The Launch of the Nintendo 64 (1996) | Classic Gaming Quarterly

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I remember the day after it launched, one kid managed to snag one We were supposed to be watching the school spelling bee, but a bunch of us were huddled in the back of the auditorium pouring over the manuals for mario 64 and pilotwings 64. We were losing our freaking minds at how the games looked. good times.

👍︎︎ 57 👤︎︎ u/[deleted] 📅︎︎ May 28 2017 đź—«︎ replies

Ah yes the memories. I was 4 when I got my N64, my mom worked at an electronics store and one of the launch systems was broken, but one of the technicians managed to repair it and gifted it to me. This was the console that made me fall in love with Nintendo, the amount of time I spent with that thing is insane, I was playing it regulary until a few years into the Wiis lifecycle, it is my favourite homeconsole to date.

👍︎︎ 13 👤︎︎ u/GensouEU 📅︎︎ May 28 2017 đź—«︎ replies
👍︎︎ 11 👤︎︎ u/fetalasmuck 📅︎︎ May 29 2017 đź—«︎ replies

Ah man, I got the 64 day one with Mario 64 and pilot wings. I saved everything I had and worked extra hard to get it. I remember the first time I booted Mario 64 and seeing his face blew my mind.. I couldn't believe I was playing a full 3D MARIO game

👍︎︎ 12 👤︎︎ u/sapper2345 📅︎︎ May 28 2017 đź—«︎ replies

12 year old me and my younger brother sold all our SNES stuff to get the ~300 bucks together to buy an N64. Must have been at least a month before we saved enough to actually buy a game also... great memory though.

👍︎︎ 7 👤︎︎ u/Omicronknar 📅︎︎ May 29 2017 đź—«︎ replies

I remember renting an N64 from a Blockbuster for a weekend. I think we got Mario and Wave Race with it. The shark in the submarine stage terrified me and my cousins. Got my own that Christmas with Diddy Kong racing. Always preferred DKR to Mario Kart.

👍︎︎ 4 👤︎︎ u/BillOfVaudeville 📅︎︎ May 29 2017 đź—«︎ replies

I was in third grade when I got mine. My best friend had the system and we'd play all the time. All the Rare games, Mario, Zelda, it blew my little elementary school mind. My parents weren't too keen on video games. I had a computer that I shared with games on it, and I had a Gameboy with a few games, but no consoles.

I saved up my own allowance money to buy that N64. I love that thing to death, and if by chance my house is on fire, my N64 may be the thing I run back in for.

👍︎︎ 2 👤︎︎ u/weezermc78 📅︎︎ May 29 2017 đź—«︎ replies

I bought an N64, Super Mario, and about a 1/4oz of some terrible weed the weekend after its release. I had never seen anything like it, it was mind blowing. I could not believe how good Mario was - and I felt that the $250+ spent was justified just by this one game alone.

👍︎︎ 2 👤︎︎ u/ohyeahbonertime 📅︎︎ May 29 2017 đź—«︎ replies

https://youtu.be/CeHk5ujpZ2s?t=380

Interesting, seems the N64 was at one point called the "Hyper Nintendo" rather than "Nintendo Ultra 64" in its infancy?

👍︎︎ 1 👤︎︎ u/ToasterToasts 📅︎︎ May 29 2017 đź—«︎ replies
Captions
The Nintendo Entertainment System is widely credited with resurrecting the North American home video game market, and was a defining feature of the standard American childhood in the 1980’s. In 1991, the Super Nintendo was released, and immediately locked horns with the Sega Genesis for control of the 16-bit generation. A pair of Ill-fated systems launched in 1993 foretold the transition of home gaming into 3D, but it was the 1995 release of both the Sega Saturn and Sony Playstation that brought it into the mainstream, and even with triple-A titles like Yoshi’s Island and Donkey Kong Country 2 yet to come, it was obvious that the Super Nintendo could no longer remain as Nintendo’s flagship product. On this episode of Classic Gaming Quarterly, in 1996 Nintendo joined the 3D revolution by partnering with Silicon Graphics to develop the Nintendo 64. And while many in the older generation of gamers had moved on to the Saturn and Playstation, in the mid to late 1990’s the N64 made Nintendo fanatics out of a whole new generation of gamers. <Theme music playing> The history of 3D gaming stretches all the way back to the early 1980's with vector-based arcade games like Battlezone, as well as home computer games including 3D Monster Maze. By the late 80's, 3D graphics had matured to the point that racing games like Namco's Winning Run and Atari's Hard Drivin' were able to, through the use of polygons, give a rough approximation of the real world. However polygon-based 3D graphics required powerful hardware, leaving home consoles of the time to fake it with techniques like raster effects. In the 16-bit era, the Super Nintendo’s Mode 7 scaling and rotation made pseudo-3D games like Pilotwings possible, but Nintendo's first foray into proper 3D gaming came with the development of the Super FX chip, a graphical co-processor that allowed for polygon-based 3D graphics. The chip was most-notably used in 1993's Star Fox, a 3D rail shooter that was co-developed by UK-based "Argonaut Games", who also developed the chip itself. The Super FX chip opened a Pandora’s box, and Nintendo wanted to emphasize 3D graphics moving forward. An enhanced version of the chip, known as the GSU-2, was used to create Star Fox 2, which was completed in 1995 but never released. By this time, both the Saturn and Playstation had been released in Japan, and Nintendo wanted to avoid comparisons between Star Fox 2 and games on competitors more advanced hardware. They also wanted to create a stronger association between 3D gaming and their next entry in the home console market. Silicon Graphics created workstation computers that were capable of rapid 3D modeling, which in the early days primarily had applications in the fields of science and engineering. The company was founded in Silicon Valley by a group of Stanford University graduate students in 1982, and by the early 1990's, as Hollywood shifted towards using computer-generated special effects, SGI workstations were used in blockbuster movies like Terminator 2, and were even featured on-screen in 1993’s Jurassic Park. Sensing the potential of using Silicon Graphics technology to develop video games, brothers Tim and Chris Stamper, founders of Rare, leveraged their success on the NES to invest in an SGI workstation. At around the same time that Star Fox was hitting store shelves, the Stamper brothers were beginning development of one of the most important games to hit the Super Nintendo, and would use a new graphical technique creating 2D sprites from 3D renderings to develop Donkey Kong Country, which in the waning days of the 16-bit era helped put the final nails in the coffin of the aging Sega Genesis. Silicon Graphics specialized in producing highly advanced, and highly expensive, computer hardware with a limited target audience. But in the early 90’s they turned their eyes towards the mass market, and video gaming, they thought, was their golden ticket. In 1993 they developed a game hardware prototype called the "Reality Engine", based on the MIPS R4300i CPU. “See how, as it passes the lorry, the billboard turns. If your point-of-view was in the lorry, that would just look like a tree all the way round.” SGI founder Jim Clark went first to Tom Kalinske at Sega of America, but the two were unable to convince a skeptical Sega of Japan President Hayao Nakayama. Clark then went to Nintendo and got a much different reaction from Hiroshi Yamauchi, who agreed to license the technology on a non-exclusive basis. On August 23rd 1993 Nintendo and SGI jointly unveiled their partnership, then called "Project Reality", announcing that it would have a hardware presence in the arcades in 1994, and in the home the following year. In March of 1994, the Stamper brothers, of course already experienced in creating video games using SGI hardware, officially joined Project Reality, agreeing to develop games for an arcade-based iteration of Nintendo's next-generation hardware beginning with 3D fighter Killer Instinct. Arcade powerhouse Williams would distribute the game in the arcades under the Midway label, as well as producing their own game for the platform, Cruis'n USA. Although these games were intended to show that a title developed for the arcades could be brought home with little to no compromise, in fact the arcade hardware bore little resemblance to what would become the Nintendo 64. Rare and Williams were the first two members of what Nintendo called their "Dream Team", a supposedly hand-picked group of mostly lesser-known third-party developers, as Nintendo's next big announcement pushed many of the big names out of Nintendo's camp. Although the company had hinted that their new console might use CD-ROM media, in May of 1994, Nintendo controversially announced that cartridges would remain as their medium of choice. Cartridge media was faster, but it was also more expensive, and had at best about 1/10th the storage capacity. While publicly stating that this decision was based on what they felt was consumer demand at the time, in fact it may have had more to do with driving down the cost of the hardware, with Nintendo's Peter Main admitting that it lowered the per-unit cost by at least $150. This decision also allowed Nintendo to maintain tight control over software publishing, which had always been a defining characteristic of their business strategy. Bellwether third-party developers like Capcom, Konami, and Square, who had up to this point been major sources of quality third-party titles on Nintendo hardware, would come to have a vastly reduced presence on Nintendo's latest offering. In mid-1994, Nintendo released the first image of the console, now called the "Ultra 64", likely a reference to pre-video gaming Gunpei Yokoi-designed Nintendo products like the Ultra Hand and Ultra Machine. While this Ultra 64 was simply a prototype that was nearly 2 years away from release, it ended up being the final cosmetic form of both the console and cartridge. On January 5, 1995, the Ultra 64's finalized hardware configuration was announced, and is centered around the 64-bit NEC VR4300 CPU running at just under 94 MHz, and interfaced with a 32-bit system bus. The 64 has a stock 4 MB of RAMBus unified system RAM, expandable to 8 with the purchase of 1998's Expansion Pak. The system uses the same multi-output audio/video jack as both its predecessor the Super Nintendo and its successor, the GameCube, but unlike the SNES, the 64's video output is limited to composite and s-video, with RGB output requiring hardware modification. The true heart of the 64's hardware is the Reality Co-Processor, which is actually 2 chips in one. The Reality Signal Processor handles all 3D graphics processing as well as generating system audio, while the Reality Display Processor performs pixel-level functions like texture mapping, anti-aliasing, perspective-corrected texturing, and tri-linear mip-mapping, all of which combine to allow the hardware to display smoother 3D objects than what's possible on either the Saturn or Playstation, without requiring high polygon counts. Lastly, whereas both the Saturn and Playstation required the purchase of a multi-tap, the Nintendo 64 had 4 controller ports built-in, a feature not seen on a mass-market video game console since 1982’s Atari 5200. Because of this, and thanks to the 64's powerful chipset, many of the most popular titles for the system prominently featured 4-player play, including Mario Kart 64, Goldeneye 007, Super Smash Bros, and the Mario Party series. The Japanese release of the Ultra 64 was scheduled for December 1st, 1995. And with the industry leader set to release a $250 64-bit system mere months after the launch of their own 32-bit systems, both traditional foe Sega and market newcomer Sony would try to grab as much marketshare as possible before the Ultra 64’s arrival. The Ultra 64 made its worldwide debut in final form on November 24, 1995 at the Shoshinkai trade show, also known as Nintendo Space World. The name of the system had changed, becoming simply the Nintendo 64. One rumor was that the "Ultra" moniker was trademarked by Konami, ironically because they had created a shell company during the NES days in order to circumvent Nintendo's own limits on third-party publishing. According to Nintendo themselves, however, the name change was simply the result of a desire to create consistent branding across all markets worldwide. It was also announced at this show that the Japanese launch date had been pushed back to April 21st of the following year. Although a number of games were shown at Shoshinkai, including conceptual animations for what would become Ocarina of Time, just 2 games were available to play. Kirby Bowl 64 was in development by Kirby creator HAL Laboratory, and would eventually evolve into Kirby Air Ride, a game initially intended for release on the Nintendo 64 that finally appeared on the GameCube in 2003. The other game available for play was Shigeru Miyamoto's Super Mario 64, which Nintendo at the time claimed was just the game’s working title. Although the demo was advertised as being only 50% complete, so polished was it that to show attendees it felt like they were playing the final product, but the experimental build of the game would undergo many changes before its release the following year. It was also at Shoshinkai that the public saw the Nintendo 64’s unique inverse trident controller for the first time. The radical design features a unique 3-handled configuration, and includes both a standard D-pad and an innovative analogue thumbstick. The total number of action buttons on the face was increased to six, and along with the two shoulder buttons, a trigger button was added to its underside. Lastly, the controller includes a peripheral slot, which can be used with a memory unit for saving games, a rumble pak for force feedback, and a transfer pak for transferring data to and from Game Boy and Game Boy Color games. The controller was designed by Nintendo's Research and Development 3, led by veteran Nintendo hardware engineer Genyo Takeda. As head of R&D3, Takeda previously led the development of the battery-backed game save system that made it's debut in 1987 with The Legend of Zelda, as well as producing numerous noteworthy games, including the first several entries in the Punch Out!! franchise. Having been delayed yet again, the Nintendo 64 finally launched in Japan on June 23, 1996. The system sold for 25,000 yen, and available on launch day were Saikyo Habu Shogi, a third-party title based on the Japanese board game Shogi, along with first-party titles Pilotwings 64, and Super Mario 64 which predictably sold at a nearly 1-to-1 ratio with the system itself. Nintendo initially shipped 500,000 units to stores in its home country, and they sold out in just one week. Throughout 1995 and early 1996, excitement here for the Nintendo 64 was at fever pitch, and the latest scuttlebutt was front page news on seemingly every gaming magazine. The Nintendo 64 made its official American press debut on the day before the Electronic Entertainment Expo, on May 15, 1996. The launch date was announced; September 30, as well as the price: $249.99. With the June launch of the N64 in Japan, consoles began making their way into the hands of industry insiders, increasing domestic press coverage and as a consequence, the public's anticipation for the system, with many gamers resisting joining the next generation of video games until everyone's cards were on the table. In August, with the system yet to even be released, Nintendo announced a price drop to $199, bringing the system in-line with both the Saturn and Playstation. They also moved up the launch date up one day to the 29th because parents were complaining that the 30th was a school night, and sent this VHS tape out to registered Nintendo customers. “Welcome to N64…” Nintendo 64 systems were in-stores, under lock-and-key, on the 26th in preparation for the launch date, but when ubiquitous mall retailer Kay-Bee Toys broke the street date and began selling systems immediately, other stores followed suit, and Nintendo had little choice but to green-light the early launch nationwide. Breaking with tradition, the system did not include a pack-in game, and came bundled with only a single grey controller and a set of composite audio-video cables. Additional controllers in a variety of colors, as well as an RF adapter for older TVs were available as a separate purchase for about $30 each. The Nintendo 64 was released to both great fanfare in the press, and high consumer demand. In its first month on the market, the Nintendo 64 sold over a half million units, and that November, Time magazine named the 64 as it’s “machine of the year”, perhaps hyperbolously stating that Nintendo had stuffed a $10,000 machine into a $200 package, and hailing it as the first game machine to offer fully-immersive 3D environments. Although it would later turn into a two horse race with the failure of the Sega Saturn in North America, in 1996 it looked like the console wars weren’t just continuing, but were about to heat up. And the same gamers who were being told to stick with the Super Nintendo through the launch of the Saturn and Playstation were now being encouraged to upgrade. With Nintendo stating that they wanted to emphasize quality over quantity… “The key isn’t the number of the games, the key is the quality of the games.” …only two games were available on launch day, each with a list price of $69.99. Pilotwings 64 was the follow-up to 1991’s Pilotwings, itself a launch title on the Super Nintendo. The game was co-developed by Nintendo and Paradigm Simulations, who were part of Nintendo’s “Project Reality Dream Team”, and who would go on to create the much-loved Beetle Adventure Racing. Pilotwings 64 is a great game in its own right, and expands upon the original in every way, while showing off the power of Nintendo’s then-new console. Unfortunately, Pilotwings 64 was in the unenviable position of coming out alongside one of the most hotly anticipated video games of all time. The first true 3D platform game was a little-known French title called Alpha Waves, initially released in 1990 on the Atari ST home computer, and brought to North America as “Continuum” by Data East for the IBM PC. The game uses simple, flat-shaded polygons and has the player moving a simple polygonal geometric shape up and across a series of platforms. While rudimentary to the extreme, it was head-and-shoulders above anything possible on a home gaming console at the time. Five years later, shortly after the console’s launch, Jumping Flash appeared on the Sony Playstation, and although the game features a first-person perspective, vastly simplifying camera issues, it was an early indication of what was possible when bringing the platforming genre into 3D space on more powerful hardware. Naughty Dog’s Crash Bandicoot beat the Nintendo 64 to market in North America by mere weeks, and while the game kicked off one of the Playstation’s signature franchises, it’s linear levels by their nature lacked the open-world exploration that would be characteristic of the genre moving forward. In 1991, during the development of Star Fox, Shigeru Miyamoto was already forming the idea of a Super Mario game set in a fully 3D world, but it was not until Project Reality was itself a reality, that development of a 3D Super Mario game was begun. As was the case with all previous entries in the series, the development of Super Mario 64 was led by Miyamoto and Takashi Tezuka, along with series newcomer Yoshiaki Koizumi as both an animator and assistant director. Koizumi joined Nintendo directly out of college, designing manual layouts and writing storylines and dialogue for both The Legend of Zelda: A Link to the Past, and its sequel Link’s Awakening. Initially intending to become a film director, Koizumi sought to introduce deeper storylines into Nintendo’s games, sometimes to the chagrin of Miyamoto, and would go on to co-design both Ocarina of Time and Majora’s Mask. The 3D model of Mario was created, likely by Koizumi, in a software suite by Nichimen Graphics called N-World, most-likely on a Silicon Graphics Onyx workstation. Rather than trying to take advantage of the system’s palette of over 16.7 million colors to give the graphics a more realistic look, Super Mario 64 stays true to the franchise’s artistic style, with Mario donning a primary-colored shirt and overalls, consistent with Miyamoto’s vision to create the game as an interactive cartoon. The game begins with Mario outside the castle of Princess Peach, who naturally has been kidnapped, and this open area provides both the tips and terrain for you to explore the game’s new control scheme, which gives the player a much-expanded level of control. Once you’re ready, you can enter the castle, which acts as a hub of sorts for you to access the game’s levels. Only one level will be unlocked at the outset, with other levels unlocked in the order of your choosing after the collection of a requisite number of stars. The collection of these stars is the ultimate goal of every level, with a total of 7 stars available in each of the game’s main stages. In the Super Nintendo launch episode, I said that Super Mario World was almost an adventure game in platformer’s clothing, and this is the case even moreso with Super Mario 64. The game brought with it a major change to the core gameplay of a Super Mario title, and Nintendo was seemingly taking a risk by affecting such a fundamental reinvention of their marquee franchise. Aside from the obvious change to 3D, the game ditches linear levels, and takes place in an open, almost sandbox-style world that encourages untimed exploration over level completion. While the completion of challenges leading to a star is your ultimate goal, you can spend quite a bit of time wandering around and interacting with various elements in each stage, and Super Mario 64 offers a much deeper and more immersive gameplay experience than previous games in the series. Unlike the small handful of 3D platform games that preceded it, Super Mario 64 features a revolutionary camera system that allows you to move the camera in real time during gameplay. Arguably a hallmark of the franchise, each of Super Mario 64’s levels has a distinct atmosphere and is uniquely themed. The game’s graphics, while colorful, are as expected much more detailed when compared to prior entires in the franchise, and I would argue that Super Mario 64 has visually held up much better than most 3D games of its generation. Veteran Nintendo composer Koji Kondo also had a slew of new toys to play with on the Nintendo 64, and used them to great effect when writing the soundtrack for this game. While many of Super Mario 64’s tracks are familiar rearrangements of franchise mainstay melodies, gone are the chiptunes of the 8 and 16 bit eras, replaced by an eclectic mix of jazz and orchestral styles. The voice of Mario in Super Mario 64 is portrayed by veteran voice actor Charles Martinet, who got his start working for Nintendo at trade shows like the 1992 Summer CES, where both his voice and movements were coordinated with a Silicon Graphics-generated 3D Mario in an interactive experience called Mario in Real-Time. Martinet would go on to voice all of the characters in 1994’s Super Punch-Out, and his first in-game performance as Mario took place in 1995’s “Mario Game Gallery” for the PC, but it was his work in Super Mario 64 that cemented the voice of Mario in the minds of gamers. In fact, it was Marinet’s idea to have Mario fall asleep and dream of Italian food if you left him idling for too long. Great as it may be Super Mario 64 is, understandably as it was blazing a new trail, not a perfect game. While the new analog thumbstick gave players more precise control over Mario, even Miyamoto himself admitted that players accustomed to digital controls would face a steep learning curve. And as innovative as it was the camera system does at times get in the way of playing the game. Super Mario 64 also lacks a 2-player mode, and as a consequence Luigi is absent from the game. But in much the same way that the original Super Mario Bros influenced other 2 dimensional platform games, the influence of Super Mario 64’s game play and camera system can be clearly seen in other titles of both it’s own and subsequent generations, and the game can be at least partially credited with the move away from 2D gaming by the industry as a whole. It’s simply impossible to over-state the influence that Super Mario 64 had, both on the game industry, and on an entire generation of gamers. In much the same way that my childhood was defined in part by early video games and iconic 80’s pop culture, Super Mario 64 looms large in the memories of those who grew up in the 90’s, and has gone on to become many people’s all-time favorite video game. For all of the games released for the Nintendo 64 over the course of its lifetime, Super Mario 64 is, for most people, the game most closely associated with the console. It was also the highest-selling game on not only the platform, but of its generation, moving just under 12 million units. It also arguably set the standard by which every other 3D platformer of the era was to be judged, and was in Miyamoto’s storied career, his favorite game to develop. Much like Super Mario World on the Super Nintendo, in its own generation Super Mario 64 never received a sequel. It would be 6 years before the next installment in the franchise, with 2002’s Super Mario Sunshine appearing on the Gamecube, and 11 years before the game’s true sequel, Super Mario Galaxy, would be released on the Nintendo Wii.. If you’d like to play Super Mario 64 but don’t own a Nintendo 64, the game was remade and upgraded for the Nintendo DS in 2004, and both the original and DS versions of the game are available on the Wii-U Virtual Console. That’s going to do it for this episode of Classic Gaming Quarterly, but before we go I need to give a huge thanks to CGQ viewer Sami, who sent in the much-needed first-party Nintendo 64 controller all the way from Riyadh, Saudi Arabia. For his trouble, Sami has a CGQ shirt coming his way, and if you’d like to support the show by purchasing a shirt, you can do so by clicking the Amazon link at the top of the video description. If this is your first time visiting to the channel, also be sure to check out our other launch videos. We’re going to switch things up a little bit this time, and taking us out is one of my favorite YouTubers, Banjo Guy Ollie, with his rendition of Dr. Wily’s Theme from Mega Man 2. As always, thanks for watching and I’ll see you next time.
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Channel: Classic Gaming Quarterly
Views: 2,626,073
Rating: 4.8531451 out of 5
Keywords: Classic Gaming Quarterly, Launch of the Nintendo 64, Launch of the N64, Nintendo 64 Launch, N64 Launch, Nintendo 64 1996, N64 1996, Silicon Graphics Nintendo, Nintendo Silicon Graphics, Super Mario 64 Launch, Mario 64 Launch, Nintendo 64 in 1996, Pilotwings 64 launch, Nintendo 64 launch games, N64 Launch Games
Id: CeHk5ujpZ2s
Channel Id: undefined
Length: 32min 35sec (1955 seconds)
Published: Sat May 27 2017
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