BanditKeith2: One could use a similar argument you made with 2600 and NES as with a pc and console .. Granted not nearly the same as it'd still be similar in a way ...besides the 2600 came out in 1977 in NA and the NES came out in NA in 1985.. Which if what I have read is true the 2600 and the Famicon (The Eastern O.G NES) was released the same year of 1983.. So looking at the graphic difference and size difference is no surprise plus the format differences .. Whatever the case my point is NES is nowhere as old as the 2600 and the difference in games is very noticable as a result in everyway..
The 2600/5200 if i remember right, was the result of them taking 'Pong' from a hardware and mixed circuits to a software approach, something that didn't really exist. They even named the hardware items after pong's elements. You had something like 2 player sprites and 1 ball sprite, which was all they really needed. Amazing they got so much more out of it through programming.
Memory was also expensive and space was limited too. Not only that when developing the 6502 certain instructions/features they had to
beg for, else the 6502 would have ONLY been able to do Pong and like 1-2 other titles due to the limitations of the instruction set and memory access.
Worse since they didn't want to invest in additional money in a video chip the 6502 ALSO handled drawing the screen, so much that 95% of the speed is simply refreshing the screen and where all logic took place during the overscan areas and vsync refresh. In
Pacman you can see undrawn areas where the programmer had to just force a section for additional logic/gameplay to work because he didn't have enough time. And to handle ghosts each ghost is drawn on every 4 frames making them flicker badly.
This is a far cry from anything more modern where the Xbox was literally a 386 800mhz computer with a GPU thrown in.
BanditKeith2: Where as now game differences from even 30 years ago to now aren't that noticeable when it comes to graphics, sound and gameplay in none indie stuff.. About the only thing noticeable is control schemes I would say
Still thanks for the game info
Depends. 2D and sprite based games, yeah didn't change much. 30 years ago 3D games were slow and a novelty thing. There's also resolution, processing speed and Floating point. Keep in mind Floating point wasn't built into every CPU, you had a CPU and a separate FPU unit, and if you didn't do that you could emulate (
very slowly) or do something like fixed-point, but things being either 8 or 16 bit, well... it was far too slow to active use. A simple wireframe house in BASIC on an 8bit machine would take like 3 minutes to render, and that's just a box with a roof, nothing special, vs sprites. I think there's a huge difference there. Though i'm not sure how many mathematical calculations are needed to render such a simple scene, and my trigonometry sucks. You might get away with 16-bit fixed point but very low resolution for things.
But there is a difference, be it the framework or whatnot. I bought a game on steam (
when i first got involved) and it was playing in flash, and required SO MUCH CPU TIME. It was effectively an SNES game and i'd have been happier with a SNES game, at least then it wouldn't have pushed my machine so hard for so little. A simple game you can write in 300 bytes like flappy bird on a 6502 takes 3 Megs on a smart phone, and tons of CPU power. Very inefficient, something i loath.
Then there's differences between games using the same port but on different machines that might have a little extra umph, where in contra leaves would shake and other effects while on other NES systems it would be totally static. Maybe not as noticeable, but i'd think it's a big difference under the hood.