The hardware was actually pretty great in the end. The unreleased N64 version of Dinosaur Planet holds up well considering how much more powerful the GameCube was.
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Nintendo were largely the architects of their own misery. First, they set expectations sky high with their “Ultra 64” arcade games, then were actively hostile to developers in multiple ways.
Nintendo instead approached SGI, the most advanced graphics workstation and 3D modeling company in the world at the time, and formed a partnership to scale back their professional graphics hardware to a consumer price point.
Might be one of those instances where just getting something that works from scratch is relatively easy, but taking an existing solution and modifying it to fit a new use case is more difficult.
Nintendo wanted it because of the instant access time. That’s what gamers were used to and they didn’t want people to have to wait on slow CDs.
Turns out that was the wrong bet. Cartridges just cost too much and if I remember correctly there were supply issues at various points during the N64 era pushing prices up and volumes down.
In comparison CDs were absolutely dirt cheap to manufacture. And people quickly fell in love with all the extra stuff that could fit on a desk compared to a small cartridge. There was simply no way anything like Final Fantasy 7 could have ever been done on the N64. Games with FMV sequences, real recorded music, just large numbers of assets.
Even if everything else about the hardware was the same, Nintendo bet on the wrong horse for the storage medium. It turned out the thing they prioritized (access time) was not nearly as important as the things they opted out of (price, storage space).
Spoilers: it's a shockingly good port.
Yes but I don't see how a game like Ocarina of time with its streaming data in at high speed would have been possible without a cartridge. Each format enabled unique gaming experiences that the other typically couldn't replicate exactly.
> Andy had given Kelly a rough idea of how we were getting so much detail through the system: spooling. Kelly asked Andy if he understood correctly that any move forward or backward in a level entailed loading in new data, a CD “hit.” Andy proudly stated that indeed it did. Kelly asked how many of these CD hits Andy thought a gamer that finished Crash would have. Andy did some thinking and off the top of his head said “Roughly 120,000.” Kelly became very silent for a moment and then quietly mumbled “the PlayStation CD drive is ‘rated’ for 70,000.”
> Kelly thought some more and said “let’s not mention that to anyone” and went back to get Sony on board with Crash.
https://all-things-andy-gavin.com/2011/02/06/making-crash-ba...
Then to top it all off, Sony had much lower licensing fees! So publishers got “free” margin to boot. The Playstation was a sweet deal for publishers.
For all we know, Nintendo had no plans past the SNES, except for the VirtualBoy. But then again, the VirtualBoy was another case of Nintendo being approached by a company rejected by Sega…