It always struck me as such a cumbersome halfway house solution between the N64 carts and CDs. The DD's proprietary discs would only hold 64 MB of data, compared to nearly 10 times that amount on a CD, while most N64 carts held 32 MB (some up to 64, like RE2, some less). So for nearly another $100, you'd get an add-on that would have games the size of RE2 and a few other features like an internal clock on your N64.
In retrospect, it was one of the dumbest accessories/add ons ever. If this had been part of the N64 from Day 1, maybe the system would've been somewhat more kindly received by third parties (64 MB discs rather than the usually 16, sometimes 32 MB carts they had in the early days of the N64), but I doubt it.
Animal Crossing 64 is still one of the most ridiculously ambitious things on that system, though, and there's no way it could've happened without the disc drive. Also Mario Artist, which is probably the coolest thing on the N64 that didn't leave Japan.
well, to be fair, the largest carts around N64 launch were 8MB. 4MB was the standard. we didn't see 16 MB carts until like a year later and 32MB carts until OoT came out.
going from 4-8MB carts to 64MB disks sounded a lot more appealing before launch. also, these disks would be a lot cheaper than carts. 64DD games were in the $20-$30 range when they originally released.
but yeah, a CD was still way bigger and cheaper, which made these disks pointless. the only way they'd have a chance is if the 64DD disk was the main media of the N64 and it didn't have carts (or if they worked like Saturn carts). being an add-on sealed its fate ever since the idea was thought up. i guess the sucess of the Famicom Disk System blinded them into thinking they could do it again.
Using the flash card thing, you can play it on original hardware? And there is a patch that is fully functional in that? This seems to be the best option in my opinion. Does the 64DD not bring any hardware capabilities that would be required?
nope. the 64DD is mostly just a storage device concerning F-Zero X + Expansion Kit.
the only thing you lose is the ability to save ghosts because it uses the disk's save space to store them (the cart can hold 1 ghost. the 64DD disk holds up to 408)
the rest of the game could fit in a 64MB cart. most tracks are under 10 kilobytes in size so even 100 courses wouldn't even fit one MB.
this is why it sucks even more that Nintendo has never re-released it. they don't need to add anything to the emulator if they just modify the rom a bit.
Got a PC? Then you can make your own tracks using an editor that's far more expansive than Nintendo's own yet offers the same features
http://www.romhacking.net/utilities/434/
Creating and editing courses can also be done without a ROM - which enables for easy sharing. And when you copy your custom tracks to the ROM you can play it on the real hardware via an Everdrive 64, or use an emulator.
So yeah, Ive never understood why this editor never got more recognition.
to be fair and precise, the actual EK can do things that are impossible in the vanilla rom and this editor. the opposite is true too.
one thing the EK can do that this can't is have tracks with 8 jump plates or 32 zippers. the rom maxes out at like 2 or 4 jumps and can only do 21 zippers (or 42 if there's absolutely no other track details)
i know because some of my custom tracks from the EK are impossible to recreate with this editor.
FZX with the EK is slightly different than vanilla FZX. it's like modern games after a patch.