this post was submitted on 07 May 2024
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1980s 2D had the same "every machine sucks uniquely" vibe as 1990s 3D. If the same game on two platforms looked remotely similar then someone busted their hump getting it right. By default, you were getting a game that looked and sounded as good as this system could manage, rather than being a smoothed-over downgrade of some canonical example.
Ironically it wasn't always a great era for pick-up-and-play-ability. Late-70s games were so limited that arcade sensibilities were nearly the only thing possible, and even text-centric computer games lacked the memory to bore you with backstory. By the late 80s they could push the early inklings of an unskippable cutscene and a tutorial level. Dunno if that's better than ZX Spectrum games getting mercilessly sink-or-swim.
Coincidentally that arcade vibe also matches the late 90s: it's how most Dreamcast games feel.
One of the things I really miss from that era was the game manual. Since they couldn't put all of the backstory and tutorial stuff into the game itself, you'd get a companion booklet to read (e.g. this one for The Legend of Zelda). Some games took that too far and you essentially had to buy a separate guide. A lot of people think games from the era were obtuse, but they're really just missing the documentation.
I honestly really liked that experience and would read the guides when I wasn't able to play.
Arcades obviously didn't have that luxury, so they had to be games you could quickly pick up without any introduction. So you got a natural divide between games for home and games for arcades (with some overlap of course).
And yeah, the gaming experience varied quite a bit by platform for the same game because things like audio and graphics drivers needed to be built into the game itself, and that varied by system. But that's also part of the charm. There wasn't really an expectation that a game would look the same on two platforms, so they were often judged separately (i.e. arguments about which version is better).