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The buttons used the most are the 2ND and ALPHA buttons, with some games making use of MODE and other ones just left of the D-Pad. In order for a sprite to be detailed they would have to be big, and thus take up more room on the screen. With most of the buttons being much lower than the D-Pad, it would be awkward holding it if developers decided to make use of those buttons. Not only that, but it is also placed high up on the device. The D-Pad it has is on the right, which is different to normal systems.
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This is due to the placement of the D-Pad. For starters, there are a lot of buttons to works with, but not all of them are in a good position, or at least not a comfortable one. Despite all of this, games still look appealing, unique with each game.Ĭontrols are a weird story when it comes to the TI-84 Calculator, as it is a calculator. Games had to have a balance between detail and size. Much like the GameBoy, the TI-84 Calculator still had different aesthetic styles despite it's lack of pixel detail. This way the player knew what they had to deal with without the risk of being introduced to something new with the inclusion of poor screen transition blur or sometimes lag. Some tend to use either single screens at a time or single screens the player either couldn't leave. The TI-84 has limited screen-space and not the smallest of pixels, forcing developers for the system to be particularly crafty with how they designed a game. The TI-84 Calculator harkens back to the original Game Boy, in both graphical and mechanical limitations. That's what probably led to some people picking up the Texas Instruments 84 calculator and saying "I could work with this".Īnd thus began a unique corner of the gaming world, one running on a device originally used for graphing functions or helping solve equations. No one would really blame us for being bored in a math class though. We'll get bored in the car, on a plane, or in our math classes.