This site may earn affiliate commissions from the links on this page. Terms of utilize.

In the late 1980s and early 1990s, Nintendo had ane serious competitor — Sega. Other game consoles from various companies existed, to be sure. Only just the Sega Genesis/MegaDrive (the system was branded differently in different markets) came anywhere near to matching the SNES in total shipments. The total count was 49.ane 1000000 for Nintendo, 33.75 million for Sega, and just 10 million for the TurboGrafx-16/PC Engine. Sega games from this era are still remembered fondly, and the new Sega Forever collection available on mobile devices should exist a huge hit. Unfortunately, profound emulation bug are sinking the project.

Co-ordinate to the Sega Forever website, the service is a "free and growing classic games collection of well-nigh every SEGA game ever released from every console era – Master System, Genesis/Mega Drive, Dreamcast, and more than. Bachelor on iOS and Android mobile devices." The site promises features like gratuitous play, game saves, leaderboards, Bluetooth support for wireless controllers, offline play, and the ability to download new games released every month. The company even put together a launch trailer for its new product, shown below:

This should be a huge bargain. And it is — but not the mode that Sega intended. Digital Foundry'due south John Linneman tested many of the titles, and came back with this:

Apparently even on high-cease devices, the emulation experience is desperately subpar. And what'south interesting is that a high-quality Sega emulator already exists, simply the company fabricated demands of its creators that the squad establish unacceptable. The development studio Libretro has an emulator, dubbed RetroArch, that'due south generally believed to be superior to what Sega Forever is using. In some cases, earlier versions of these games released as iOS titles in 2009 literally ran faster on an iPhone 3GS than they do today on an iPhone 6s Plus.

Libretro'south developers released the post-obit statement:

Sorry to all the people that are experiencing subpar operation with this Unity thing; they could have been using RetroArch right at present if they hadn't been and so stubbornly insistent on demanding we relicense our unabridged program to something that would strip us of all our rights, on top of some other unreasonable things like non showing whatsoever branding, etc. Hell, they could accept had this running on the desktop correct now on summit of consoles and maybe some netplay also.

Mike Evans defended the initial quality of the games and blamed the problem on device fragmentation. "Information technology'due south difficult — a lot of the devices tin can run it fine, from the testing that nosotros did," Evans told Eurogamer. "Within mobile there'due south a lot of fragmentation, if you lot await at all the unlike OSs, all the different devices — with mobile, as you lot go live, you lot get some feedback which you can't go within a sandbox environs."

Nosotros're Not Buying That

Kickoff of all, Evans is right, there's enough of fragmentation in the market. The problem with his statement is that people are running into problem playing these devices on the Galaxy S8 and the iPhone 7. Information technology'southward a well-known fact that emulation requires more horsepower than the original device to keep things running smoothly. But we also know that Sega released some of these games as mobile titles eight years agone, and they ran extremely well.

The Sega Genesis featured a Motorola 68000 CPU clocked at seven.67MHz with a Zilog Z80 clocked at 3.58MHz. It had 64KB of chief RAM, 64KB of video RAM, and 8KB of audio RAM. The L2 cache on a modern smartphone is significantly larger (and vastly faster) than the Sega Genesis' entire puddle of retentivity. The CPUs inside these modernistic smartphones are clocked more than an order of magnitude faster, and we've already seen that proper ports from eight years ago could run beautifully on an iPhone 3GS.

Fragmentation would exist an acceptable response for why a game might run beautifully on a Qualcomm GPU, simply non an ARM Republic of mali solution. It could explain why games could run well on Android Marshmallow, but not on KitKat. Heck, information technology might even explain why iOS ten gamed well simply older smartphones on iOS 8 had problems.

But when the highest-end devices with gigabytes of organization RAM, caches larger than the unabridged retentivity pool of your one-time console, and multi-core support tin can't manage to maintain frame rates near 30-year-old hardware can offering, the problem isn't fragmentation. It'southward lousy optimization and software that never should have launched yet. Evans defends the use of Unity as a style to bring games to the widest audience of people, but Unity isn't known for high operation. How much of a problem that'southward causing here is unknown, but it's unlikely to be helping the situation.

And while I'm on the topic, skip the new SNES Classic Edition, too. Information technology's just another Nintendo bunko from a company that'll build a hype train, deliver ane/10th the consoles needed to run across market need, then claim they couldn't build more, because reasons. Companies like Sega and Nintendo take huge potential nostalgia markets, simply neither seems capable of delivering what they promise.