'90, as well as Japanese exclusives such as 1943 Kai and Rabio
Lepus Special (Rabbit Punch). You're probably noticing
that all of the games mentioned here are shooters.
That's because they're the Turbografx-16's specialty...
neither the Genesis nor the Super NES can outgun it in this
department. The system doesn't perform as well in other
genres, however. For instance, Bonk's Adventure doesn't
measure up to the timeless gameplay and charming
characters of Super Mario World, or the sleek visuals and
blazing speed of Sonic the Hedgehog.
Lots of competent arcade conversions, an
uncomfortable knob controller, and a tendency to rust.
That's how you know it's a Coleco! The ColecoVision
controller takes a little too much inspiration from the crummy
Intellivision pad, but at least you've got the option to
replace it with something more comfortable and responsive (if
I might make a suggestion, how about the Sega Arcade
Pad?). You won't find much here that you haven't already
played elsewhere, but the ColecoVision does have some passable
arcade ports, as well as Fortune Builder, the game that was
Sim City before Sim City was a twinkle in Will Wright's
eye!
Trailing
behind the ColecoVision is its competitor, the Atari
5200. The 5200 was quickly thrown together with Atari
800 computer components, but despite the hasty design and some
truly horrendous stock controllers, the system's got its
strengths. The Atari 5200 can push brighter colors
and more of them than the ColecoVision, and the scrolling is
smoother in most games. On the downside, the resolution
is lower, resulting in backgrounds and characters that are a
little on the chunky side. There's also the issue of the
included controller, an awkward marriage of the stiff 2600
sticks and the numeric keypad on the Intellivision. It's
no worse than the ColecoVision knob, but the Atari
5200 stick frequently breaks and is more difficult
to replace.
Next comes the Astrocade. The
system's got a lot going for it... an excellent BASIC
interpreter, fun conversions of early Midway arcade titles,
and most importantly, an input device that ISN'T total
crap. Take a pistol handle, then cap it with a dial that
doubles as a wonderfully responsive thumbstick, and that's the
Astrocade controller in a nutshell. Yet for all its
strengths, it just can't hang with the big boys of classic
gaming. There's practically no third party support
(sorry, those BASIC games written by Astrocade fans don't
count), and the resolution is pretty dismal. On top of
all that, there's a limited selection of colors at the
Astrocade's disposal, although the few that are available
are as vibrant as anything you'll find on a pre-NES game
console. Bally's system had potential, but the company
abandoned the Astrocade years before that potential could be
fully tapped.
Well, on to
the Nintendo 64, the first disappointment in this
list. Oh, Nintendo... after the excellence of the NES
and Super NES, how could you give us THIS?! The Nintendo
64 was the first home game console without the benefit of
strong third party support. All the killer apps that
appealed most to the average gamer were either delayed on the
Nintendo 64 or never arrived on the system. Without
Final Fantasy, Tomb Raider, or Street Fighter, it's easy to
see why the Nintendo 64 quickly lagged behind in the console
wars of the mid 1990's. There were a few great first
party titles on the system, but not as many as Nintendo
fans were expecting after coming down from the high of
Super Mario 64.
By contrast, the Lynx wasn't what gamers
had expected at all from Atari. Long considered to be on
the dull edge of technology, Atari shocked the world by
releasing a handheld system that ran circles around Nintendo's
GameBoy. Why settle for a blurry monochrome games
that are a step behind their NES counterparts, when you
can have a truly advanced portable gaming experience?
Well, because it cost a whole lot less. That full color
screen and the fancy hardware built into the Lynx came
with a hefty price... nearly two hundred dollars at
launch. On top of that, all the most
popular games of the time went straight to the
GameBoy. Nobody was going to settle for ports
of creaky Atari arcade titles when they could
take favorites like Super Mario Bros. and Mega
Man on the go, even if they were slightly
compromised.
It's clear from
the name that Sega had high hopes for the Master System, but
the sleek black console never really lived up to
that title. It was technologically superior to the
Nintendo Entertainment System, with a faster processor and a
more diverse color palatte. In the end, though, it's all
about the games, and that was the one area where the NES was
the real master. Since Nintendo had already staked a
claim on the most popular arcade titles and the best original
software, Sega could only fall back on its own
coin-op library, as well as the rare third party
release that slipped through the cracks. A dependence on
arcade hits left the Master System library without the depth
and long-term replay value that was so abundant on the NES,
one of the many reasons that the console was left in the dust
a few short years after its debut.
The Game Gear is the Master System's
handheld cousin, which Sega somehow expected to perform at the
same level as the 16-bit Sega Genesis. Far too many
Genesis games were ported over to the Game Gear, and it was
abundantly clear that it just didn't have the power to handle
them. Many of these titles were severely downscaled on
their way to their new home... Streets of Rage lost much of
its impact and intensity on the Game Gear, and the Japanese
exclusive Gunstar Heroes was stripped of several stages,
including the fan favorite Black's Dice Maze. Rather
than forcing Genesis games into the tiny frame of the Game
Gear, Sega should have released games designed especially for
the handheld. If more Game Gear titles had been
like The GG Shinobi and its sequel,
the system could have went a few more rounds against
Nintendo's pocket powerhouse before hitting the
mat.
Just barely
squeezing into this chapter of Systematix 2006 are those
eternal rivals, Panasonic's 3DO and the Atari Jaguar.
One was designed as a top-of-the-line
multimedia device with all the fixin's, and the other was
Atari's attempt to play the numbers game with a 64-bit
console. Panasonic gets points for ambition...
at the time of its release, there really was no other CD-based
game system that could stand on even ground with the
3DO. The console was like a proto-Playstation, with
the muscle to display texture-mapped polygons and crisp
full-motion video. It also had an outlandish price,
tipping the scales at seven hundred dollars (and you
thought the Playstation 3 was bad!). At $250, the Jaguar
was more economically priced, but it just didn't pack the
punch of the 3DO. Some Jag releases were
barely upgraded ports of Genesis and Super NES games... and
not even the good ones! A few titles carried more
impact, especially Jeff Minter's psychadelic masterpiece
Tempest 2000, but practically everything else in the Jaguar
library smacked of desperation... the kind of desperation that
can only come from ten years of bleeding money in the hopes of
dethroning Nintendo as the king of the video game
industry.
CHAPTER 3: DOWN FOR THE
COUNT
The lesson
learned from the Atari 7800 is that when you go to war with a
company that's on its way to industry domination, you don't
step into the battlefield with last year's ammunition.
The 7800, developed in 1984 and released two years later, had
no chance against the more advanced, forward-thinking Nintendo
Entertainment System. The NES offered bright colors,
sharp artwork, and lively animation. The best the 7800
could muster were muddy, dated graphics best suited for
old-school arcade games like Centipede. The NES had
thunderous explosions, pounding bass, and clear voice
digitization. The 7800 was stuck in the 1970's with a
stone-age, single-channel sound processor. The NES had a
four button joypad that gave the player more options and
precision than anything that had come before it. The
7800 only had two buttons on its uncomfortable, oversized
joystick. The only advantage the Atari 7800 had was once
again rooted in its unwillingness to let go of the past... it
was backward compatible with nearly every 2600 game ever
released. The only problem was, anyone who still wanted
to play these golden oldies either already had a 2600 at home,
or could get one for fifty dollars. Whoops!
Many will argue the GameBoy's unenviable
position on this list. Frankly, I don't care.
Sure, it had plenty of games, based on strong Nintendo
properties like Super Mario Bros., Mega Man, and
Castlevania. However, many of those games paled in
comparison to their NES counterparts, especially The
Castlevania Adventure, with its super sluggish Simon Belmont,
and Super Mario Land, whose entire
cast of characters could fit on the head of a pin. Even
more damning was the fact that the GameBoy was singlehandedly
responsible for keeping handheld technology in the stone age
for nearly a decade. With its sickly green monochrome
display and lackluster hardware specs, it was as far behind
its competition as the Atari 7800 was the NES. A
tempting price point and Nintendo's industry dominance kept
the GameBoy on top much longer than it should have been, but
these days, nobody would dare play the system or its games for
ten minutes. After the first three, you'll run out of
the room screaming, with your hands clutching your bleeding
eye sockets!
The Sega CD
will forever be known to gamers as "strike one" for
Sega. More than just an optical disc drive, the Sega CD
brought scaling, rotation, and a more advanced sound processor
to the Sega Genesis. Unfortunately, the add-on did more
to undermine the system's reputation than address its
shortcomings. Far too often, Sega CD games were little
more than standard Genesis titles with redbook audio, grainy
full-motion video, and the unwelcome addition of excruciating
access times. The few games that didn't fall into this
category were typically 64-color films with little player
interaction, leaving a scant dozen releases that helped
the hapless Sega CD owner stave off that nagging feeling that
they had been fleeced.
Speaking of costly, pointless upgrades,
the Supergrafx is next on the list. Its predecessor, the
Turbografx, didn't go anywhere in America, but NEC had been
doing pretty well in the Japanese market, presenting a serious
threat to Nintendo's leadership
of the industry. It would take a mistake of titanic
proportions to bring NEC's momentum to a screeching halt...
and the Supergrafx was that fatal error which dropped
them into the frigid waters of defeat. Only six games
were released especially for the Supergrafx, with a seventh
cross-compatible title offering special Supergrafx-exclusive
enhancements. Roughly half of that small stack of
HuCards were entertaining, with the arcade-perfect ports of
1941 and Ghouls 'n Ghosts resting on the top of the
deck. However, shuffle that deck a little and you'll
find just as many jokers, including the sad-sack
shooter Aldynes, the Mode 7-drunk Battle Ace, and Granzort
(worse than Keith Courage? You betcha!).
Now onto the
N-Gage. People who like this kooky phone and
gaming hybrid (and there are a few of them out there) are
quick to argue that its critics haven't spent enough time with
the system to judge it fairly. OK, I'll bite. Even
though I was turned off by Nokia's image-obsessed marketing, I
was willing to give the system a fair shake, buying not only
the more wisely designed QD model but a handful of the
N-Gage's better games. After several frustrating hours
of what could only be charitably described as gameplay, I came
to the same conclusion everyone else had... that Nokia
had no business being in the video game industry. The
controls alone make it clear that they've got no idea
why people play games in the first place. If
the stiff, stubborn D-pad doesn't kill the N-Gage experience
for you, the tight cluster of numeric keys that serve as
action buttons almost certainly will. It's a shame, too,
because N-Gage software is a big step up from what passes
for "games" on other cell phones.
It's hard to look back on your
first gaming experience without a hint of fond
nostalgia... unless your first happened to be the
Odyssey2. Designed by Magnavox and Philips at the
beginning of the 1980's, the Odyssey2 was so in love with its
alleged technological superiority that every one of its games
came with a haunting science-fiction scenerio. On the
front of every box, you'd find men drawn in laser lights,
running from ominous androids... it was almost as if the cast
of Tron had stumbled onto the set of Ultraman. It was
the ultimate case of false advertising when you
popped a cartridge into your Odyssey2 and found only
square-headed robots that looked as much like Lego men as
the cybernetic menaces on the front of the box. That
feeling of disappointment went from aching to
crushing when you discovered that those robots were in
nearly every Odyssey2 release, even sports games! Your
only escape from the cube-headed menace was in the twin
Pac-Man clones K.C. Munchkin and K.C.'s Crazy Chase; both
awesome maze games that seemed as out of place on the system
as the square-headed robots were in Pachinko! and
Quest for the Rings!.
Next up is the
Wonderswan, a low-rent handheld which proved that
Gumpei Yokoi was incapable of learning from his past
mistakes. Rather than addressing the many flaws
that made his last creation, the Nintendo GameBoy, such a
nightmare to use, Yokoi actually worsened them with a control
scheme so awkward and convoluted, it made the clumsy D-pad and
jumbled numeric keys of the N-Gage look like a masterpiece of
ergonomic design. The Wonderswan's twin directional pads
(broken into four separate buttons each) were designed so that
games could be played from both a horizontal and vertical
perspective; a feature that typically proved more aggravating
than useful. Instead of designing games for one
orientation or the other, many Wonderswan titles used both
interchangably, forcing the player to flip the system at
regular intervals. To add to the "fun", the first Swan
had a primitive monochrome display so blurry that it made
games nearly impossible to play, no matter how you looked at
them!
Before I begin with the next entry, let me
state for the record that I absolutely love the Commodore
Amiga. As a computer. In the mid 1980's.
However, it's not nearly as appealing when you try to cram the
hardware into a game console and sell it as an alternative to
the more powerful and specialized 3DO. The Amiga CD32
was little more than an Amiga 1200 computer with the keyboard
and floppy disc drive removed, bringing the grand total of
Amiga games that were compatible with the unit to el zilcho
grande. Gamers could beat the system by purchasing an
expansion unit for the CD32, but they were much better off
forgetting about it entirely and buying a real Amiga computer
instead.
On the subject
of computers with gender-reassignment surgery, there's the
Atari XEGS, intended to replace the 7800 as the Tramiels'
secret weapon in the 8-bit console wars. What Jack and
company failed to understand was that the XEGS, cobbled
together from bits and pieces of computers dating back to
1979, was even more outdated than the system it was supposed
to succeed! The XEGS did have the advantage of an
established library of games- it could play practically any
cartridge designed for the Atari 400 on up- but titles like
Space Invaders and Galaxian were from a different era of
gaming, an era which Atari's target audience had
long since outgrown.
The Neo-Geo CD was designed with the best
of intentions, but as the saying goes, the road to obscenely
long load times is paved with good intentions. Well, it
went something like that, anyway. The Neo-Geo
CD let gamers take home the coveted arcade experience at
a fraction of the cost of the original console, without
sacrificing anything. In fact, gamers who bought the
Neo-Geo CD got more than they bargained for... namely, the
worst and most frequent access times in recorded
history. Less demanding launch titles like League
Bowling started up after a reasonably short ten second wait,
but more advanced games like... well, every versus fighter SNK
ever released, threatened to bore players to death with thirty
second pauses after each match. In the time it takes to
play Fatal Fury Special from beginning to end on a Neo-Geo CD,
you could drive down to the local arcade, play every
Neo-Geo game there, then stop by the supermarket for a
half-gallon of milk and some chips. You wouldn't even
need to use the express lane!
Poor Virtual
Boy. You're such an easy target that it's not even
sporting to take shots at you! However, for the sake of
the list, I must forge onward. I don't know what I can
say about your paltry selection of games (many awful), your
ridiculous double D-pad controller,
or your eye-traumatizing LED display that
hasn't already been said before. So I'll try to think of
something nice to say instead. Let's see... you
were the first system to give Nester, the long-suffering comic
relief in the Nintendo Power comic strip Howard and Nester,
his own video game. That was really nice of you,
especially since you only had a dozen or so games to
spare. What else? Well, I don't think you ever
literally blinded anyone, so that's a big plus.
And oh yeah, your 3D is still more convincing than anything
I've seen on other game systems. Objects in the
foreground really do seem closer than those in the background,
which makes the only must-have in your collection, Wario Land,
more fun and immersive. Mmm... yeah, that's pretty much
it.
I wish I could find something nice to say
about Philip's other gaming flop, the CD-i. There
are just no words to describe it that don't begin with an
expletive. It was an insult to gamers everywhere, but
especially to Nintendo's dedicated (and
then enormous) fanbase. The system actually
had more original Zelda games than either the NES or Super
Nintendo, but all three were completely terrible.
Imagine The Adventure of Link with hand-painted backgrounds
but the stiffest animation and control this side of a puppet
show, and you've got a pretty good idea of what to
expect. On the non-Zelda side of things, you had a lot
of pretentious full-motion video games which refused to
acknowledge how idiotic the genre really
was. At least Night Trap and Sewer Shark, as crappy
as they were, had the good sense not to take themselves
seriously!
You'd think
that color would be a step in the right direction for the
GameBoy line of handhelds, but the GameBoy Color proved that
Nintendo still had a long way to go before they
could find an audience past the ever-reliable Pokemon
crowd. The system had great promise back when it was
shown at the Electronic Entertainment Expo in 1999, with
everything from NES classics to adaptations of modern
hits like Resident Evil on display for E3 attendees.
Then, once everyone went home and the GameBoy Color was
released, everything changed. The NES ports weren't as
good as the originals. Resident Evil vanished from the
radar, only to be replaced with an unremarkable first-person
RPG bearing that title. Then the flood
of craptastic movie-licensed games came. Not a day
went by that IGN.com didn't slam some awful new Titus or
T*HQ release for the system, but Nintendo did nothing to stop
the damage. They didn't need to! After all, the
system was carried entirely on the backs of Pikachu and his
verminous friends. Then, just as all hope seemed lost,
Nintendo mercifully put the GameBoy Color out of its misery
and replaced it with the greatly improved GameBoy Advance,
promising that third-party releases would be subject to
stringent quality assurance. Usually, nobody benefits when a game company
replaces its console after just two years, but the news of the
GameBoy Color's death came as a welcome surprise to
players who wanted more from their handheld gaming
experience.
Like Cleopatra to Mark Anthony, or Kevin
Federline to Britany Spears, the 32X was the love interest
which ultimately proved to be Sega's undoing. It also
demonstrated a contempt for the gaming public that would
leave even Sony in awestruck admiration. In a letter
sent to Ultra Game Player's magazine in 1994, a Sega
representative responded to one reader's concerns about the
questionable 32-bit upgrade by telling him to "get a
life." Sega's once loyal fanbase, already burned by the
poorly supported Sega CD, reacted by telling the company
to get new customers! They were wise to save their
money, because the 32X offered few advantages over a plain old
Genesis and even fewer games. It was also needlessly
difficult to install, requiring its own power supply and the
insertion of fussy metal strips which frustrated gamers
"affectionately" called electro-popamatic-plates.
Practically
every game system, no matter how terrible, is redeemed by
at least one good game. In the case of Fairchild's
Channel F, that game is Dodge-It. You're a little dot,
avoiding contact with the other tiny dots bouncing around the
screen. The longer you survive, the more dots you'll
have to contend with, until you're eventually overwhelmed by
the little bastards. Despite its simplicity, Dodge-It
manages to keep you on the edge of your seat with its
strangely compelling gameplay. If that sense of primal
urgency had been in most of the Channel F's games, it would
have risen at least five spots on this list, but sadly, the
fun this ancient system has to offer begins and ends with
Dodge-It. Everything else is so boring and primitive
that the average gamer will be begging to change the channel
after a couple of minutes.
Ten years ago, I purchased an Emerson
Arcadia 2001 from one of my brother's friends. My
cost for the system and a half-dozen games? Twenty
dollars. The opportunity to bust its chops on The
Gameroom Blitz for the next ten years and beyond?
Priceless. The Arcadia isn't so much a classic game
console as it is a tribute to everything that was wrong with
game consoles from the late 1970's and early 1980's.
It's got the heartbreaking, thumb-aching dial controller and
numeric keypad from the Intellivision. It's got the
microscopic, rough-edged, single-colored sprites from
Fairchild's Channel F. It's got the screeching musical
accompaniment of the Atari 2600. It's got the limited
software selection of the Odyssey2, and box artwork so
hilariously bad it's in a class by itself. In short, the
Arcadia is everything you could possibly complain about in an
older game system, and a whole lot more.

So that leaves us with two completely horrible game
systems, both wimpy monochrome handhelds. Who will be
the ultimate loser? Will it be Milton Bradley's
ambitious but misguided Microvision, or Tiger's cynical cash
grab, the game.com? Hmm... I guess that answers the
question right there. The MicroVision came much too soon
and was held back by the limited technology of the time, but
its designers had their hearts in the right place. On
the other hand, it's clear that whoever created the
game.com not only had his heart in his wallet, but his head up
his ass. The system that was hailed as a marked
improvement over the GameBoy was in fact ten times worse, with
an even blurrier black and white display and games so choppy
you'll be rubbing your eyes for weeks. The game.com had
a couple of good ideas- hell, even the world's biggest moron
has to stumble across a few of them in his lifetime!-
but anything the system could do, the Nintendo DS can do
better. Much better. Much, much, much, much,
much...