Thursday, November 6, 2025

Future Shockproof

What’s the best game console ever made? It’s an impossible question to answer definitively... personal preference and other factors means that nearly everyone you ask will have a different response, and no one answer will be more or less valid than the others. (Except the guy in the back who said game dot com. Stop screwing around and take this seriously!)

Instead, let’s look at something that’s easier to objectively measure. Which of history’s game consoles and handhelds were best prepared to outlive their natural lifespans with smartly designed hardware that stands the test of time? Here now are my choices for the ten most future-proofed game systems, in no particular order. 

NEO-GEO

It may have been entirely too expensive for the average gamer, with a six hundred dollar price tag and two hundred dollar games, but the Neo-Geo was a lean, mean, (too much) fighting machine in arcades, with a lower price than competing arcade cabinets and the option to swap out cartridges for when players inevitably lost interest in launch titles like Ninja Combat and Cyber-Lip.

Designed by Alpha Denshi as a pumped up version of its earlier arcade hardware, the Neo-Geo had more than enough muscle to impress arcade goers when it was first launched in 1990. With its massive sprites, flashy scaling and rotation, and cartridges that tipped the scales at up to 330 megabits, the Neo-Geo remained a dominant force in arcades for thirteen years. It eventually succumbed to the decline of the arcade market and SNK’s own flagging fortunes in 2003, being discontinued that year.

It may officially be dead, but like a bloodsucking Leslie Nielsen, the Neo-Geo is dead and loving it. Its once gigantic cartridge sizes are trivial in this gilded age of gigabytes and terabytes, and the system’s familiar 68000 and Z80 architecture has led to Neo-Geo emulators for dozens of formats. This one-time giant of the arcade scene can now be played on your smartphone, or even that twenty dollar handheld you bought from AliExpress. Couple that with the Neo-Geo’s extremely user-friendly interface and its dazzling, in-your-face visuals, and you’ve got a hardware standard that’s loved the whole world over, and for good reason. (Hell, the Saudis loved the Neo-Geo so much, they bought the company.)

ATARI 2600

With 128 bytes of RAM, absolutely no video RAM, and tone-deaf one channel sound, the Atari 2600 doesn’t seem like much in 2025. It wasn’t even all that impressive next to its archrival, the Intellivision, released a couple of years later. However, some of the programmers from Atari, and later Activision, found a way to grow flowers in that rocky soil. If you can stay one step ahead of the beam that draws Atari 2600 graphics line by line, you can layer the machine’s 128 colors, and get attractive if somewhat primitive results. All these years later, Atari 2600 graphics remain among the most iconic of any game system, looking like the video game equivalent of cave paintings. When you see those bars of color sandwiched together to create Pitfall Harry, or a flying saucer, or the frantic turkey from Eggomania, you know exactly which system you’re playing.

Nothing comes easily to the Atari 2600 programmer, but a good coder can pull some dazzling magic tricks out of this dusty old hat. Just look at Doug Neubauer’s Atari 2600 magnum opus Solaris, or the shockingly competent port of mid 1980s beat ‘em up Kung Fu Master, or the dozen arcade ports by Champ Games. Sure, the latter titles use ARM chips to do some of the heavy lifting for the ancient 6507 processor, which feels like strapping a jet engine to a Yugo. However, one could argue that this expandability is one of the Atari 2600’s strengths. If you don’t have enough storage and RAM for your games, add to it with a Supercharger (somehow foreward compatible with CD players and smartphones! Talk about future-proof!). Not getting enough mileage out of that crappy one channel sound processor? Throw another sound chip into the cartridge, like David Crane did with Pitfall 2! 

Look, the core technology is from 1977, and it cost fifty dollars in 1987. These days, the chips needed to boost the 2600’s capabilities might cost you three dollars plus shipping from Mouser. The Atari 2600 doesn’t strictly need that boost in performance to make an effective game, but with technology that primitive and prices that low, you can afford to splurge.

SEGA GENESIS

The Sega Genesis and the Super NES have a contentious relationship, sparking the bitter console wars of the 1990s. Truth is, both of these machines are excellent, but they take different approaches in their design. The Super NES is the show pony, loaded with all the bells and whistles afforded by early 1990s gaming technology. It’s got scaling and rotation, once only a feature in costly arcade games! It’s got a sound chip from Sony with startlingly realistic instruments and crisp digitized voice! It can display 256 colors! Like, all at the same time! 

(If you weren’t alive at the time, this was a big deal in 1991.)

Meanwhile, the Sega Genesis was the workhorse. It felt a little behind the industry curve with only 64 available onscreen colors and crusty FM sound that was a little digital-sounding in the best hands, and downright horrifying in the hands of whoever made Chakan: The Forever Man. However, with an industry leading clock speed of 7.58Mhz and a 16-bit 68000 processor (a favorite of arcade manufacturers), the Sega Genesis could do things it wasn’t really designed to do, like polygons (either slowly, like in Hard Drivin’, or with a co-processor, like in Virtua Racing), full-motion video (Sonic 3D Blast, Red Zone), and proto-boomer shooters (Zero Tolerance and a ballsy if flawed Brazilian adaptation of Duke Nukem 3D).

The Sega Genesis keeps on tugging at the plow to this day, thanks to SGDK and an enthusiastic base of dedicated coders. Dream arcade ports like Final Fight, R-Type, and Sunset Riders are in development, and don’t suffer from the limited cartridge sizes that had hobbled past Genesis arcade conversions. Most recently, Yuzo Koshiro’s Earthion, a Neo-Geo quality shooter that somehow found itself on the Genesis, proves that there’s still work left in this old horse. 

SUPER NINTENDO

Once upon a time, Nintendo was at the forefront of video game technology, rather than lagging a generation or two behind. Its long-awaited sequel to the Nintendo Entertainment System was dramatically improved in nearly every area, and even leapfrogged contemporary consoles like the Sega Genesis and Turbografx-16 with a warm, friendly color palette and features once limited to costly arcade cabinets and home computers. One headliner was Mode 7, which let programmers smoothly resize and rotate onscreen objects. Nearly every Super NES game used this in some capacity, and its racing and flying games were almost uniformly smoother and more pleasant to the eyes than their Sega Genesis counterparts. Barring extra hardware on the cartridge or a Sega CD attachment or divine intervention, the Sega Genesis was never, ever going to handle a game like Pilotwings.

Even with its advanced special effects and a Sony-designed sound processor with stunningly realistic sampled instruments, the Super NES was not entirely superior to the Sega Genesis. At half the clock speed, slowdown was a common occurance on the machine. This has been addressed in recent times with FastROM and SA-1 hacks, but there’s still a nagging lack of homebrew software and comprehensive design utilities for the Super NES, suggesting the machine’s 65c816 processor isn’t as developer friendly as the Sega Genesis. Only one other device used it, after all... the Apple IIgs, the 16-bit fork of the Apple II line of computers. (For the record, that processor worked out much better for Nintendo than it did for Apple.) 

SEGA MASTER SYSTEM

The Texas Instruments TMS9918 was a dominant force in early consumer technology. It’s a very basic video chip, with sixteen preset colors and tiny, single colored sprites. It’s just good enough for an early 1980s game console or computer, but more importantly, it was cheap, which is why so many game consoles and computers from the early 1980s used it. You can find a TMS9918 in the MSX computer line, the ColecoVision, its Japanese cousin the Sega SG-1000, Texas Instruments’ own TI 99/4A... I could go on, but it’s a big list. If you know how to program games for any one of these machines, you know how to program games for all of them. 

Ubiquitous as it was, the TMS9918 had numerous shortcomings that wouldn’t stand up to the demands of late 1980s gaming. It had no hardware scrolling, an essential ingredient in action/adventure games. Its color output was limited to the point of distress, and the sprites were feeble and flickery, no match for the recently released Famicom (our own NES).

Sega asked its hardware engineer Hideki Sato to design the gaming-focused sequel to the TMS9918, and he hit it out of the park with the video chip inside the Sega Master System. The SG-1000 couldn’t scroll backgrounds, while the Master System could scroll individual sections of the screen at different speeds, letting a clever programmer create parallax effects. The SG-1000 can’t handle more than two colors in an eight pixel line, an aggravating limitation to pixel artists. The Master System has no limitations in the use of its sixteen background colors and sixteen sprite colors. Feel free to use any color, anywhere you please, without risk of color clash. 

The improved graphics chip pays dividends in Master System games like Rampage, which is light years ahead of its NES counterpart visually, and R-Type, an ambitious conversion of the cutting edge arcade shooter that Nintendo didn’t dare attempt on the NES. The Master System was so ahead of the curve technologically that the hardware would be recycled in the handheld Game Gear five years later, and continued to receive support into the 21st century thanks to Brazil’s TecToy and dozens of hobbyist programmers.

Take it from someone who’s actually made a game for this hardware... it’s pretty keen. Hideki Sato finished what Texas Instruments started when he designed the Master System video chip, and where visuals are concerned, it’s as good as 8-bit gaming gets. 

GAMECUBE AND KIN

It’s the game system so nice, Nintendo released it thrice! For sheer staying power, even the Master System (recycled into the portable Game Gear) can’t match the GameCube and its two successors, all using the same core PowerPC hardware. Originally appearing in late 1990s Macintosh computers, the PowerPC is the heart of the GameCube, and its successor the Wii, and ITS successor the Wii U.

Nintendo must have figured, “If it ain’t broke, why fix it?” And indeed, the GameCube and its progeny is capable hardware... perhaps not powerful enough to carry Nintendo through three consecutive console generations, but it comes admirably close. The Cube is a more capable machine than the Playstation 2 (discounting the smaller discs that resulted in irksome content cuts), and the hardware was familiar territory for programmers, unlike the highly proprietary and slightly quirky Playstation 2.

The GameCube hardware hit its lofty peak with the Nintendo Wii, a game console with much of the same hardware, but a faster clock speed, an emphasis on motion controls, and surprisingly handy online features. (I used the News and Weather channels regularly in 2007.) It was well behind the Xbox 360 and PS3 in raw horsepower, and couldn’t even output a high definition video signal, but its audience of casual and lapsed gamers didn’t care. These days, the Wii is easily hacked, is a fairly capable emulation station, and makes a great stand-in for the GameCube, since it effectively is one.

The Wii U was a fridge too far for the GameCube family of systems, a TV and social network focused boondoggle with an oversized touchscreen/gamepad hybrid, and performance barely on the level of the Xbox 360. However, as a multi-core machine, it is the most powerful system in the GameCube lineage, and hackers swear that it’s fantastic for emulation. Personally, I think the Wii is the sweet spot for this hardware... it’s embarrassingly cheap, has an avalanche of homebrew software, and gives you progressive scan in your GameCube games without forcing you to buy a three hundred dollar cable first. What’s not to like? 

(Aside from the waggle. That's something that hasn't aged well.)

SONY PLAYSTATION

The Playstation stomped Sega’s Saturn flat in America, and it’s not hard to understand why. It’s incredibly powerful hardware for late 1994, when polygons were reserved for CAD programs and costly VR simulations. Hey, now you can get triangles pushed in your face in the comfort of your own home for three hundred dollars! You paid a tenth of that just to play Dactyl Nightmare with a friend at the state fair, and that kind of sucked!

It’s not just that the Playstation was powerful. It’s also supremely user-friendly, to the point where a software package called Net Yaroze let amateur game designers create their own Playstation titles. It was such a comprehensive package that one of the games designed with Net Yaroze was eventually released in stores as Devil Dice (aka Xi). 

It’s important to stress that indie games on a video game console was unheard of in the mid 1990s. You just didn’t make an NES game or a Sega Genesis game... the resources and the knowledge weren’t available to ordinary people. You might as well have asked for a unicorn made of rainbows and cotton candy.

However, you could make a Playstation game. Not just because Sony encouraged development for its premiere console, but because designing games from the programmer-friendly Playstation hardware won’t tie your brain in knots the way designing a game for the Sega Saturn or Nintendo 64 would. Lots of official games that were in development on the Saturn (or sequels to games already released for the system) were cancelled because of the immense effort it would have taken to make the ports. Why bother when the Playstation version will take half the development time and sell ten times the copies? 

All the good stuff seemed to come to the Playstation in the late 1990s, and it wasn’t just because it was powerful, or popular. Its future-focused, user-friendly hardware attracted developers; the Saturn, which was neither of these things, repelled them. The Saturn’s obstinate hardware, best described as dueling CPUs, didn’t lead to its doom outright, but it couldn’t have helped.

CLASSIC XBOX 

The Xbox brand isn’t doing so hot now, but it started off on the right foot with the original Xbox. With a built-in hard drive and the specs of a mid-grade home computer, the Xbox smoked the competition in overall performance. Even its lesser games like Kakuto Chojin at least looked amazing, while killer apps like Dead or Alive 3 played as good as they looked. Years later, with the benefit of the Xbox Series’ upscaling, this magnificent versus fighter somehow looks even better than it did a quarter of a century ago, when it was first released.

Fast forward to 2025. The original Xbox still has a faithful fan base, thanks to the relative ease of hacking the machine and its dated but still capable specs. With a larger hard drive, the OG Xbox becomes an all-purpose emulation station, with enough room left over for dozens of official games. Especially dedicated Xbox fans have taken the machine past its limits with overclocking and extra RAM, but it’s not necessary... the new hard drive is all you’ll need to keep yourself entertained for an extra, extra, Xbox long time. 

(Just be sure to snip the clock capacitor out of yours, if it has one.)

GAME BOY ADVANCE 

GAME BOY evolved into GAME BOY ADVANCE! It’s super effective!

I’m probably doing that wrong. Anyway, the Game Boy Advance is the final step in the evolution of the Game Boy line of handheld systems, backward compatible with the previous models, but with a 32-bit processor and state of the art graphics that turns this boy into a Game Man.

I respect you, Game Man! And I love that the Game Ma- er, Game Boy Advance is so much more powerful than its ancestors. Remember the high color output, the clear digitized voice, and the fancy Mode 7 effects on the Super NES? Now you’ve got all that in a handheld. By the way, there’s a 32-bit ARM processor under the hood, so now you can also have polygons and full-motion video and Super FX games without a Super FX chip. Holy crap, yes! Gimme gimme gimme! 

Thanks to its robust feature set and a well documented ARM processor, the Game Boy Advance is as much fun to program for as it is to play. It provided more than enough power for a complete conversion of the arcade oldie GORF, including all five stages, several minutes of digitized speech, and even a bonus mode where the player could unlock images by completing challenges. The Game Boy Advance could do it all without breaking a sweat, in contrast with the original Game Boy from 1989, where everything seemed frustratingly out of reach. Now you’re playing with power... pocket power!

SONY PSP 

Many portable game systems were released to challenge Nintendo’s dominance in the handheld market. Nearly all of them were quickly eclipsed by the Game Boy and its successors, but Sony’s PSP is the first handheld to present a serious threat to Nintendo’s stranglehold on the portable gaming market. With a MIPS processor similar to those in Sony’s home consoles, the PSP was designed to take handheld gaming to a new plateau, vastly superior to the already powerful Game Boy Advance and the recently released Nintendo DS. Americans were put off by the high retail price, but the PSP was a smash hit with in its native Japan. Living space is at a premium in this cluster of islands, and Japanese players yearned for a game system with the best possible performance at the smallest possible size. 

Hundreds upon hundreds of video games (and even a substantial library of movies) were released for the PSP over its lifespan. Eventually, the system would be hacked with an exploit, and the hundreds of official games would be joined by hundreds more homebrew games, emulators, and utilities. When Sony boastfully claimed that the PSP “only does everything” in advertisements, they weren’t far off base.

The only thing that held the system back was its sluggish UMD drive, and even that was addressed in later years, when the size of the PSP’s Memory Stick Pro was raised from 32 megabytes to 16 gigabytes and higher. When you can store your entire PSP library on a stick the size of a postage stamp and cut your load times in half as a bonus, the optical drive becomes a vestigial organ. You may have needed it once, but not anymore!

The PSP is remarkably future-proof, not just because of its solid state storage, but because the machine’s considerable power means that it can run every other console’s games through the magic of emulation. It only does everything... including some things Sony would prefer you didn’t do.