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Originally posted by RolfWrenWalsh+-->QUOTE(RolfWrenWalsh) 8-bit:
D-pad and two buttons
Passwords/Battery back-up (Dunno, you think this counts?)[/b]
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How about multicolored sprites and backgrounds? This is assuming that you consider "8-bit" to start with Colecovision, even though the Atari 2600 is technically as much of an "8-bit" system as the NES.
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Originally posted by RolfWrenWalsh+-->QUOTE(RolfWrenWalsh) 16-bit:
Nothing real signiificant (I can't really think of anything anyway).[/b]
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Programmable palettes (previous systems used fixed palettes, usually 8 or 16 colors). SMS is an exception to this as it had programmable palettes in the "8-bit" era. Sound synthesizers also advanced hugely in this era from basic PSGs (square/triangle/sawtooth/sinewave, which are the staples of "old-school" chip music) to FM and wavetable synthesis that actually tried to emulate instruments. Also, systems became able to handle large numbers of sprites per scanline (most "8-bit" systems can only handle 4).Basically this generation removed the more crippling limitations suffered by the "8-bit" generation. Coupled with increased ROM sizes, it really led to some major improvements in games.
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Originally posted by RolfWrenWalsh
32-bit/64-bit:
Disc becomes the standard
FMV (Yes, it was added with Mega CD, but not widely accepted until Saturn/PSX).
Memory cards (Again, does this count?)
Analog control
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Did you leave "polygon-based 3D graphics and 3D-centric game designs" out on purpose? That is the single most massive effect that this generation had on the industry.
QUOTE(lordofduct) And what is wrong with MS doing that?[/b]
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