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The Nintendo 64: A Postmortem Here, on the eve of the release of the Nintendo GameCube, we take a look back at Nintendos previous system, the Nintendo 64. Unlike the PlayStation, which still sees releases to this day, the release of GameCube officially signifies the death of the Nintendo 64, though the critics may note that the titles slowed to a trickle some time ago and the cynics may argue the system was dead on arrival. Nintendo 64 never ruled the world, but it wasnt an utter failure, either. Nintendo won generation two (NES) and generation three (SNES) the victor of generation four was clearly Sony. History has a bad habit of poking fun at anyone who didnt win, so where does that leave the Nintendo 64? |
The Nintendo 64 is a conundrum. A paradoxical piece of hardware, it was neither a very successful system, nor was it a complete failure. It neither won the fourth generation console war (that clearly went to the Sony PlayStation), nor did it lose (that prize went to the Sega Saturn). It never had that many games more games will probably come out in the final year of the PlayStation than came out within the five year life of the Nintendo 64 yet it was home to some of the best and most exclusive games ever. While PC Gamers can partake in Final Fantasy VII and Metal Gear Solid, only Nintendo 64 owners can lay claim to Super Mario 64, The Legend of Zelda: Ocarina of Time, and Goldeneye 007. Ultimately, the Nintendo 64s legacy will be that of a promising yet flawed console whose achievements will be overshadowed by its shortcomings.
Clearly, the biggest
liability and fallacy of the Nintendo 64 was the fact that it was
a cartridge-based system. With the exception of handheld systems,
it will likely be the last cartridge based console. In a way,
this is sad the end of an era that began in the 70s
with the Atari 2600. The cartridge served a number of advantages.
Functionally, it offered no load times, which is an
issue with CD-based systems. Less of a problem today, it was a
huge liability for first-generation CD systems. Another advantage
is durability cartridges are tougher and last longer than
CDs. Logistically, cartridges are easier to copy-protect
anyone with a CD burner can back up a PlayStation game. In
addition, cartridges afforded Nintendo control over the
manufacturing, content and price even if a 3rd
party game doesnt sell, Nintendo makes a killing on the
money they charged the publisher to purchase the cartridges to put
the game on.
However, cartridges bought higher costs, which irked consumers. Plus, game developers fell in love with the idea of having tons of CD-ROM space to play with, so even getting developers to write for the Nintendo 64 was tricky. Nintendo realized this and they figured that the strength of their first and second party titles would be sufficient. Nintendo itself is hands down the single best game developer in the world, so the idea almost worked. Having a Nintendo 64 means having access to some of the best games in the world, but owning a PlayStation means having access to tons of games, many at reasonable prices.
The copy protection advantage became a liability when a working Nintendo 64 emulator named UltraHLE was released in 1999. At the time the largest cartridge was roughly 32MB in size smaller than most PC game demos, so their trade over the Internet was easy.
In Nintendos defense, when the cartridge vs. CD decision had to be made to that point every CD based system had failed on the market. Sega CD, Turbo Graphix CD, Amiga CD32, Phillips CD-i, Sega CDX, Jaguar CD and the 3DO (though this last one did enjoy a brief flirtation with success). Even the Sega Saturn, a direct competitor to the Nintendo 64, failed. Since the success of the Sega Dreamcast is arguable given the systems quick demise and the ultimate success of the PlayStation 2 and future consoles is up in the air, the Sony PlayStation is the only successful CD-based console in history. Couple this with the Nintendo/Sony fiasco (wherein Sony gave Nintendo the run-around concerning a SNES CD add-on, eventually turning it into the PlayStation), and it is easy to see why Nintendo made the decision it did.
Nintendos second greatest liability was Nintendo
itself. Nintendo is the self-proclaimed Disney of the
gaming world. They marketed childrens games at children in
the 1980s, and like a good corporation they attacked the
late 90s in the same way failing to take into
account that the same gamers they got in the 80s have now
grown up. Its not really so much that there are not any
young gamers, but rather that the whole industry matured and
Nintendo failed to grow with it.
To this end, Nintendo was restrictive as to its content to the point where an M rated game was rare most games had to be tamed down in order to be on the system. The most notorious example was Carmageddon, a game whose main draw was hitting and killing innocent pedestrians. Nintendo forced the developer to change the people to zombies and essentially made the game pointless. In a vain attempt to change their image at the last minute the Rare-developed Conker: Twelve Tales was re-tooled and released as the M-rated game Conkers Bad Fur Day wherein the overly cute squirrel was changed to a beer drinking, swearing, peeing-for distance protagonist. This maneuver was greeted with poor sales.
Nintendos final liability was Pokémon and a general smug apathy the Big N felt towards the Nintendo 64. Nintendo believed strongly in the Nintendo 64 in 1994, funding it with ad campaigns and even quickly ditching their fledgling Virtual Boy product before it (arguably) had a chance. However, in 1997-1998 when it became clear that Pokémon on the Game Boy was going to be Nintendos license to print money, their support for the Nintendo 64 waned. This may in fact be Nintendo as a companys greatest liability, since it tarnished the Nintendo brand name in the eyes of the gamers who bought a Nintendo 64 in the hopes that more and better games would be forthcoming.
The Nintendo 64s legacy will be noted for what it brought to the table:
The Good
The
Analog Stick While Saturn and the
PlayStation brought it in later as an option, the
Nintendo 64 controller had an analog stick from day one.
Nintendo innovates, the industry copies. |
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How do we do
multiplayer?
Besides, it did get rid of campers.
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The Bad
Few RPGs
Longtime developer Square, whose first six Final
Fantasy games had always graced Nintendo hardware,
decided to develop for Sony instead, due mainly to the
CD-ROM storage option. Since Final Fantasy is its
own religion of sorts in Japan, this helped to lead to
Sonys dominance in that region. In fact, the sheer
reluctance of developers to write Nintendo 64 RPGs
led to the systems demise in Japan. The Japanese love
RPGs, and even the Sega Saturn had a larger market
share in Japan (even after Sega dropped the console in
the U.S.) before Zelda was released, which helped
the Nintendo 64s market share, but did not
save the console in Japan. |
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Bean Counter Mentality
Superman, from developer Titus, was a horrible
game. But it sold well which only tends to
encourage more crap. Mediocre games like Mission:
Impossible sold over half as many copies as Goldeneye
007. Whenever questioned early on about problems with
the Nintendo 64s library content, Nintendo of
America president Howard Lincoln stated What
problem? Look at these sales numbers
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The Ugly
Nintendos
Cartridge Prices Cartridges themselves
werent inherently evil, but they started to appear
that way should you take into account the dollar figures
attached to them. A cartridge based game cost the
developer/publish approximately $30-$35 to publish.
Obviously at that point the game has to retail at $55 or
more to pull a profit. Many games retailed at $70 on
their release day. Gamers didnt take to this sort
of mentality, especially when PlayStation games were
debuting at $40-$50, with their CD based media costing
$2-$5 to make.
At any mass scale necessary to pull a significant profit, a publisher would have to bet the company to spend enough money to make enough cartridges to make a game a hit. Couple this with the fact that the Nintendo 64 was simply not as popular a console as the PlayStation and you begin to understand why there werent too many Nintendo 64 games and why when they did show up in stores there werent too many copies of them. But the root of all of this wasnt necessarily in the price of solid state media true, cartridges cost more money to make than a CD did but the real problem was Nintendo themselves. They made a profit off of the cartridge itself. Then they made money off of the license to make the game. Then they made money off of royalties on the games when they did sell. This abuse of a market was tolerable when there were no alternatives, but as Nintendo started becoming the car retailer of the game industry many developers decided to take their games elsewhere. |
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I originally wrote this essay over a year ago. That was when we had just seen the beginning of PlayStation 2 and we knew what was coming of November 2001. I hand-wrote 2/3 of what you see above in a very boring class and transcribed it a couple of months back. I revamped it to reflect what happened in the last year but not much did happen in the last year.
So who am I pulling for in the next generation war? Why, Nintendo of course, mainly because theyre a sentimental favorite. They had a slip-up, and if theyre smart they wont let that happen again. If youll excuse me, however, Im off to go play some more Majoras Mask and maybe finally finish Super Mario 64.