We all like to say that Nintendo's 3rd party support was at an all time low during the N64, but looking at the titles we got, it wasn't really that bad. I also really don't understand how this machine had acquired the stigmata 'kiddie machine' by the end of its life cycle.
The N64 had decent 3rd party ports, like THPS2, we had sports games from NHL to Fifa, awesome ports like Rayman... but this thing was a monster shooter machine! It basically cultivated the Xbox demographic before it came to be.
It had an exclusive Doom, Quake 1, Quake 2, Hexen, and the exclusive Duke Nukem: Zero Hour, Turok 1-3 and Rage Wars, Daikatana, Duke Nukem 3D...
Besides that it had Shadow Man, Armorines, Body Harvest and the Mission Impossible games, it had for some weird reason Command & Conquer and Starcraft, it had the exclusive LucasArts games...
And this is all just western stuff, Bomberman was basically a Nintendo Icon during this time with 3 exclusive titles and Konami also had the 3D Castelvania titles going..
You get where I'm going. The titles weren't that well paced during it's life span, some titles where of questionable quality and hindsight is 20, but there are many titles I look back on fondly besides the obvious Nintendo titles.
I'd say that the shutdown of their American 3rd Party team, when Nintendo Japan/Iwata took the helm during the GCN era was one of the biggest mistakes Nintendo made during their last few generations.
I don't know if their relationships to the western dev teams were better than they are now, but they delivered results considering the Playstations 3rd Party policies were much better, the cartridge situation and that they were late to the generation.
I don't recall anyone calling the N64 a "kiddie machine" in the US. Looked cool, powerful, a good number of "mature" titles, action games, sports games, and shooters.
Main complaints were the lack of games, price of them compared to PS1, delayed games, and droughts.
It wasn't until the Gamecube that the "kiddie" stuff fired back up again due to the look of the machine.
This thread is about western third-party support, not general. Yes, N64 had a very solid western third-party support.
Activison (Tony Hawk, Spider-Man, Nightmare Creatures, Vigilante 8)
EA (Madden, FIFA, Nascar, NHL, NBA Live, Beetle Adventure Racing, 007: TWINE)
Ubisoft (Buck Bumble, All Star Tennis, Monaco Grand Prix, Rayman, Rocket, F1)
Take-Two (Silicon Valley, Earthworm Jim, Monster Truck Madness)
Ocean (MRC, Mission: Impossible, GT 64)
GT Interactive (Hexen, Duke Nukem)
Midway (Mortal Kombat, Cruis'n, Wayne Gretzky's, NFL Blitz, Rush, Body Harvest, Rampage, Gauntlet, R2R Boxing, Hydro Thunder, World Driver Championship)
Acclaim (Turok, Extreme-G, NBA Jam, Shadow Man, All-Star Baseball, Forsaken, South Park)
THQ (WCW/WWF, Road Rash)
LucasArts (Star Wars, Indiana Jones)
Infogrames (Worms, Indy Racing, V-Rally)
Crave (Gex, Fighting Force, Robotron, Battlezone)
Nintendo itself managed to publish some third-party owned IPs like C&C and Starcraft.
From the big western publishers at the time, only Infogrames actually gave shi
It's no secret why it managed to keep the SNES userbase intact in US. They actually managed to succeed appealing to the western crowd. Something it's really missing right now under NoA's current management, which is totally subdued to NCL's autority.
Sorry, but it really was.
According to this list the N64 had 388 games in all, around 61 or those were published by Nintendo. So 327 third party games. That's pretty poor support in my book.
Konami and Hudson were the main japanese publishers who baked N64 (Enix and Capcom to a much lesser extent).That is true of course, but this thread is specifially for the western third-party support which was quite good.
Japanese studios were quite happy to break free from Nintendo and it's totalitarian reign and Square and Enix not supporting the system was the final nail in it's coffin for japanese third-party support.
A little bit of Hudson, a little bit of Capcom, but otherwise it was a wasteland.
Konami and Hudson were the main japanese publishers who baked N64 (Enix and Capcom to a much lesser extent).
Reason being that N64 sales in Japan weren't brilliant after the launch while in US, N64 was number 1 system until mid 1997, with strong sales after (just not as strong as PS1).
To note also that main sales difference between SNES and N64 was located in the japanese market, on the other hand in America and Europe N64 sold just a couple million units less than SNES.
SNES:
Japan: 17.17 million
America: 23.35 million
Other: 8.58 million
N64:
Japan: 5.54 million
America: 20.63 million
Other: 6.75 million
Final Fantasy VII was annoucned for PS1 in January 1996, before N64 launch.Was Final Fantasy not coming out on the N64 a decision made before the system launched in Japan? I remember the tech demo, but that was well before launch.
Final Fantasy VII was annoucned for PS1 in January 1996, before N64 launch.
As far I know initially FFVII was planned for SNES but later moved to PS1.
It was never really meant for N64 (thetech demo was for SGI, not specifically for N64) due to the lack of CD.
Buck to the BUCK to the bicky bop bop, buck to BUCK to the BUMBLE.
In retrospect it wasn't a very good game, but damn if it wasn't fun as a kid.
Yep, I remember this.N64 was never known as a kiddie machine, that was the gamecube.
Buck to the BUCK to the bicky bop bop, buck to BUCK to the BUMBLE.
In retrospect it wasn't a very good game, but damn if it wasn't fun as a kid.
I'd say N64 and Gamecube is where they lost the big 3rd party exclusives, but still got the majority of multiplatform titles. Wii though...
N64 was actually all Western support, whereas Saturn and Playstation lapped up Nintendo's home soil.
Project Reality was spearheaded by Nintendo collaborating with Silicon Graphics, Paradigm Simulations, Argonaut, Rare, DMA Design, and many more all western developers. N64 Was the most Western console this side of Xbox.
Konami and Hudson were the main japanese publishers who baked N64 (Enix and Capcom to a much lesser extent).
Final Fantasy VII was annoucned for PS1 in January 1996, before N64 launch.
As far I know initially FFVII was planned for SNES but later moved to PS1.
It was never really meant for N64 (thetech demo was for SGI, not specifically for N64) due to the lack of CD.
Nope.Actually it was.
Source?Nintendo later tried to get a FFVII port made by Angel Studios. Square rejected it. So they decided to do RE2 instead.
If that's what you're into... personally, I much preferred the (still not great) attempts to win back Japanese third parties in the Cube and Wii era. Tales of Symphonia, Baten Kaitos, FF:Crystal Chronicles are much more important to me than all those western 3D platformer collectathons or racing games that the N64 was full of.
Actually it was.
Nintendo made the 64DD to keep both Square and Enix on their hands. They knew both were developing Final Fantasy VII and Dragon Quest VII, so a machine with more space was needed to keep the two J-RPGs giants into their ground. Somehow, Nintendo was already aware the N64 wasn't good enough for J-RPGs, so an add-on was necessary.
Square had a shaky relationship with Nintendo by that time. Nintendo wasn't providing Square carts with the space needed for their games. Games like Romancing Saga and Secret of Mana had cuts because of that. While Nintendo gave Enix the proper storage carts they needed. This angered Square. To makes things even worse, Nintendo backed down the deal to let Square publish Super Mario RPG and decided to do themselves.
Square decided to cut loose their relationship with Nintendo and jumped to Sony. It wasn't because Nintendo made carts. Sure, it was a limitating factor indeed, carts are nowhere near CDs, but the real reason were the sparks both company had. The "official story" is mostly a cover up, to not expose the spark with Nintendo and, of course, sincewhile they were tagged with Sony, they made a story to antagonize Nintendo and it's decision to go carts. If CD-Roms were the real reason to jump off the train, then Square would have tagged with Sega way before, as they were supporting this media even prior to Sony joining the game.
Afterwards, this sparked a chain reaction in the japanese development scenario and started a mass exodus. The reason why Nintendo decided to go carts was mostly to keep their control over third-parties and the carts manufacturing demand. Piracy and no loading times were just appealing excuses. Once Square jumped off, every major japanese developer did the same, as it represented a "fuck you" to Nintendo's control over third-parties.
That's why Nintendo didn't gave two fucks to the 64DD. The major liaison, Square and Enix, were lost, so there was no reason left to support it.
Nintendo later tried to get a FFVII port made by Angel Studios. Square rejected it. So they decided to do RE2 instead.
Control over media manufacturing is still a serious issue regarding Nintendo. They still keep this practice till today, that's why they still support carts for portables or try different media formats than everyone else in order to have control. With Wii U's failure and consequently lost of every single third-party, this will probably be ended by Kimishima.
Nope.
FFVII as never really considered for N64 during development.
Source?
Nope.
FFVII as never really considered for N64 during development.
Source?
I love/hate Nintendo as much as the next guy, but this had nothing to do with that.
Nintendo was terribly inconsiderate about the livelihood of third parties when they went with carts on the N64. And they paid for that blunder, as everyone (including Mikami) went off and made games for the PSX and Saturn. And yes, Nintendo talked a big game about how they didn't need those people.
But then Nintendo and Angel Studios tried to prove that carts could do more than people thought, and they approached Square, and Square told them to go to hell (LOL). Then they approached Mikami, and Angel Studios got permission to try and make RE2 for the N64. And they actually did it. This was an amazing feat and it impressed Mikami, so he considered flirting with N64 and making RE Zero for it.
Meanwhile, Mikami had actual experience with Sony, and had problems like trying to convince them to allow him to make a game with polygon characters on a prerendered background (Sony initially argued that Resident Evil was "too 2D" and shouldn't be allowed on PlayStation).
Sega didn't pull this kind of crap with Mikami. And Nintendo, despite their flaws, seemed to want to do better and was ready to suck his dick. And Mikami was even willing to give Microsoft a chance. Mikami was multiplatform at heart, and Sony was giving him reasons to walk away.
Final Fantasy SGI Demo was presented at Siggraph '95 and , as for the other demos which are presented at that show, its purpose was to research new graphics techniques.FF SGI Demo was made with the N64 hardware in mind. SGI/Silicon Graphics was Nintendo's major supporter and partner in the hardware development division. The partnership was started circa 1993. By that time, Square was still into Nintendo's circle. N64 had SGI's technology all around and the tech used into FF SGI Demo was the same from N64's hardware. FF SGI Demo tech was later used into FF7.
64DD was made with Square and Enix in mind, in order to handle the J-RPG genre, as the normal hardware didn't had enough space for, thus they needed something to keep them around.
I meant a credible source (no offense to Cheerilee).Cheerilee
Wow, what a list!Midway published and/or developed so many arcade racing games, simply loved they all for what they were:
California Speed
San Francisco Rush
Rush 2: Extreme Racing USA
San Francisco Rush 2049
Off Road Challenge
Stunt Racer 64
Top Gear Rally
World Driver Championship
Micro Machines 64 Turbo
Hydro Thunder
Wipeout 64
Cruis'n USA
Cruis'n World
Cruis'n Exotica
Rush series holds a special place in my heart, specially Rush 2, that was exclusive to the Nintendo 64. Good times...
Final Fantasy SGI Demo was presented at Siggraph '95 and , as for the other demos which are presented at that show, its purpose was to research new graphics techniques.
When the project resorted it was vaguely intended for N64 DD but production actually never really started for it (they never even received a N64 prototype!).
The switch into production happened directly onto PS1 when they decided that for FFVII CD technology was required.
IGN said:Seeing as how the seventh Final Fantasy was originally considered for Nintendo's emerging N64 system (and its 64DD add-on), this presentation of a 3D Final Fantasy was regularly reported to be "Final Fantasy 64" when journalists made the connection between Square's exclusive relationship with Nintendo and SGI's exclusive partnership with Nintendo for its upcoming "Ultra 64" gaming platform (the demo ran on a SGI Onyx unit.)
Final Fantasy SGI demo presented for Siggraph '95 being developed using SGI workstation is a clue that it was intended for N64 as much as Square demo (Chocobo de Battle) for Siggraph '97, again developed using SGI workstation, was intended for N64.
Which wasn't the case at all.
If you look at this, it was something N64 hardware could easily handle. The graphics and character models are very N64-like.
When are we going to get RUSH on virtual console? Or something.Beetle Adventure Racing and San Francisco RUSH were my two favorite racing games of that gen.
N64 was never known as a kiddie machine, that was the gamecube.
They had an exclusive game from the GTA devs, I'm not sure that has happened before or since.
And no, Agent doesn't count.
Once Sony made PlayStation a thing, everything Nintendo became "kiddie" unfortunately.
Once Sony made PlayStation a thing, everything Nintendo became "kiddie" unfortunately.
The "kiddie" stigma existed well before Sony was a thing. It was part of Sega's marketing.
N64 was never known as a kiddie machine, that was the gamecube.
That was an example.Chocobo de Battle, unlike Final Fantasy SGI, was running at a 1.25 million dollar Onyx2 SGI with 2 gigs of RAM. No home console hardware could run that at the time, not even arcades could. On the other hand, FF SGI was very suitable for home console tech. Very different techs and, especially, costs between each demos.
That's not true though. The N64 was definitely considered a "kiddie" system back then.
Which isn't I don't trust you, but your post read like a rumor/fanfiction.None taken.![]()
Not in the us, golden eye was the equivalent of halo, and mario was the most powerful gaming franchise at the time.
Beetle Adventure Racing and San Francisco RUSH were my two favorite racing games of that gen.
It's not a perception issue. Even taking into consideration all those types of games like Muramasa, Little King's Story, No More Heroes or Zak and Wiki, the number 5 best selling console of all time had suspiciously little third party support outside of shovelware.
It really was a suspicious underserving of the user base available to developers...
I believe it to be mostly ideological. At launch they didn't think it would succeed. After launch, it was where you put your casual party games.