Sega is keeping mini consoles alive
theverge.com
theverge.com
Sure the Neo Geo AES was technically the same as the Neo Geo MVS but they weren’t sold in my region.
There's the more powerful hardware needed, which will push the price up, along with the more complex controllers, which basically won't be any cheaper to make now than they were at launch.
Then there's storage. If people are expecting 30-60 games, and all of those games are a gig each, you're probably going to need a 64GB micro SD card, which is another increase to the BoM bill. The PS Classic probably avoided putting too many multi-disc games and analogue sticks for this reason, but you can't ignore this in the 6th gen.
The big killer is going to be licensing costs though. 5th gen and earlier games generate basically no revenue. Even the more popular ones only sell for $5-$10 when they're rereleased, and most don't sell at all. By the 6th gen though, the basic level of graphical fidelity is high enough that "HD Remasters" are now a thing that you can sell for $30 each, or maybe $60 as a trilogy and can be produced for very little upfront investment. This makes convincing rightsholders to license inclusion of a game for probably $1 per unit a hard sell, as for most of them, that's severely undercutting themselves with the same target audience.
The roadblock is that vintage games are not available for purchase in present time for present systems.
Nintendo doesn't loose any money if download and emulate a ROM of a game they stopped selling 30 years ago.
What? The DreamCast is one of the easiest systems to mod, assuming you mean replacing the optical drive with an ODE. You don't need to solder anything.
Besides, the mini would just be an emulator anyway.
Post-composite and pre-cd hardware doesn't really need to be all that expensive, if you don't go wild with modding (and use something like a retrotink to upscale composite directly, regardless of console). But of course some games are quite expensive. CD consoles and games do fail a lot more, though.
So when you played (for example) the same EA Sports title on both consoles, the Genesis version usually played faster/smoother.
Probably because of the Blast Processing (tm)
Assume that the emulator will add one frame of lag. The code in 16-bit console games was typically synchronised with the raster beam.
If the gamepad adds lag compared to the original is something that someone would have to measure to find out. It depends on the USB version and on how the gamepad's microcontroller is programmed. But in 6-button games, the result from reading an original 6-button controller was typically used first in the next frame anyway because of the weird timing in its protocol.
(Also, these devices can usually be hacked to play your own ROMs.)
I'd be curious to see a Venn diagram now.
Additionally, the Genesis Mini 2 (one of the minis discussed in the article) comes with a bunch of games that you can't find elsewhere. There's brand new Genesis ports of Fantasy Zone, Super Locomotive, and Patter (old arcade games from the 80s), there's old unreleased games (Star Mobile and the English version of Rainbow Islands Extra), and most impressively, there's brand new versions of Space Harrier 1 and 2 for prototype Genesis hardware that supported sprite scaling (it got cut out of the retail hardware because the functionality took up too much die space). If you're not a Sega fan you might not care about any of this, but there's lots of new stuff for the fans even if they've played all the previously released games.
I have a SNES mini, but it’s mostly collecting dust by now. I simply don’t have the time with 2 young kids, and to be honest: I underestimated how limiting it is to have to use the family tv for this. Much more convenient to do some handheld gaming in the sofa on a phone or tablet…
The collection of games is curated so yes it’s a nice selection but in my case I mostly just played Mario and Zelda.