
Back when Nokia released the N-Gage in 2003, it felt like a huge moment for the handheld games industry. The Finnish company was the dominant force in the world of mobile phones, and, by combining its tech with a proper gaming platform, promised to kickstart a portable revolution years before smartphones came along and did pretty much the same thing.
There was one huge problem: the N-Gage kinda sucked.
A new book has just been released which documents the history of the N-Gage, and its launch has spurred former Nokia staffer Sebastian Aaltonen to share some of his thoughts and memories of working on the device.
"Their first problem was the hardware itself," says Aaltonen in a thread of posts on social media. "N-Gage was identical hardware to their camera phone, except the camera was gone. [The] display was still vertical and very small. There was no GPU and no floating point unit in the CPU either. The only SDK we got was just two functions: One [was] to get the start memory address for display memory for direct write. Symbian gfx APIs were dead slow. The second one was for reading multiple key presses so that we could read diagonal (up+down) on d-pad. That's it."
Aaltonen also highlights one of the biggest issues with the Mk1 N-Gage – loading up new physical carts: "The first N-Gage version had MMC memory card slot under the battery. You had to take off the back lid and take off the battery to change your game. They didn't even bother doing hardware modification to add hotswap memory card slot. It was just a default phone hardware."
Amazingly, though, the N-Gage had one innovation which makes it significant, at least in the world of online gaming – it had a rollback netcode, and Aaltonen was responsible for writing it. "I wrote our client-side network code," he reveals. "We were among the first ones to ship rollback netcode. This kind of netcode has become popular in fighting games recently. This was required to hide the 1-second network latency. We also designed the game to hide the network latency very well."
In case you weren't aware, rollback netcode is a way of dealing with the latency that is always present when playing games online. To put it simply, the code predicts what the other player's next move might be; should this prediction prove to be correct (say, your opponent throws a punch), then the code plays out that move, which gives the impression of low latency. If the guess was wrong, the code 'rolls back' and displays the correct move. The end result is gameplay which can sometimes feel as instant as playing with someone in the same room, and, at the very least, means that your own inputs are faster and more precise.
This latency present on the N-Gage was down to the fact that the system used GPRS (General Packet Radio Service) for its data transfer – the precursor to 3G connectivity. Even though it's dog-slow by modern standards, it was still seen as a luxury 21 years ago. "It was way too early," admits Aaltonen. "GPRS latency was almost 1 second (in average case). Unlimited GRPS data plan was +50€/month extra on your phone bill in Finland. Only rich people could afford that. And the phone didn't even have an internet browser."
[source x.com]
Comments 11
If anyone got confused like I did, rollback netcode is the P2P equivalent of client-side prediction. Client-side prediction gets used in client-server games like shooters, rollback gets used in games where two clients play directly together.
Ngage didn't really suck, it just failed. I guess similar to TurboGrafx in the west. I mean sure the TG16 only had one controller port and it had a two button controller. I guess you could equate that to the first generation Ngage having the weird cartridge loading method. But even that they fixed with the second model.
The thing just didn't catch on, and I don't blame the hardware. The hardware could play PS1 quality games on a handheld 1 year before the PSP and DS. Plus it was always online via a cell signal, something handhelds of today don't do. It was pretty wild to play Tony Hawk in the palm of your hand in 2003 and not have it be some weird 2D reinterpretation.
@DestructoDisk The first gen model was awful. The QD 2nd gen though solved the cart swapping, got rid of side talking and had some great games. I used to really enjoy Ashen, Pocket Kingdom and Glimmerati.
@UK_Kev I mean that’s optional if you want to play online. If you wanted just buy one and treat it like a Game Boy Advance but with PS1 graphics, you could do that too. Although you could also connect through your PCs wifi with a Bluetooth adapter too and still game online without paying extra. Or you could just have bought this as your phone. Thats what I did. I needed a phone anyway and I got a game system too.
The screen is fine. Many handhelds had near 1:1 aspect ratios, so handheld games were not wide like a 4:3 CRT, let alone 16:9. 11:13 is hardly that much different than 1:1. So game development would not be hindered at all, worst case scenario the tiny sliver of extra pixels at top or bottom could be used for a HUD data. Heck a year later the greatest selling handheld of all time popularized vertically tall games.
It just had the disadvantage of being sold by a phone manufacturer with no experience. You had to buy it in a phone store. They didn’t get enough marketing or enough publishers on board.
@UK_Kev nah the GBA had a 3:2 aspect ratio. Thats about the squarest screen they sell these days and kinda rare to find in a device. Its close to a 4:3 display. Neither 4:3 or 3:2 are considered wide screen.
The Neo Geo Pocket Color was on the market at the same time as the GBA and it has a 20:19 aspect ratio (basically 1:1).
PSP was the first notable handheld game system with 16:9.
I remember ngage hardware is underpowered for 3D gaming, its kind of impressive they have tomb raider 1 on the ngage though. I miss that era of mobile gaming, no greedy free to play and mtx yet in that market.
@UK_Kev You don't need unlimited data to play a couple of games, you could've just used regular, more* reasonably priced mobile plans.
Edit: added "more", to clearly indicate that 50€ plan wasn't a requirement.
@UK_Kev There's only a couple of games that are truly held back by not having horizontal display, mostly fast-pased 2D platformers and shooters. Ironically, N-Gage had Sonic N, a fast-pased platformer, which I agree, was sort of a pain. But arcades have had vertical displays for ages. Instead of having your shooter go left to right, you can have a shmup perspective. Pretty much all 3D games benefit from seeing slightly more ahead than to the sides.
Plus, by keeping the screen vertical they maintained compatibility with all other Symbian devices, meaning you could play other Java games (and other phones could play N-Gage games, don't remember if cracking the game was a requirement).
TL;DR: vertical screens can comfortably support variety of games.
I remember putting a pirated version of Tomb Raider for the N-Gage on my 6600, it ran fairly well and was quite impressive for the time, but I never got very far in it. It would probably have played much better with a proper d-pad instead of the little joystick nub that phone had! 😅
@UK_Kev
i think this is the Error, they did miscalculate that, People were ready to have a mobile Phone with full Handheld Gaming System included.
The N-Gage got a lot of Coverage in Gaming Magazines, more than others that tried.
For Example, i remember the Gizmodo having been mentioned partly in the cramped Pages in the End, but it didn't got that Attention.
In the End, Nokia had a good Reputation.
@UK_Kev 16:10 is the standard “tall” display in laptops these days. Used by productivity minded users who have more vertical work flows. 15:10/3:2 is taller than that. Like I said before, 3:2 is basically the tallest aspect ratio you can purchase these days and even then its hard to find a screen that tall. It isnt considered widescreen.
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