Retrospective: Nintendo's Handheld Legacy

From Game & Watch to the DSi.

I got it all wrong at the time, but quite a lot of other people did too. Almost everyone who saw Sony's PSP prior to release assumed that it spelled the end for Nintendo's long domination of the handheld market.

Why wouldn't it? Sony had been on a roll for over a decade by this point, transforming consoles from things children played with before going to bed - at least in the popular imagination - into chic accessories professional clubbers, DJs, models and probably even sexy drug dealers wouldn't mind leaving lying around on the coffee table next to a copy of ID or the UTNE Reader.

The PSP was beautiful: it was exotic and smooth and shiny and it looked, in fact, like it had slipped through a wormhole and tumbled into the present day from some point in the future. Nintendo's handheld tech, on the other hand, always tended to resemble something that had just been decommissioned by a particularly unglamorous facet of the Russian military.

So, yes, I got it totally wrong: Rumours of the PSP's death have been greatly exaggerated, of course - it's still a nice machine with a growing library of decent titles - but the DS, meanwhile, is a phenomenon. It's a phenomenon in exactly the same way the Game Boy was so long ago, a phenomenon that reminds you that, when it comes to playing games on the bus, in the bath, or in the back of the car, Nintendo absolutely knows what it's doing.

And now, with the release in Japan of yet another DS variant - this one has slightly bigger screens, gang! - it seems as good a time as any to look back over the history of Nintendo's handheld legacy, to gather all of the company's portables together in one space, and reflect on a golden age for gamers and early-onset arthritis experts alike.

Game & Watch

'Retrospective: Nintendo's Handheld Legacy' Screenshot 1

Game & Watch (1980-1991).

Proof that all technology, no matter how mind-bendingly futuristic it initially seems, is inevitably going to end up on someone's keyring one day, Nintendo's Game & Watch series boldly leveraged LCD displays and a natty clamshell casing, to give children something to do while shivering outside on winter lunch breaks, before, of course, most UK schools sold all their playing fields off to private military contractors and industrial waste processing companies.

Created by Gunpei Yokoi, the stern-looking engineering yang to Miyamoto's grinning high-colour yin, Game & Watch was a series of portable one-shots Nintendo made between 1980 and the early nineties. Inspired, allegedly, by Yokoi watching a commuter stuck on a train screwing around with a pocket calculator because there was little else to do - Yokoi came very close to inventing books at this point, but that honour would go to Intellivision in 2003 - 46 titles were eventually made (full disclosure: this is what Wikipedia tells me) including outings for Mario, Zelda and Balloon Fight.

A word, here, about Gunpei Yokoi - a towering figure in handheld gaming, and easily the most influential designer in this field, having had a decisive hand in all of Nintendo's portable consoles up until his death in a car accident in 1997.

While Miyamoto will always be the most famous creative force at Nintendo, Yokoi, creator of the Metroid series, is a figure of equal stature and the company's handheld legacy is largely down to this one man. Even the consoles that came after his resignation and subsequent death bear his unique hallmark: a clever mixture of lowest-cost tech and smart ideas to distract players away from the obvious limitations. Word over.

Yokoi was yet to have his finest hour at the time he was working on Game & Watch, but the series represented an important first step for portable gaming and, often, a very generous one, if you took into account the relative low price of the unit, and the fact that most titles had A and B variations of the same game.

Some of us found the fiddly drabness of the LCD screen depressing, even back in the eighties when everything was depressing - but that's probably just because we couldn't afford them. Needless to say, there's a fairly buoyant collecting scene in operation for Game & Watch these days. Equally needless to say, I've yet to meet anyone who genuinely used the "& Watch" part at the time.

Game Boy

In the glitzy and somewhat clinical Nintendo Store wedged into an expensive corner of New York's Rockerfeller Plaza, shoppers can goggle at a Game Boy that was wounded in action in the first Gulf War. Frazzled and warped, its buttons melted down to little nubs while its smooth grey case is transformed into something that looks like an Artex rush job, it's a fascinating object to stand and stare at, before you load up on Pokemon plushes and glance around for any sign of Tina Fey.

And, inevitably, this particular casualty of war still works: battered it may be, but it's doggedly humming the Tetris music to itself, conjuring those familiar sequences of blocks on its shiny green and yellow screen. It will probably still be doing that on the day that the Earth is finally torn apart by the sun, if there are any AA batteries lying around at that point.

One of the many things Nintendo got right with the Game Boy, then, was the understanding that, for handheld gaming to really take off, you had to be comfortable taking your handheld console around with you wherever you went. They had to be durable and reliable: the kind of thing you wouldn't worry about slinging into a backpack with a muddy football kit, or dropping out of a car window - the sort of thing, in other words, you wouldn't mind taking along on Operation Desert Storm.

So while the first Game Boy was ridiculously bulky by modern standards - if people did try to mug you for it on the mean streets of Sutton, you could probably use it to cave their heads in - it felt trusty: a reassuring weight in your hands, a coating of industrial - almost institutional - grey plastic, and a screen that wouldn't have looked out of place on an oscilloscope back in the 1940s.

'Retrospective: Nintendo's Handheld Legacy' Screenshot 2

Game Boy (1989).

That screen was an important piece of the puzzle too: crude even by the standards of the late eighties, it was central to Yokoi's low cost, low battery consumption plan. At times, getting the unlit screen to reflect any light at all could be extremely annoying, but at least you could play the Game Boy for longer than two hours in any one sitting.

Yokoi's gambles paid off: while a handful of other companies were starting to think about moving console experiences out from under the TVs and into players' hands, Yokoi was the first to truly understand that the technology didn't have to be good, it had to merely be good enough. Nobody looked at the Game Boy's urine-coloured display and thought: "Ooh, this will be nice to stare at for the next 10 years," but it didn't matter. The software would take care of that kind of thing, and all the device itself should do is make sure that the software runs, and that people can afford to buy it.

Released in 1989, and bundled with a certain Russian puzzle game, the Game Boy was an instant success: its homely yet still rather beautiful design was supported by some great titles and the initial US consignment of a million units was gone in the blink of an eye. Mario was present on the rosters, although in a series of mirror-world Mario Land games which, designed by Yokoi's team, never really felt quite right, while elsewhere F-Zero, Metroid, and Zelda all got stand-out instalments - Link's Awakening, with its jumping and side-scrolling moments, remains one of the series' greatest gems.

Then, of course, there was Tetris, the snuggest convergence of hardware and software of all time, and the result of a dizzyingly complex legal battle that Nintendo knew it simply had to win. Yokoi may have designed the Game Boy, but Tetris was the purest explanation of what it should do, and, besides, it never hurts to have your console ship alongside the most brilliant piece of game design the world has ever seen.

'Retrospective: Nintendo's Handheld Legacy' Screenshot 3

Tetris (forever).

Game Boy also had Pokemon, justifying the Game Boy link cable, and keeping the cheap handhold not only relevant, but chart-dominatingly so, right through to the age of the PS2.

Aside from yearly iterations of bug-hunting games, there's one other trend the Game Boy started: you'd buy it, again and again, in slightly different variations, none of which would be entirely perfect, yet all of which were strangely alluring. Released in 1996, the Game Boy Pocket de-greened the screen and shrunk the overall package so it would fit, really uncomfortably, into large cargo pants, while the Game Boy Colour came along in 1998, bringing Game Boy games just about into line with the kind of thing the NES had been capable of.

With over 100 million Game Boys sold, and an absolutely insane menagerie of add-ons ranging from cameras and printers to titles that came with tilt sensors, the Game Boy has lived a billion lives, and inhabited a handful of different skins, like the technological equivalent of a time lord. The result is a genuine videogame classic: a device that changed the industry by simultaneously aiming very low and very high all at the same time. Any contemporary competitors, quite simply put, were screwed.

Virtual Boy

Everyone gets it wrong now and then, and it's nice to know that, when a giant like Nintendo gets it wrong, the results are hilarious. The Virtual Boy is unwieldy, heavy, and looks like something an ophthalmologist might make you peer into before announcing that you have eye cancer.

Magazines and marketing people hated it because its stereoscopic 3D meant nobody could take screenshots of any of the games, players hated it because of the migraines it gave you after half an hour of use, and Nintendo hated it because it was a big fat radioactive money bomb which it would be forced to ditch in under a year.

No matter how charitably you try to frame it, the Virtual Boy was a total disaster for everybody except eBay traders. The only way the whole project could have possibly gone any worse was if holding the device's controller magically triggered earthquakes.

Announced in 1994 and released the following year, the Virtual Boy was designed by Yokoi's famous Research and Development Team 1, and utilised technology originally devised by the Massachusetts company Reflections Limited. Reflections had been pitching its stereoscopic 3D display around for years, according to Steven L Kent in his lovely book, The Ultimate History of Videogames, but with little success.

'Retrospective: Nintendo's Handheld Legacy' Screenshot 4

Virtual Boy (1995).

This was basically down to two simple reasons: everybody who heard the idea of a single-colour, hooded game device that used two mirrors to create the illusion of 3D objects hated the concept, and everyone who subsequently tried it out for more than 40 minutes felt, like, totally weird afterwards and had to have a few Anadin and a lie down. Try putting that on the back of the box.

Yokoi liked it, however, and thought it might be the future of games - this is a little like NASA staring at a broken owl-shaped money box and deciding it's just the ticket to get them to Mars, incidentally - and, after exploring the possibilities of a system that worked in, y'know, full colour, which would have been far too expensive, settled on an all red display, as red was kinder on the batteries than other LEDs, and was easier to distinguish, too.

Sadly, red also makes all of Nintendo's games look like they're taking place in a post-apocalyptic nuclear wasteland where the horizon glows with the embers of radioactive ash.

A lot's been written about how uncomfortable the Virtual Boy is to use, and how oddly unsatisfying its rather flat approach to 3D can be, but few mention just how alarming it is to actually play: Mario's Tennis looks like a piece of nihilist theatre in which a group of idiot friends knock a ball around on Ground Zero as their DNA goes through the shredder, while Wario glows a distinctly ominous shade of scarlet in his own, pretty good Wario Land platformer, where he ducks chains that swing in and out of the screen, and even mucks about with the foreground and background a bit.

'Retrospective: Nintendo's Handheld Legacy' Screenshot 5

Mario's Tennis (bonkers).

Even Tetris gives way to a murky kind of chaos in this all-red world, its friendly and recognisable blocks reduced to the kind of thing you might expect to see in some new manner of the Voigt Kampf test, and Teleroboxer - a first-person robot fighting game with some genuinely snazzy 3D elements - looks like it's taking place in the Fallout universe, for all the wrong reasons.

Curious and clearly possessing too much money, I bought a Virtual Boy a couple of years ago, played around with it for a few hours until I succumbed to a truly memorable headache, followed by a night spent hallucinating that I was sitting in a Victorian boating house talking to a woman made of rust. I was probably coming down with flu, or something, but I haven't used Yokoi's bright red dream machine that much since.

Yet even this wretched, hobbled relic had a handful of decentish games: Wario's not bad as I mentioned, and Jack Bros is a fascinating Megaten spin-off that plays from a top-down perspective. Besides that, there's no escaping the fact that playing a Virtual Boy is a unique experience - not just because it's red, it's 3D, and it makes your brain hurt. With your eyes deep inside the rubberised cowl, the Virtual Boy makes for an intimate experience - the rest of the world seems removed, and it's just you, a controller, Jack Bros, and a killer migraine. Good times.

Game Boy Advance

The Virtual Boy floundered within months of release, and Yokoi himself very sadly died in a car accident two years later, having been given the cold shoulder somewhat by Nintendo, while also finding the time to design the quirky WonderSwan for Bandai.

Meanwhile, Nintendo's actual successor to the Game Boy was the admirably straightforward Game Boy Advance, a no-nonsense handheld console released in 2001, which really did manage to provide everything you might expect from a sequel to the most popular gaming hardware of all time: more power, fewer batteries, a couple of extra buttons (including shoulder triggers), and bigger, brighter, games.

The GBA is front-loaded with classic software, from Golden Sun to the rumble-iscious (sorry) Drill Dozer, which came in its own buzzy little cartridge. Series that would help define the system included the utterly unmissable Advance Wars, and almost all of Nintendo's franchises had strong showings.

It was also front-loaded with Classic software, however: while GBA owners would get a new Mario Kart, a couple of nice Mushroom Kingdom offshoots like Mario Vs Donkey Kong, and a new Zelda, albeit one designed by Capcom in the form of the Minish Cap, they'd have to make do with reissued, upgraded versions of classic adventures when it came to a new platform game featuring the world famous plumber.

'Retrospective: Nintendo's Handheld Legacy' Screenshot 6

Game Boy Advance (2001).

The closest he ever came to a bespoke title on the handheld would be AlphaDream's genuinely brilliant Mario & Luigi: Superstar Saga, an ingenious RPG with a great story and excellent combat. It's a title that remains, with its vivid purple and gold backdrops and air of globe-spanning mystery, one of the greatest Christmas games of all time.

Elsewhere, while there were plenty of crazy attachments available, not least an e-reader which allowed you to scan in old Nintendo games stored on packs of cards, you could also connect the GBA to the GameCube to play titles like Pac-Man Vs and Zelda: Four Swords Adventures. Few did, even though the games themselves were largely excellent.

Players might have got a more powerful system, but, for the first iteration at least, they'd have to make do with an upgraded version of the same old unlit screen, which required reflected light in order for the device to be playable. As ever, third-parties rushed in with a series of bizarre add-ons, most involving magnifying glasses and pathetic little torch bulbs, many of which weren't very good, while modders broke into the guts of the machine and positioned little LEDs around the edges.

Nintendo got into the act in the end with the GBA SP, released in 2003, a beautiful clamshelled device with a frontlit (and then eventually backlit) screen, a smaller footprint and - why? - the wholesale removal of the headphones jack.

Fans of headphones would have to wait for another iteration - the GB Micro, a wonderful miniature console seemingly released for the hell of it in 2005. The Micro had the best screen yet - backlit and bright, with great colours - and the whole thing was so tiny you could put it on your keychain or lose it in any number of unlikely places. While it did much to remind people how much they loved the GBA, however, its success was severely limited as the console rushed towards its inevitable twilight.

That didn't really matter, though, as change was on the way, in the quirky form of the DS.

Nintendo DS

Codenamed Nitro, leaked spec sheets for the DS made it absolutely impossible to understand what Nintendo was initially planning: stylus control, a microphone, and two screens? It can be hard now to remember just how strange this list of features sounded. Nintendo clarified things somewhat at E3 2004, with a demonstration Yoshi Touch And Go, a spiritual successor to Yoshi's Island, which had Baby Mario falling through the sky, protected by lines of clouds drawn by the player, but the overall feeling remained that the DS was a risky, tremendously niche move for a company that had seen its market share of the home console space steadily erode over the last decade.

'Retrospective: Nintendo's Handheld Legacy' Screenshot 7

Nintendo DS (2004).

Many commentators said that the DS was most likely a temporary stopgap until the next Game Boy, and even more complained about how clunky the hardware seemed compared to Sony's shiny bauble. The Guardian's Nick Gillet even suggested Nintendo's latest looked like it had been knocked up in a shed.

Early third-party software almost certainly had been: Titles like Sprung, Ubisoft's grim dating sim, and EA's tragic The Urbz clearly struggled with the idea of the machine, while Ridge Racer took things a little too literally with an on-screen steering wheel manipulated with the stylus which was, as it sounds, about as much fun as being shot through the nuts with a musket.

Over time, however, developers started to understand the system: Cing's gentle and rather creepy Another Code made the most of the DS's dual perspectives for some interesting puzzles, Capcom produced a dazzling Viewtiful Joe update that had some typically unique uses for the stylus, all of which snapped into place rather nicely with the sort of things you'd expect from the series, while Square-Enix ignored most of the features entirely with the brilliant Rocket Slime, one of the few games I would have no trouble recommending to absolutely anybody: a bubbly isometric cartoon adventure that divides its time confidently between simple combat-heavy exploration, and massive real-time tank battles. Please check it out if you haven't already.

But it was, of course, Nintendo who understood the DS better than anybody. Games like Super Mario 64 DS may have been pleasant enough, but they seemed somewhat forced on the system: with Yoshi's outing, the quirky, highly focused style of game that the DS supported became clear, and then with Nintendogs and Dr Kawashima's Brain Training, Nintendo somehow managed to do what many publishers and platform holders suspected had been impossible: they opened gaming up to the broadest, and strangest of demographics, turning the DS into something your mum owned, and something your granny might use.

Through a mixture of friendly pseudo-science, calm self-help-style adverts, and the towering presence of luminaries like Chris Tarrant photographed looking at a DS while frowning - possibly because he's checking the onboard calendar and realises he's booked in two conflicting sexual liaisons on the same day - everyone was playing.

More traditional gamers may not have liked rubbing shoulders with the grey crowd in Game, but few would actually deny Brain Training wasn't worryingly entertaining, and, even if they did, they still had Rocket Slime, right?

DS Lite

The DS may have made significant in-roads, but it was probably the magical pairing of lifestyle software with the pearly, Apple-style surfaces of the DS Lite that powered the unit into so many homes. The original DS had basically the same features as the Lite - the Lite's screen was a little better - but it still looked like a gaming device: sharp-edged, metallic, and probably awkward with women.

The DS Lite looked like it might contain futuristic cigars, or make-up, or it might be a peculiarly sexy strain of PDA. You could look cool on the train playing it - or at least you could say that you did - and it offered just enough improvements, more than enough if you consider the form factor, to convince people to upgrade - probably doing Nintendo's bidding in the process by palming off the old DS on younger siblings, who would then go out and buy even more games. It was a bizarre, style-driven pyramid scheme, essentially.

'Retrospective: Nintendo's Handheld Legacy' Screenshot 8

Nintendo DS Lite (2006).

Released in 2006, the DS Lite is already inching towards its 90-millionth sale, driven on by ever-green titles like New Super Mario Bros. and Mario Kart DS, but while receipts have refused to tale off, and week-on-week, month-on-month, it's continued to make Sony's decent PSP figures look miserably inadequate, Nintendo's iteration monkeys were already back in the lab come 2007, getting things together for a much more elaborate upgrade.

DSi

The DSi was the point that Nintendo's handheld consoles embraced the internet: while you could get a surfer cartridge for the previous models, the DSi has a browser built in, allowing you read Eurogamer wherever Wi-Fi access can be found, and look through Nintendo's brand new online store where you can download DSiWare titles.

Other additions include twin cameras, both rather lame, but ideally suited to taking stupid pictures of your friends and then turning them into kaleidoscopic messes, a little onboard memory and a slot for SD cards. The form factor changed somewhat too: for my money, I really like the new matte finish, but I find the d-pad rather wobbly and ineffective at times.

People moaned about the runty cameras, and the absence of a GBA slot, possibly closing the door on the Game Boy generation forever, but it's actually just the world-beating spirit of Gunpei Yokoi at it again: taking the lowliest, cheapest, most profitable technology, and figuring out how to make it fun, while allowing competitors to run aground on more expensive alternatives.

'Retrospective: Nintendo's Handheld Legacy' Screenshot 9

Nintendo DSi (2008).

For all its strange quirks, the DS, in all its forms, is perhaps the most fitting of spiritual torchbearers for Nintendo's handheld lineage after all: the PSP may be slightly less powerful than a PS2, but the N64-levels of performance the DS packs is perfectly acceptable for Nintendo and the kind of audience it's going after, while the rest of its features - none of them stand-outs in their own right - come together to create one of the most playful devices yet invented.

With the arrival of the new DSi LL - this one with slightly bigger screens - and yet another instalment heavily rumoured to be in the pipeline with a focus on full-time internet connectivity, it's clear that Nintendo's frustrating tendency for regular iteration isn't going away.

What is possibly changing, however, is the marketplace. Insubstantial as its games are, the iPhone is increasingly a competitor to watch out for: it will never match its rivals point-for-point, but it's already proved capable of rearranging the sales landscape to suit its own peculiar strengths.

And that's a strategy, inevitably, that Nintendo should already be fairly familiar with.

Watch out for our hands-on impressions of the new Nintendo DSi LL as soon as postie hooks us up yo.

Comments (43) Latest comment 2 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • stooeh #1 2 years ago

    Damn, a gameboy? makes me feel old :)
  • freakzilla #2 2 years ago

    lol, I remember the days my friends used to play pokemon and when I saw it I was like "WTF is this shit?" I couldn't even make out any of the characters on screen.

    Gaming has progressed so fast, hope it continues.
  • kingcrowbar #3 2 years ago

    Still have the original grey brick, color, and SP around the house, along with a micro and ds lite. The brick has been truly punished over 18 years drowned and dropped and has one column of pixels dead on the left, but it still plays the best version of tetris ever made (psp mini version is very good though). I've never seen F-Zero on Gameboy though but we did have good times playing F1-Race at school lunch break with the 4 player link cable.
  • Xerx3s #4 2 years ago

    Just curious, to write about those experiences with the VB, did you buy one? Must have been a challenging task considering that there usually aren't more than a few on the local market and prices go from 200 euro to well over 600 euro. It's by far one of the more obscure items to get. :/
  • tenofspades #5 2 years ago

    does anyone wonder about Yokai, and had his life not been cut short?
  • Malek86 #6 2 years ago

    This reminds me of when I got a GBA for Christmas, and some two weeks later, Nintendo announced the SP. Ugh. I tried to make do with the normal GBA for a while, but honestly, that screen was just impossible to see when you were playing inside. Worst design choice ever. I ultimately ended up buying a SP (and even a Micro later on, though only on a clearance sale).

    Later I would get the DS on launch day. The announcement of the Lite didn't phaze me narly as much - first, because it came out a bit later, and second, because the Phat was still very good. I only recently bought a red Lite. Don't care about the DSi or LL either.

    Mind you, I'm finding that the PSP is pretty good too.
  • metalangel #7 2 years ago

    I remember that burned Game Boy... I was a subscriber to Nintendo Power and the owner wrote saying how they were on Operation Desert Shield when their tent burned. The A and B buttons still work, too. Nintendo were so impressed they sent the soldier a new one (the mag was full of pics of soldiers in Eye Rakk playing Tetris at the time). Cool that Nintendo STILL have it.
  • GrandpaUlrira #8 2 years ago

    F-Zero never came out on the original Game Boy! Unless the sentence implies that an F-Zero was designed by Yokoi's team?
  • TONYgr #9 2 years ago

    i bought a metalic blue dsi a week ago.i love my psp but i ve got to say,dsi rocks too.especially the games that use the stylus more.i have meteos,minis march again from dsiware,dual strike and dark conflict(the best games i have ever played on a handheld ever)and phantom hourglass.the touch screen really makes it unique.the only problem i have with it,is that i ve got to convert my mp3 music to mp4a.but that is a small problem.
  • tardo #10 2 years ago

    I've had a Gameboy, Gameboy Color (not 'Colour' like in the article, they didn't bother changing it for us in the UK), DS and now DSi. Still remember the days of having a giant magnifying glass/light contraption for my Gameboy. Loved Tetris on the original Gameboy, and then loved Tetris DX on the Gameboy Color even more.
    Never heard of Rocket Slime though- although it doesn't seem to have been reviewed on this site, unless I just can't find it?
  • DFawkes #11 2 years ago

    I still feel a big smile on my face when I hear that little Ninteno logo scroll Dow the screen and go ping!

    I didn't feel that Super Mario Land felt wrong at all, it's still one of my favourtie Mario games. I'm still hoping Nintendo do a remake or DSi Virtual Console version, I've long since lost my copy!
  • cherryuk #12 2 years ago

    The Gameboy accessories reminds me of this a special Gameboy Color sewing machine kit.
    Edited by 1 at 22/11/09 @ 12:03
  • curtlikesmeat #13 2 years ago

    Nice article, I never had an original Gameboy - I wasn't allowed Reebok Pumps either :(
    Edited by 2 at 22/11/09 @ 12:19
  • Prime #14 2 years ago

  • aids #15 2 years ago

    I still have the original Gameboy. I remember playing Tetris against my cousin with the link cable until the batteries went dead (they never seemed to last long). Ahh, memories.
  • Lupaie #16 2 years ago

    why did not you post this artikle when it was the Gameboys 20th anniversary in June of this year....little late eh...:) But still 2009 :)
  • jaangus #17 2 years ago

    heh ive got a zelda game and watch and a donkey kong one upstairs i dont know if they still work though :o
  • Sharzam #18 2 years ago

    How i loved the orginal game boy was my first real intreast in gaming. I did have a NES in a spare room but i wasnt allowed to play it much so the game boy was my system of choice.
  • CaptainTrips #19 2 years ago

    Great article, but disappointingly no mention of the games that made me buy a DS - Phoenix Wright and Trauma Surgeon (and later on Professor Layton).

    These are games which could only work on the DS, and are better for it!
  • The-Bodybuilder #20 2 years ago

    >"Chris Tarrant photographed looking at a DS while frowning - possibly because he's checking the onboard calendar and realises he's booked in two conflicting sexual liaisons on the same day - everyone was playing.

    ROFL!!!
  • PearOfAnguish #21 2 years ago

    Xerx3s, he says he bought a Virtual Boy in the second to last paragraph of that page.
  • SG #22 2 years ago

    What exactly is a 'professional clubber'?
  • FladgeMangle #23 2 years ago

    Game Boy Color was my first, then a GBA and SP (which is now Tingle Tuner). The PSP stole my heart though, and the two DS lites we have in the house belong to the children.

    Lots of happy Golden Sun, Advance Wars and Zelda memories, especially Minish Cap. What a game!
  • StooMonster #24 2 years ago

    Friend of mine (at the time) had a business importing consoles from Japan, I bought his first GameBoy which was a few weeks after it's Japanese launch. I played it on a train and a crowd stood round watching whilst I played Tetris (and Mario? memory failing) all going "oooh" and "arrr" and "what's that?" etc.
  • DrStrangelove #25 2 years ago

    Oh yes, the original Game Boy. Gargoyle's Quest, anyone? Epic.
  • secombe #26 2 years ago

    Ah the early days of the DS, I remember picking mine up in Toronto a while before it launched here, they were shockingly quiet times even a few months into its release. I distinctly remember having almost every game and thinking if I got the last few I might end up having every title released.

    Sturdy machine though, that original DS is still my only handheld and looks as good as new.

    The obvious point that sticks out here, whilst the competitors have almost all gone down the power route, Nintendo have by and large stuck with genuine portable games machines that are robust, have good battery life and critically, have games that are built from the ground up as portable games - not console ports.
  • hilts #27 2 years ago

  • oerhoert #28 2 years ago

    What is interesting is that my main gripe with the DSi is exactly that -- the battery life leaves something to be desired. I think it goes empty on me in about four hours, which means I use the sleep function less than I used to, and so on. The rest of the package is all ace, though; I am not really missing the GBA slot anymore since the DS library has gotten so rich and satisfying.
  • L0cky #29 2 years ago

    I used my Game & Watch as an alarm clock for years.

    edit: it was this one.


    I had the same one, and also used it as an alarm for years. I wonder if my mum has it in her loft.
  • Tomo #30 2 years ago

    The original GBA is the best looking console ever.
  • srkelley #31 2 years ago

    Oy, you must not like Phoenix Wright or must hate dating sims. Sprung is a pretty funny, offbeat game. It is a bit different and can be obtuse at times like all basic adventure type/like games can be. Just like you'll have difficulty pleasing someone in Sprung, the same player can have trouble finding the right objection in Phoenix or even the right area to check in Hotel Dusk and Another Code.

    I'm not nearly as upset or "tough" as the comment may seem. I'm just saying don't tell me red apples are bad and green ones are good!
  • electrolite #32 2 years ago

    Original Gameboy, Christmas 1991 (age 14). Managed to assemble a collection including Mario Land, F1 Race, Double Dragon and R-Type. For some reason I then traded it all for a MD with Atomic Robokid.

    Next up was a Gameboy Colour (I know that's not how they spell it, but it's how *I* spell it) which I was really dissapointed by. Then a GBA in 2001, upgraded to an SP (which is still a brilliant console) in 2003, then the DS family which I've had untold hours out of. They've consistently been the only company that really gets portable gaming, at least until Apple came along with their take on it.
  • Rev.StuartCampbell #33 2 years ago

    The DS Lite's screen was NOT "a little better" than the original DS's. I was extremely sceptical about the Lite, and so got a friend to bring his to the pub one night so I could see the two side-by-side to compare them. Next day I was at Gamestation trading in my DS Fat.
  • domoslaf #34 2 years ago

    "Inspired, allegedly, by Yokoi watching a commuter stuck on a train screwing around with a pocket calculator because there was little else to do - Yokoi came very close to inventing books at this point, but that honour would go to Intellivision in 2003 - 46 titles were eventually made (full disclosure: this is what Wikipedia tells me) including outings for Mario, Zelda and Balloon Fight".

    This may come from me not being a native English user nor an ancient console specialist, but I have absolutely no idea what the author is trying to say by: "Yokoi came very close to inventing books at this point, but that honour would go to Intellivision in 2003". What Game & Watch has to do with "inventing books" and what honour Intellivision got in 2003?
    Edited by 1 at 23/11/09 @ 11:09
  • dmt2 #35 2 years ago

    I remember first seeing the Game & Watch Donkey Kong in the early 1980s. It was really desirable with the orange plastic. In 1989 I got one that had two wired controllers.
  • Rubarack #36 2 years ago

    It's strange to see a retrospective in this style as Nintendo's handheld strategy has always been rubbish hardware propped up by excellent software. The Gameboy gave you back pain, the Virtual Boy was too bonkers even for Nintendo to pull through, the GBA was impossible to play in nearly all light conditions and in the light of hindsight the DS would really have been much better with one screen and no microphone.
  • Fitzmogwai #37 2 years ago

    I've still got my original Donkey Kong, Donkey Kong Jr. and Donkey Kong II Game & Watches. They're well over 20 years old now, and they all work perfectly. As games, they're still surprisingly playable, too.
  • Sonic_D #38 2 years ago

    I remember playing the GBA for the first time at ELSPA and being completely bowled over as it was basically "a portable SNES?!" and looked forward to at the very least playing the SNES ports.

    Quite by chance I was in the US for work the week the DS was released. Bought the last one in a Walmart, only to see a kid come in with his dad for one to be told they were all sold out. Didn't really use it all that much in the early days, but Meteos was a stand out. I still use the fat DS, even though I was given a Lite. It just feels nicer in my hands, the Lite is too small. Highlights for me are the Korg DS-10 and the Chrono Trigger port.
  • TonyHarrison #39 2 years ago

    Nintendo's continued domination of the handheld market makes me smile, as it means we're safe in the knowledge that they will be around as a hardware developer for a long time, regardless of the pathetic desires of some idiots who wish otherwise...
  • SG #40 2 years ago

    Probably worth mentioning that even though the Pocket was smaller, the screen was bigger.

    Also didn't mention that the screen was clearer and had no blur when you moved quickly. I loved that little thing - 2 AAAs instead of 4 AAs and was bloody robust, and a very sexy silver. Although I happily ditched it when the see through purple GBC came along.

    Oh, and the GA SP DID have headphone capability - you just bought an adaptor. And the Micro didn't play GB(C) older games (in fact backwards compatibility seems to have been completely omitted).

    Many commentators said that the DS was most likely a temporary stopgap until the next Game Boy, and even more complained about how clunky the hardware seemed compared to Sony's shiny bauble. The Guardian's Nick Gillet even suggested Nintendo's latest looked like it had been knocked up in a shed.

    No. Nintendo DID claim that it was a 'third pillar' to their strategy and NOT a GB replacement (aware of the risk) - but it was such a success that they removed the need for a GB. I'm sure if they could go back they'd rename it the Gameboy DS.
    Edited by 3 at 23/11/09 @ 19:14
  • SG #41 2 years ago

    domoslaf
    23/11/09 @ 11:09

    This may come from me not being a native English user nor an ancient console specialist, but I have absolutely no idea what the author is trying to say by: "Yokoi came very close to inventing books at this point, but that honour would go to Intellivision in 2003". What Game & Watch has to do with "inventing books" and what honour Intellivision got in 2003?


    I think he means those little things that you can put e-books on? E-book reader.
  • domoslaf #42 2 years ago

    @beemoh

    Oooh, I see. Thanks, that makes a bit more sense now.

    Not really all that important, but it didn't stop me from wasting about half an hour at work to try and figure it out (fruitlessly, but I guess as ways to waste time at work go, you could do worse). I've gone as far as to suspect that Intellivision Lives! compilation for PS2 (released in 2003) has something to do with that (well it comes out at the top of Google search for "Intellivision 2003";).

    It appears it really was just a (n attempt at) joke though and I just wasn't bright enough to get it. ;)
    Edited by 1 at 23/11/09 @ 22:44
  • covfan #43 2 years ago

    I've still got my Game Boy Camera (and printer)!

    128x112!