Tuesday, September 1, 2015

The Nintendo 64

Nearing the end of the Bit Wars, SEGA and Sony both had 32-bit, CD-based consoles, both released in 1995. The change in medium from cartridge to CD meant that developers weren’t hampered by space limitations when making games, but it also came with some downsides. Nintendo had made the decision to skip the 32-bit stage and move straight onto a 64-bit console and stick with cartridges (the Virtual Boy had a 32-bit processor, but it wasn’t counted in the “console” category). Atari had previously released the Jaguar, which purported to be a 64-bit system (it really wasn’t – it just had 2 different 32-bit processors) which may have pushed Nintendo in that direction.

Code named “Project Reality,” and once released would be called the Ultra 64, Nintendo put the bit count in the name itself so there would be no question. It was originally slated to be released in 1995 but was delayed for an entire year, possibly prompting Nintendo to release the Virtual Boy in the meantime. Another part of the buildup was to work with Midway to release some arcade games that would later be ported onto the Ultra 64. Near the release date, the name was changed to just the Nintendo 64, dropping the "Ultra."

The console signaled the jump from 2D to 3D graphics, something Nintendo had dabbled with in StarFox and other games that used the FX chip. But this switch was a major paradigm shift. And to make things more confusing, for the first time there were 3 major consoles on the market. Other companies besides Nintendo and SEGA had released consoles over the years, but none of them had much market share. But Sony had taken a major bite into the market with the PlayStation (the irony was that it was originally going to be the SNES-CD add on). Also, comparing systems was made harder now. Comparisons between the Sega Master System and the NES were easy, as were the arguments over Genesis vs. the SNES or the Game Boy vs. the Game Gear. But major differences in the hardware and media the systems used muddied the waters.

The Nintendo 64 was a black console that was less “boxy” than the SNES with its rounded corners and feet. Like the SNES, cartridges were top loaded and the cartridge slot had a spring-loaded cover to prevent dust from getting in; but it lacked the eject lever the SNES featured – games were meant to just be pulled out on the N64. The front of the console featured a slightly raised portion that had a small, removable cover, under which was a “jumper pak”. The lid was labeled with “Memory Expansion,” leaving users to speculate that it was for a future add-on. The bottom of the system featured another expansion port, just like the SNES and NES both had sported.

The top expansion port cover cleverly hid an air vent next to the cartridge slot, and on top of the system were the same two buttons as the NES and SNES – a sliding Power button but a pressable Reset button. The back of the console only had one AV port, a departure from their previous 2 systems. It used the exact same multi-out cord as the SNES for the red/white/yellow RCA jacks. For those needing the old RF switch style connector, an adapter was available (for 12 bucks – plus tax).

In a major improvement, the power transformer for the N64 was not on the plug, but on the part that connected to the back of the console. This made it so the plug was a regular bare plug, and not the big, black “wall wart” box that took up multiple slots on a power strip.



But the feature of the console that really stood out were the 4 different controller ports. It sold the N64 as a real multiplayer system, and didn’t require the additional 4-player controller adapters or any special software. For the first time, 4-player games were going to be easy (as long as one had 4 controllers).


The controller was another unique selling point. The controller featured red, yellow, blue, green, and dark gray buttons – normal for those with a Japanese Super Famicom, but more colorful to an American audience used to the lavender and purple scheme of the SNES. The large A and B buttons were green and blue, and the four new C buttons (called C-Up, C-Down, C-Right, and C-Left) were yellow, but there were no X and Y buttons. Dark gray L and R on the shoulders of the controller made a return, but there was a new Z button on the back of the controller that felt almost like a pistol trigger. Finally, the red Start button was in the very center of the controller, but the Select button was discontinued.

It had the D-pad like all Nintendo products, but also had an analogue stick, capable of sensing 360 degree motion and 8 levels of pressure. The Virtual Boy was the first controller to feature grips, rather than a flat “paddle,” and the N64 continued with this tradition. But instead of having 2 grips, it had 3 – giving the controller an odd shape. The intent was that it could be held in 3 different configurations.

  • Holding the middle and the right lobes was the most common configuration. It gives the left hand access to the control stick for the thumb, and the Z-button in the back for the index finger. The right hand had access to the B, A, R, and four C buttons.
  • Holding the middle and left lobes reduced the number of buttons accessible, but doubled the number of directional controls. The left hand had access to the D-Pad and L button, while the right hand had the control stick and Z button.
  • Holding the left and right lobes essentially meant the left hand traded the control stick for the D-pad and the Z button for the L button. This was for games that relied on an 8 directional control, like fighting games. The right hand had access to the B, A, R, and four C buttons.



The back of the controller had a connection port that was originally billed as a memory card slot. Being a cartridge based system, it was likely that the cartridge themselves would contain the save files, just like on past systems. But the advantage to having a memory card like the CD-based systems had were enough to justify including it with the Nintendo 64. Most of the time, they would serve as a backup to the save files on the cartridge, or as a way of transporting a save file or character profile to a friend’s copy of the game. The standard controller that came packaged with the system was a light gray, but additional controllers were available in black, red, blue, green, and yellow.

The games were similar in size to the SNES cartridges, but with fewer edges and corners. One thing that they lacked was a sleeve or protective cover like all Nintendo games had had up until that point. Nintendo’s method of region locking was mechanical. Like the SNES, small plastic tabs inside the system and slots for those tabs on the games prevented a Japanese game being inserted into an American system and vice versa. But it was easily overcome by removing the plastic piece in the system or making notches into the cartridge’s plastic. While other systems switched to disc-based optical media, Nintendo stuck with cartridges citing piracy prevention and loading time speed as good reasons to stay the course. 

Demand for the Nintendo 64 was high during the holiday season of 1996, and finding certain games and accessories (like controllers) was difficult. The price was set at $200, but did not include a game like past systems. So to be playable, the actual cost to consumers was more in the $250 range. Nintendo’s logo for the system was a 4-sided, 3D N that rotated and was very colorful.


The must-have game at release was Super Mario 64. It moved Mario from a side scrolling world into an open exploration. What made this game stand out were not only the colors, the smooth animation, the anti-aliasing, and the great controls, but just how open the world was. Other games for other systems felt like you were running in a tunnel. Instead of stomping and collecting power-ups, Super Mario 64 focused on using Mario’s new gymnastic-like moves while revisiting 15 worlds multiple times using Peach’s castle as a hub (incidentally, this is the first time in the west that she is called Peach, being only known as Princess Toadstool before). The game was given a perfect or near perfect score by most magazines and websites, showing that quality doesn’t need 600 MB of storage or FMV.

Soon Nintendo was releasing other games from their signature franchises. But unlike previous consoles, Nintendo didn’t have as much influence on 3rd party developers. Many of them released more games on the other two consoles citing the cost of the cartridges as a main contributing factor. This started Nintendo down the path of using their own in-house 1st and 2nd party games and franchises as the major selling points of their consoles and not relying on 3rd party companies.

Not long after its release, Nintendo started showing a new device that would attach to controllers in the memory card slot. It was called the Rumble Pak, and it was the first device to give feedback to players through the controller. It would “rumble” and vibrate using an off-centered weight on a small motor. When players’ characters would get hurt or there was an explosion on screen, or a gun fired, it would vibrate. Other games used it differently, such as indicating secrets or simulating a fish fighting back while trying to reel it in. At first it was widely lampooned by gamer websites, making references to adult “massage” toys. 
It was included with every copy of StarFox64, but could also be bought separately. Usually once someone tried it out, they enjoyed it and stopped the ridiculing. It wasn’t long after that Sony and Sega jumped on this train as well, making their controllers with built-in rumble features.

Goldeneye007 was a major milestone for the N64. It was a First-Person-Shooter that sported graphics that rivaled high end PCs, and was 4 player. Stories abound of the countless hours that were put into this game by kids and adults alike on the internet. But on top of the fun 4-player deathmatch modes, the single player campaign was the first major FPS to have mission objectives (besides get to the end and kill the enemies). Having to hack computers, plant bombs, open safes, and photograph evidence added a lot to the game.

One of the biggest games for the N64 was the Legend of Zelda: Ocarina of Time. Like the Mario series, the Zelda games had to make the transition to 3D, and some major obstacles had to be overcome to translate it into the series we know and love today. Because it needed more buttons than Super Mario 64, they couldn’t afford to waste the 4 C-buttons to just control the camera. The solution was to have an automatic camera that could be centered at will with a single button, as well as a lock-on feature so that players didn’t swing at thin air constantly. Another innovation was to have a single action button that changed its function depending on the environment and situation. It greatly simplified the controls, and many games today owe their control schemes to this game.

Owing to the fact that when compared to CD-based systems, N64 cartridges were both expensive and held less data, Nintendo felt like they had to find a solution. Their answer was a console add-on called the N64DD, or Disk Drive. It essentially added a second N64 underneath the original console using the external port. It used proprietary disks that were cheaper than cartridges to manufacture, and could add another 64 MB of storage space.

Originally there was talk of having games on either cartridge, disk, or using both simultaneously. For example, on a sports game like Madden ’99, the cartridge could have the game engine on it and most of the programming, while the disk could hold the team rosters. When the ’00 roster came out, instead of buying a whole new game, an updated roster disk could be purchased for $10. Another possibility was to have a second quest for Ocarina of Time on a disk.


Very few DDs were made, and it was only released in Japan. By the time it came out, newer compression techniques had made putting games like Doom or Resident Evil on a standard N64 cartridge possible. Ultimately, it was similar to the SegaCD in the sense that it was an add-on that few people had and never caught on. 

In the wake of the cancelled DD in 1999, one thing Nintendo did release was the RAM expansion that was originally supposed to be part of the DD . The N64 normally had 4 MB of RAM, but had the option of an upgrade. This was done by replacing the Jumper Pak (which did nothing other than complete a circuit) in the top cover with the Expansion Pak. This doubled the RAM to 8 MB, allowing games to display more polygons at once and/or have higher resolution. It was available for purchase separately, but could also be obtained by purchasing a copy of Donkey Kong 64 in the same way the Rumble Pak came with StarFox 64.


The only games that absolutely required the RAM expansion were the Legend of Zelda: Majora’s Mask and Donkey Kong 64. About 35% of Perfect Dark could be played without one, but the single player mode and other features required it. Many other games used the expansion if it was detected to unlock certain features like hi-res mode, allowing 3 and 4 player modes, or improving the texture effects.

The only other major accessory was the Game Boy Transfer Pak. It was an adapter that was placed into the memory card slot on the controller, and then a Game Boy or Game Boy Color game is also placed into it. Once properly configured, data (such as characters or save files) could be transferred from certain GB/GBC games to their N64 counterparts.
As the N64 aged and became more commonplace, Nintendo released color variants of the control deck and controllers. They also slightly changed the way the control sticks were put together to combat an issue of the sticks wearing out.

Compared to the SNES, only about half the amount of games were made for the N64. It probably had to do a lot with the cost of the cartridges and the assumed lack of storage space when compared to a CD, but also with third party developers expressing their dissatisfaction with Nintendo’s business practices. To make up for it, Nintendo expanded their franchises and pushed their advantage with 4 player games. These included Mario Kart 64, Mario Party (a board game with many mini-games), and Super Smash Bros. (a 4-player fighting game featuring first party characters like Fox McCloud, Link, Mario, Pikachu, Kirby, and Samus Aran). They also capitalized on having RARE in their pocket with Donkey Kong 64, Banjo-Kazooie, and Perfect Dark. It seemed like there were more “must-have” games and fewer mediocre ones, and the majority of the "must-haves" were 1st party games.

This particular era of video game consoles introduced something new in that there were 3 major consoles, and comparing them was a little more difficult. In particular, comparing the cartridge-based N64 to the CD-based systems was a little like comparing apples to oranges. Near the end of its life, the N64's competitors (Sega Saturn & Playstation) were replaced by their respective successors: the Sega DreamCast and the PlayStation 2. They each had newer and better features, and Nintendo would have to release their new system soon as well to catch up, as well as compete with a new 4th company: Microsoft.


Adam Koralik's recap of the N64.

Adam Koralik's recap of the 5th generation of video games.


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