User Tools

Site Tools


eop:essays:game_console_revisions_overview

This is an old revision of the document!


Game Console Revisions Overview

Summary

This dictation comes in two parts, with the first being the proper dictation, in which I write about the phenomena of revisions in video game consoles, and how they can impact the viability of EOPs. After this part, comes the part in which I list every console and it’s revisions, what’s different between the two, and my personal suggestions on which is best overall (with EOPs in mind, but this overlaps heavily with general user appeal), which is likely the cheapest, and which is the most reliable. This section has been spread across the respective pages for their consoles, and will be available here.

Evaluatory Preface

I have noticed that in game consoles, there is a common trend relating to revisions of console ports, and console sizing. Whenever a game console lasts long enough to receive multiple revisions or adjustments, there are typically two types of these. First, there is the “removal/addition of features” revision. This does not change the physical factor of the console at all, but it does alter the featureset or mechanics of the console within the same physical appearance. Such an example would be the SCPH-550x and SCPH-900x of the PlayStation 1. These two revisions maintained the classic “fat grey” appearance of the console, while having removed the Audio Out (550x, 900x) and Parallel I/O ports (900x).

On the contrary, the other possible type of revision is an “appearance altering” revision. Of course, this also includes the removal/addition of features revision, as I have never seen a console revision that changes it's appearance substantially, without changing the featureset of the original model at all. Thus, it can be taken as the 2nd step in console revising. One good example for this can be the Wii's family edition. This version of the console changed the natural formfactor from vertical to horizontal, whilst also removing the GameCube controller and memory card ports.

With these two common typologies in mind, it is possible to identify an optimal range for console revisions, in relation to acquisition/procurement, and the creation/usage of EOPs. Almost every console experiences the first type of revision, even if short lived like the Dreamcast. Such consoles may find themselves with 2, 3, or even 5 of these revisions, with some revisions being country-specific, or some being very limited in distribution due to the lifespan of the console.

The first one (launch) may sometimes have the most features, but usually, they also suffer from poorer hardware quality and a high rate of failure. Following the launch revision, one will see the “peak console life” revision, or sometimes the “now successful” revision. Despite removing a few features, these revisions still maintain the majority of outputs/inputs for the console, removing features that are mere bloat, or very niche and practically useless nowadays. Lastly, there is the “late life pre-physical change” revision for the “slightly late” adopters. These, while usually having better hardware reliability, are almost universally lacking in featureset and capability. Consoles that are still feature-filled at this stage are quite rare, unless the manufacturer has pushed off the feature removal to physical revisions.

If a console lasts for long enough, however, the manufacturer will often begin changing the physical appearance. Commonly, this results in a set that may actually be the worst of all for EOPers, but best for simple users. At this point, nearly every interesting addition is now unavailable, at times manifesting as the inability to even homebrew the device. However, reliability is often the best in this stage, due to the manufacturers perfecting their process. Alas, this does not make up for the sheer lack of interesting things that can be done with the device. Sadly, there is never seemingly a PERFECT medium between the two, although one can get reliability nearly as perfect as the “new physical revision”, with the featureset very similar to the old revisions.

Now that I have written sufficiently about these concepts, I shall now describe the way this manifests in every game console, to the best of my knowledge, alongside a guide/recommendation on which is best. “Meaningless” variants, such as entirely cosmetic changes, or extremely subtle changes that do not impact the vast majority, are not included. All information is drawn from the NTSC-U versions of a console, except in cases where an entire console family was only for NTSC-J/PAL regions. See the list below….

Consoles Documented

Home Game Consoles

1st Generation
2nd Generation
3rd Generation
4th Generation
5th Generation
6th Generation
7th Generation
8th Generation
9th Generation

Portable Game Consoles

1st Generation
2nd Generation
3rd Generation
4th Generation
5th Generation
6th Generation
7th Generation
8th Generation
9th Generation
eop/essays/game_console_revisions_overview.1641859416.txt.gz · Last modified: by io55admin