All posts by Joshua Robertson

Power Supplies

Internal Power Supplies

Portable game platforms originally made use of external power supplies (AA batteries, etc.) for a long period of time, in order to provide power to them. It was not until the Nintendo DS that portable game platforms began to make use of internal re-chargeable batteries via the use of a power cable. Said cables take power from standard outlets and send it to the battery to be recharged; eliminating the need to replace the battery.

Other platforms that use internal power supplies are as follows:

  • Desktop PCs / Laptops
  • Consoles (PS4, Xbox One, Nintendo Switch, etc.)
  • etc.

External Power Supplies

When portable game platforms were a newer technology, they made use of external power sources. Examples of these would be non-chargeable batteries that had to be placed into the device and then replaced when depleted.

Mobile – Limitations


Mobile games have to deal with a number of limitations, due to the platform they are being developed for. Often times mobile games are much smaller in scope than games for other platforms, and if said games are being ported to phone then they usually need to be scaled down. This has always been the case for mobile games – due to the small and portable nature of their hardware.


Due to their size, phones are not able to include and make use of the fastest and most powerful tech available to the modern world of gaming. This is the case for all mobile components, but most importantly the processor. The processor is the part of a computer/phone that processes all commands and its speed will determine how fast applications (such as games) can run.

Mobile games cannot handle as complex games and calculations, due to their processor limitations, therefore they are much more simplistic in nature.

Screen / Input

The screen is another limitation of mobile phone games, it not only acts as the display to render graphics, but also as the standard method of input for phone apps. Compared to consoles and PCs a phone is much more limited in its input, as it must use virtual controls (those that appear on screen – responding to touches).


Finally, the graphics are another area of limitation. Processing graphics is currently the most intensive aspect of any game. As a result, phones – with their simplistic hardware – cannot handle modern graphics. Usually they will have to be simplified to run acceptable, and appear nicely on the smaller scale phone screens.