That is unacceptable. My vote stands as is.
You are taking this way too seriously.
The outcome is serious. 4 of the 5 options presented BREAK compatibility with existing Pandora applications. I consider that to be a serious flaw.
No, they don't. At least not in a serious way. Changing the screen size and resolution, changing the location of keyboard keys (e.g. the number row), adding two shoulder buttons and two action buttons, moving from softfp to hardfp, those all "break" compatibility in a way, but sometimes you have to break backwards compatibility to move forward. There are
ways to mitigate compatibility issues.
If backwards compatibility were the only criterion, the Pyra should just be an exact copy of the Pandora, because anything that changes will reduce backwards compatibility. You can't even get a screen with a better response time, because e.g. my game NubNub does some ghosting compensation that probably turns out to be overcompensation on faster screens. Does that mean we should not aim for a better screen? Hell no! I'll just release an update to NubNub when the Pyra appears -- I'll want it to run at a different resolution than 800x480 too.
Changing the labels breaks backwards compatibility, but that's a very mild problem. As we know, people play emulators all the time. They can live with button labels that don't match. We can easily put a tutorial somewhere of what the button layout is of other consoles (Nintendo, Sega, PlayStation, Pandora) and how they map to the Pyra buttons. The real important thing for backwards compatibility is to keep at least 4 buttons, in a cross layout, mapped to Home/End/PgUp/PgDn. We have to keep the positions of those buttons like they are on the Pandora, otherwise games can become unplayable -- e.g. if a game uses the action buttons as a secondary d-pad, you don't want up to be left and right to be down all of a sudden.
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My honest opinion about proposal 1:
The Pandora layout mildly sucks. I have learned to live with it, but it mildly sucks nonetheless.
It does not make sense -- A B left to right, OK; X Y bottom to top, huh?
It does not correspond to any existing layout (except GP2X).
Most of all, it does not take into account that there are already A B X Y buttons on the keyboard (a problem none of the dedicated game consoles have to deal with).
Adding two more buttons to that mildly sucking layout will only increase the suck. I mean, just look at this:
C Y
A B
Z X
It is a mess. It looks horrible. Spock and Sheldon Cooper would both get a heart attack from this. It has all the elegance of a x86 running a legacy COBOL program in some ancient PDP-8 emulator in Microsoft Windows ME. That is, none at all and please kill it with fire, please.
The
only compelling reason to pick a horrible layout like that is backwards compatibility. As a rule of thumb, if backwards compatibility is the
only good thing about something, it's time to break backwards compatibility. Especially if breaking it does not actually break anything (everything will still work fine).