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Why did the N64 fail in Japan?

I see it as missed market opportunity. They had more presence where it would actually make money for them. Japan's industry was (or is) shrinking so it seems weird to devote so much resources if you're not into the idea of pride.

Of course, for the handhelds it makes sense (but that's because that's where the support is) but for home consoles? Uhhh....

A lot of the issues comes from basically whoever is behind the company with funding everything. What you need to understand is there are MASSIVE cultural differences with how business is done / thought in Japan vs the US for example.

Part of the problem is that things are so self centric here its one reason why this country has fallen behind in a lot of things.

Basically am too tired to explain it further, but the short of it is old ways of thinking is what keeps what some think is "the obvious" from happening
 
Final Fight Revenge came out on March 30, 2000. I don't think that was the last 3rd-party game but it was one of the last.
Yeah, I know of that one, what I was wondering was what came after that, from minor third parties. Final Fight Revenge was probably the last major Saturn release, but it wasn't the last game, period.

The 64 DD is what us gamers like to call "epic fail"
Yeah, the 64DD should have been either released everywhere (a year or two before it actually was), or cancelled everywhere (if it was going to release as late as it did). I know that Nintendo released it because they wanted to not go back on their promises to release the thing, but they should have made an exception this time... releasing a whole bunch of stuff for the 64DD that was only going to release for a doomed, miniscule-sales addon that only released in the N64's least successful region is a really terrible idea. The N64 in the US had a thin release list from Nintendo itself in the later years of the systems' life, and part of this was because a few major titles weren't localized (Sin & Punishment, Animal Crossing, the Custom Robo games), but even more importantly as far as internal titles go, because of the focus on the 64DD. F-Zero X Expansion Kit, Doshin the Giant (parts 1 and 2), the three or four Mario Artist games... those were all first-party stuff. Don't make those and the main N64 library, which was what mattered the most (and in particular the US library, since the US was where 2/3rds of N64s sold), would have been better.

I know that the 64DD was this big focus for Nintendo for years, and abandoning it would not have been easy, but many other 64DD games moved over to cartridge, such as OoT. They should have done that with the rest of them, if the 64DD could not have been released on schedule (that is, in time for OoT to be a 64DD game). And even then... I don't know, addons are rarely a great idea, it divides your userbase. I know they liked the idea of all that additional space to save stuff, as the Mario Artist and F-Zero Expansion Kit disks show the uses of, but was the 64DD really needed?

Interesting, i will check it out! because i saw those games in the N64 Zen Soft Catalog in Nico Douga (全ソフトカタログ) but maybe i'm wrong. I was impressed when i saw too many board games on those series.
I suspect that you're wrong, but don't know for sure of course.

I know, i was one of them (lol).
Heh...
 
Sony's marketing and mainstream magazines bashing the N64 through its whole lifespan did the trick in Europe.

Please this is complete bullshit. Nintendo was never important in Europe, Mega Drive was a more popular console here than the SNES. The videogame market was non-existant in Europe, Sony made the market thanks to games + price + piracy.
 
The thing with the N64 is that the 64DD was already announced before the console even launched. Its like Nintendo realized that they had a problem and were trying to bandage up that problem with the 64DD. I wonder if the N64 with the 64DD as the main media standard would of made things any different? It still would of been much cheaper than carts and maybe more developers would of stayed?
 
It really is a shame, PCE was this weird middle ground between the Japanese PC market and the consoles. The sheer number of CD-ROM games suggest a massive attach rate of the peripheral though. I wish we knew more. Nintendo clearly took the 16 bit era, but the NEC was a hell of a plucky upstart.
- PC Engine CD-ROM2 1.92 million
- PC Engine 3.92 million

Indeed around 1991-1992 the CD games took over the HuCard games in quantity and never looked back.
The CD-Rom attachment for PC Engine is the only case I know where an addon soon after took over the entire business of a system.

Then PC-FX happened :-\

Yeah, I know of that one, what I was wondering was what came after that, from minor third parties. Final Fight Revenge was probably the last major Saturn release, but it wasn't the last game, period.

悠久幻想曲 保存版 Perpetual Collection(メディアワークス) 2000/12/07
 
- PC Engine CD-ROM2 1.92 million
- PC Engine 3.92 million

Indeed around 1991-1992 the CD games took over the HuCard games in quantity and never looked back.
The CD-Rom attachment for PC Engine is the only case I know where an addon soon after took over the entire business of a system.

Then PC-FX happened :-\

I presume that PCE number includes all the variants of the base PCE (PCE, CoreGrafx I and II, Shuttle, etc.), but what about the Duo, Duo-R, and Duo-RX? Are those included in that CD-ROM2 number, or not?

But yeah, the PCE CD is almost certainly the most successful addon ever, the PCE Super CD particularly. I can't think of any other time when an addon took over and became the primary continuing format, replacing that in the original console.
 
See this is stuff I wish we had some more concrete information on. I've read things that suggest that Nintendo was nearly as draconian with the Famicom as it was with the NES, yet I have also read things that suggest that it was nearly as open as the 2600 ended up becoming as there was very little control over how carts were produced and how they were locked out.

They weren't as restrictive at first as they were desperate for any third-party support they could get. However, after market domination was complete, Nintendo began to make developers/publishers sign apparently less lucrative contracts (which also apparently restricted the number of titles they could publish) for the rights to publish games for Famicom. Though I cannot find what the specifics are, this is the reason why Namco briefly partnered with both SEGA and Hudson as they were getting a raw deal in comparison to the much more lucrative contract they used to have during the early Famicom days.
 
Iirc few games were released for N64DD, maybe the biggest ones were Animal crossing and that Ocarina of time expansion.
the 64DD was only released so that Nintendo didn't lose the face since the peripheral was announced back in 1996.
However the release was limited so to not incur in losses.
The same fate shared by the Virtual Boy.

Virtual Boy was never a financial disaster for Nintendo simply because they killed it off in a span of 6 months (literally! the last game released in Japan was exactly 6 months after the system launch).
 
悠久幻想曲 保存版 Perpetual Collection(メディアワークス) 2000/12/07
If that's a new game (and not just a budget re-release of something, I wouldn't count re-releases), then the Saturn did outlast the N64 in Japan, in terms of launch-aligned third party support, ~6 years to ~5 1/2. However, the N64 did do better in terms of first-party support, ~5 years to 4.

It very well could have been an issue like what Sony had with the Vita, Nintendo simply assumed support. As far as the dream team games, I still woul dhave loved to have seen that Robotech one, sigh, high school me is sad again.
Yeah, you could well be right about Nintendo assuming that Japanese third parties would move over to the N64... but by mid '96, it was clear that that wasn't happening, and Nintendo didn't seem to do anything to stop that. Like, moneyhat Capcom to put SF Alpha 2 on N64 instead of, or in addition to, SNES, or something, for instance.

You make an interesting point. N64 seemed very western focused, and Gamecube was very Japan focused, even though it did worse in all territories than the N64 did. It looks like at times Nintendo has a very bad case of tunnel vision, and locks down one one particular thing is considers important to the near exclusion of all else.
Tunnel vision... yeah, good point indeed. That same problem hurt the Wii and Wii U, as well. Definitely a good way to describe it, I think.

Was there an issue with third parties when it came to the GBA? It seemed they had great Japanese support on that little beast throughout its lifespan, and that continued on to the DS. Gamecube was huge improvement as car as Eastern third parties was concerned.
The only issue I can think of on GBA is that in the West handheld teams have always been very low priority, and thus low budget, while in Japan handheld budgets were starting to increase that gen, I believe...

The changes for Nintendo have been good as well as bad, I just wish that they could have somehow had both (good Japanese AND Western support). Ah well.
This should be in quotes, it's my sentence. :)

But the fact that Nintendo ended up never going with CDs can pretty much be traced back to the horrible handling of the CD-ROM add ons and its desire for complete control over every part of the equation. We've discussed that a lot in this other thread. and that lead me to making this thread.
It's true Nintendo wanted control, but I still believe that the fact that games played better on carts than CDs (access times, loading, area size, etc.) were vitally important parts of their (good, correct) decision to stick with carts in the N64.

Being a crazy person does not mean you're a bad business man. Sometimes it's quite a boon. The man had balls of steel no one can deny it, but he definitely had problems in dealing with partners, he was very much about the stick, and not the carrot from everything I have read.
I agree that he probably was more about the stick than the carrot, but "crazy" is going too far. He wanted to win.

It really is a shame, PCE was this weird middle ground between the Japanese PC market and the consoles. The sheer number of CD-ROM games suggest a massive attach rate of the peripheral though. I wish we knew more. Nintendo clearly took the 16 bit era, but the NEC was a hell of a plucky upstart.
Yeah, as I said in my last post, the PCE CD is definitely the most successful addon, in terms of how well it did versus the system it attached to. Of course though, from 1991 on, new systems came with the Super CD system included (Duo, Duo-R, Duo-RX). That surely helped adoption rates a LOT. But even so, they got a lot of people who'd only owned the base systems to buy CD drives too... NEC had success despite overwhelming people in a mountain of hardware. Well, that strategy didn't work in the US at all, but it did in Japan.
 
Wikipedia has the Dreamcast selling 2.6 million units in Japan. That is a far cry from the 6 million the Saturn sold. There is no question the Dreamcast was a flop in Japan.
 
Cartridges have always been a big headache for third parties aside from being much more expensive. It was pretty much impossible for them to order more if the game sold out, there was some minimum number of cartridges that had to be bought, and you had to pay in full. If you screwed up your guess on the number of sales, you could wipe out your small company.

Nintendo made out like a bandit with this arrangement, though, so good for them.
 
They weren't as restrictive at first as they were desperate for any third-party support they could get. However, after market domination was complete, Nintendo began to make developers/publishers sign apparently less lucrative contracts (which also apparently restricted the number of titles they could publish) for the rights to publish games for Famicom. Though I cannot find what the specifics are, this is the reason why Namco briefly partnered with both SEGA and Hudson as they were getting a raw deal in comparison to the much more lucrative contract they used to have during the early Famicom days.

So after the initial success of the Famicom they pulled the same restrictions that existed on the NES? That's pretty dirty, true it in theory could cut down on the amount of crap releases on your system, but it pretty much treats your licensees less like partners and more like vassals. Did they also force third parties to only publish on Nintendo systems? Because if that was the case, I wonder how supporters of the CDROM2 (like Konami) got away with it.

Yeah, you could well be right about Nintendo assuming that Japanese third parties would move over to the N64... but by mid '96, it was clear that that wasn't happening, and Nintendo didn't seem to do anything to stop that. Like, moneyhat Capcom to put SF Alpha 2 on N64 instead of, or in addition to, SNES, or something, for instance.

Could they have done much at that point? Once the ball starts rolling it can be very hard to stop, especially when you are being outsold by two competitors that are a lot easier to deal with.


The only issue I can think of on GBA is that in the West handheld teams have always been very low priority, and thus low budget, while in Japan handheld budgets were starting to increase that gen, I believe...

Yeah, but either way it seems that third parties were more than willing to work on the GBA in Japan at least. I mean there was a bit of an exodus to the Wonderswan, but that lasted not long at all.


It's true Nintendo wanted control, but I still believe that the fact that games played better on carts than CDs (access times, loading, area size, etc.) were vitally important parts of their (good, correct) decision to stick with carts in the N64.

Area size would have been affected by the System RAM more than the format it was using at this point though. Yes carts were much faster than CDs, but 2x and 3x drives were common by 1996, and games like Crash Bandicoot and Soul Reaver did amazing jobs of eliminating load times. Even WITH carts, we had some bad load times like in RE2 IIRC, so it really didn't solve much. At the end of the day, the desire for control over the format outweighed the best practice of the time. Third party support showed this.


I agree that he probably was more about the stick than the carrot, but "crazy" is going too far. He wanted to win.

Yeah, but his desire to win came back to bite him in the ass. It only worked when Nintendo was in a position of dominance, once they started slipping he could do nothing to stop it. His attitude also pretty much pushed Sony into the hardware field. But he refused to see it.

Yeah, as I said in my last post, the PCE CD is definitely the most successful addon, in terms of how well it did versus the system it attached to. Of course though, from 1991 on, new systems came with the Super CD system included (Duo, Duo-R, Duo-RX). That surely helped adoption rates a LOT. But even so, they got a lot of people who'd only owned the base systems to buy CD drives too... NEC had success despite overwhelming people in a mountain of hardware. Well, that strategy didn't work in the US at all, but it did in Japan.

And that ties back to the whole Sony fiasco as well. I'm almost certain when the deal for the CDROM add on was penned, Nintendo thought it would go nowhere fast. By 1991, they had evidence to the contrary in front of them. Still the CD-ROM2 had a lot of momentum and kept the PCE going for years.

I presume that PCE number includes all the variants of the base PCE (PCE, CoreGrafx I and II, Shuttle, etc.), but what about the Duo, Duo-R, and Duo-RX? Are those included in that CD-ROM2 number, or not?

But yeah, the PCE CD is almost certainly the most successful addon ever, the PCE Super CD particularly. I can't think of any other time when an addon took over and became the primary continuing format, replacing that in the original console.

Kinect is probably the closest, or the FDS, but even those never became the new standard for released software. How long was the FDS viable?
 
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domination.

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It's amazing how poorly some members remember why the system failed in Japan. Final Fantasy VII should have been the first reply. :/
 
Similar reason it failed in Europe, lack of games being released, massive droughts. If anything i was always surprised that it did as decently well as it did in the States.

And these droughts are obviously connected to Nintendo's choice of sticking with carts, which did not make neither western or eastern publishers very happy. Squaresoft in particular

One has to understand the state of the industry at the time, Nintendo was the undisputed king of the industry, this "PlayStation" console was going to go the way of the Philips CD-I, Sega CD, Jaguar and all the rest. CDs weren't proven yet, Sony was obviously the perfect company to design a console that would best utilize them at the time.

Its not just the choice of cartridges, there were plenty of stories leaking out at the time that Nintendo was notoriously difficult to work with for third parties, as in really bad relations between many of them. First chance they got, they made the switch and as of today they have never really returned.
 
After years of fucking the companies that made games for their systems, publishers couldn't jump ship fast enough.
 
Despite PS1 dominating, I barely see the console ever referenced in popular media.

Whereas a console like PS2 dominated and you always see references to it in anime.

Usually anime with ps2's, psp's and even ps vita's are sponsored by Sony in some way right (music maybe)? Maybe Sony didn't get into anime medium in those times but PS1 sold 20+ million there.
 
Nintendo learned a costly lesson, make more Mario games. Funny thing is they unlearned one important thing, launch with a brand new never before seen Mario game.
 
Is really a loooong story: Cartridge-based system, a lot of third party companies hate the publishing politics of Nintendo on their systems, much, MUUUCH less expensive to produce, CD-ROM was the biggest thing on the 90's, Sony was open to games than Nintendo didn't want in their consoles at the time (specially galges and horror-based games), Yamauchi was hated by a lot of companies because of his now legendary "RPG are for hikkikomoris" commentary, PS and Saturn was saw as "mature" consoles and a lot of people feel that Nintendo "didn't grown" and get stuck on "kids games", FPS are not popular in Japan, Rare games were just "okay" to Japanese taste, anime-based games were available on CD-ROM systems, all the FMV craze, lack of Final Fantasy/Dragon Quest, etc etc etc.

This man ended the thread and answerd all questions.

Producing n64 games were a lot more expensive then ps1 which was cd based system.

N64 was a very western and it's main support was western publisher like acclaim,midway,thq,ubisoft and ea, the few eastern publisher support it got was konami and capcom later.
 
I remember the president of Namco had a huge hatred of Yamauchi as well. Namco along with Square dropped bomb after bomb during the PS1's lifetime.
 
Correct me if I'm wrong but didn't the N64 have success in Japan- only being considered a failure due to it's second place with the PS1?
 
I remember the president of Namco had a huge hatred of Yamauchi as well. Namco along with Square dropped bomb after bomb during the PS1's lifetime.


Any source on this? it would make an interesting read. Prolly hidden away in a Next Gen somewhere.

Correct me if I'm wrong but didn't the N64 have success in Japan- only being considered a failure due to it's second place with the PS1?

Y'know the OP is there for a reason, and the thread isn't that long. But yeah, N64 went to 3rd place in Japan, losing to the Saturn and PSX. The sold 66% less units (roughly) than they did the gen prior.
 
yeah, its nice to see actual conversation take place around the drive-by one-liners repeating the same stuff OP addressed

Was there an issue with third parties when it came to the GBA? It seemed they had great Japanese support on that little beast throughout its lifespan, and that continued on to the DS. Gamecube was huge improvement as car as Eastern third parties was concerned.

bear in mind the stark differences (which still exist) for nintendo's handhelds & consoles - the former not only offers lower costs (despite cart prices/shipment times etc), but especially at the time, virtually no real competition for your return.

it's one of the biggest reasons i could never see nintendo consolidating their two markets, though some of the WU's design partly has me thinking otherwise

Being a crazy person does not mean you're a bad business man. Sometimes it's quite a boon. The man had balls of steel no one can deny it, but he definitely had problems in dealing with partners, he was very much about the stick, and not the carrot from everything I have read.

again, Howard Lincoln gets praised to the heavens by some around here for his NOA work, and he was also ruthless. the game was very different then and it's hard to picture anyone on his team doubting his methods with the results he saw for quite a stretch there, resulting in some of the highest namebrand recognition the medium's seen.

I know 3rd party support was painful for the PCE, especially when it came to HuCards. Was there something special about the CD-ROM add on that allowed for more companies to jump on board without pissing off the big N?

see that's the kinda thing id love to dig through next gen to find out, maybe the nature of multimedia work allowed an out since development was usually so different, but that's still an assumption

Area size would have been affected by the System RAM more than the format it was using at this point though. Yes carts were much faster than CDs, but 2x and 3x drives were common by 1996, and games like Crash Bandicoot and Soul Reaver did amazing jobs of eliminating load times. Even WITH carts, we had some bad load times like in RE2 IIRC, so it really didn't solve much. At the end of the day, the desire for control over the format outweighed the best practice of the time. Third party support showed this.

ehhhh RE2 isn't a very good example at all here though; looking back, what capcom managed still files more under technical marvel than anything else...the optimization process must've been a nightmare, and frankly i'm surprised we didn't see the inverse of say chrono trigger/FF IV on PSX.

Yeah, but his desire to win came back to bite him in the ass. It only worked when Nintendo was in a position of dominance, once they started slipping he could do nothing to stop it. His attitude also pretty much pushed Sony into the hardware field. But he refused to see it.

i don't know if that's entirely fair
1) he didn't rightly see it for years because we were a few gens in before the repercussions were most evident
2) i still argue that given the timing of the changing of the guard, the bulk of said effects were left on iwata's plate, and to an extent, he still deals with them
 
[HP];68915291 said:
N64 failed? And in Japan? I didn't know that, I feel back then no one knew failure, too much amazing stuff around to even think about that.

Right now, well, maybe you can look at it and compare sales and whatnot, but please, never mention N64 and the word fail ever again! :D

The n64 is the worst mainstream Nintendo console ever made. It was a total failure in every sense of the word. It has less than 20 quality games on it and 2 of those are wrestling games and 2 more are near identical shooters. I remember buying it and waiting months and months just for a fucking game, any game, to come out. Lots of nostalgia fogged glasses on the 64 and a lot of Zelda and golden eye free passes abound.
 
The n64 is the worst mainstream Nintendo console ever made.

it sold like 1/3 more than GC, and despite the perception of a small library, managed to appeal to east & western tastes, despite all the aforementioned carts/no RPG's/etc problems. when you look at it this way, it's surprising how much it managed that nintendo still hasn't been able to emulate in the gens since then, even with wii's monstrous sales.

but yeah, the post launch drought was particularly bad. WU's been rough but this fall looks to fix most of that, year 1 N64 owners played a rougher waiting game than even PS3 saw.
 
bear in mind the stark differences (which still exist) for nintendo's handhelds & consoles - the former not only offers lower costs (despite cart prices/shipment times etc), but especially at the time, virtually no real competition for your return.

Good point, though again it is interesting to note that Square did their damnedest to avoid Nintendo handhelds until after it was clear that the Wonderswan was buried.


again, Howard Lincoln gets praised to the heavens by some around here for his NOA work, and he was also ruthless. the game was very different then and it's hard to picture anyone on his team doubting his methods with the results he saw for quite a stretch there, resulting in some of the highest namebrand recognition the medium's seen.

Oh no doubt, though in the US some of the draconian measures can at least be handwaved away as necessary to actually sell the system to retailers. No one wanted another 1983 on their hands. Even then the issues with the third parties manifested themselves once the Genesis came about EA was HUGE for Sega.


see that's the kinda thing id love to dig through next gen to find out, maybe the nature of multimedia work allowed an out since development was usually so different, but that's still an assumption

That's what I'm thinking maybe the contracts specified cartridges, and CDs fell under something else. But that's just speculation.

ehhhh RE2 isn't a very good example at all here though; looking back, what capcom managed still files more under technical marvel than anything else...the optimization process must've been a nightmare, and frankly i'm surprised we didn't see the inverse of say chrono trigger/FF IV on PSX.

I remember reading about some other games with load times as well, one of the Quakes (2?) perhaps, and maybe DOOM, though that could just be my memory. I think it had to do with decompressing textures and the like that had to be compressed to fit on the carts. As I said, it was a trade off and honestly the advanteges of a CD for what was happening in gaming at the time outweighed the disadvantages.

i don't know if that's entirely fair
1) he didn't rightly see it for years because we were a few gens in before the repercussions were most evident
2) i still argue that given the timing of the changing of the guard, the bulk of said effects were left on iwata's plate, and to an extent, he still deals with them

Well, Yamauchi was still in charge when the N64 launced no? As far as the first point, I think its just a poor way to do business, especially when half the reason you are successful is because of the third parties. These were pretty harsh measures, and as has been discussed here, it really looks like third parties were just looking for an excuse to bail.
 
N64 had a great final year of first party titles in Japan, too bad none of that stuff ever made it over on the N64. (Two made it to GCN, one to Wii's VC)
 
Kind of crazy how Nintendo did weird shit their consoles after the SNES

-N64: Cartridges
-GCN: Weird, small discs, cube-shaped purple console
-Wii: Outdated tech, motion controls
-Wii U: Semi-Outdated tech, screen on the controller

Please note I'm saying they did weird stuff, not that any of them where bad moves. Just weird.
 
ehhhh RE2 isn't a very good example at all here though; looking back, what capcom managed still files more under technical marvel than anything else...the optimization process must've been a nightmare, and frankly i'm surprised we didn't see the inverse of say chrono trigger/FF IV on PSX.

Resident Evil 2 on the N64 was ported by Angel Studios, and not Capcom. Angel was later bought out by Rockstar Games and became Rockstar San Diego. They developed the RAGE engine and did extensive work on Red Dead Redemption. But anyway...

There were loading times on the N64 cartridge as mentioned before, they weren't as long as the PS1 game but were present because of decompression algorithms. The team that ported the game had to shovel over 512MB's of data onto a 64MB cartridge, and they did a really did a first class job on the port. There's a postmortem on RE2 N64 here. They only had a team of 9 people work on the port in 12 months. The biggest sacrifice was the FMV videos, the developer in that read up claimed that just by shaving off a mere megabyte, the video quality went from decent to crap. But they claim that they could've made the video quality better if they had more time to optimize things.

Here's a nice Lens of Truth video write up comparing the two games: http://www.lensoftruth.com/retro-head2head-resident-evil-2/

The N64 game did have slightly lower resolution BG images and some of the character textures were different, most likely changed to accommodate the smaller cartridge space. Also there was video compression, as mentioned before.

I never owned a PS1 way back then, and RE2 on the N64 was the first version of Resident Evil 2 I have ever played. I still have my cartridge and thought it was a great port back then, and it still is looking back on it. Factor 5 contributed and managed to get Dolby Surround sound into the port, which was quite a feat.
 
It was January of 1996 (six months b/f the launch of the N64), and Square dropped the bombshell that changed the gaming industry forever.

They announced they would develop exclusively for the PSX and FFVII would be only on Sony's console and set it for a December release, that began the turn. Kind of surprising too considering the Saturn was the next gen leader in Japan, Virtua Fighter 2 blew up (1.7m sold) and had just propelled the Saturn past the PSX over Christmas.

Square said they would finish up their Super Famicom titles, Super Mario RPG (just two months away from release), Bahamut Lagoon, and Treasure Hunter-G, then all teams would focus soley on Sony's console.

When the first Square title was released, Tobal No.1 in August, PSX sales surged and the system began outselling SAT which had still been maintaining its lead up to that point. Tobal had a demo of FFVII (HELLO!) and was released just a month after the N64 launch so kind of more proof that "it's official we're done with Nintendo, no N64 support we're all Sony's now".

PSX began to pull ahead in weekly sales over SAT in the fall and dominated Christmas/NYs.

The N64 launched in June, sold 500k in less than two weeks (all records broken) and by the end of the summer season (September in Japan) it had reached a million sold but sales kepts slowing week by week to the point that only about 10,000 were being sold a week by October (only Wave Race 64 had been released since lauch mind you).

NCL tried to boost sales when Mario KArt 64 released, by pricing it at 4800 yen (about $40 (Super Mario 64 was about $90)) that X'mas, N64 sales spiked but the PSX momentum was too strong even w FFVII being delayed to January.

By the time FFVII was released January 31st (1997) PSX was dominating like the DS was over everything else. Everyone knew who the leader would be at that point, if not earlier.

The 5m barrier had just been broken for PSX, Saturn was at 4.5m and N64 with 1.6m.

NCL dropped the price in March to slow the onslaught but with little third party support and sparce 1st party releases the sales boost was short lived and the N64 would be stuck selling between 5-10,000/week for the next few years (until the Zelda 64 revival) while PSX was seeing swings from 50,000 to nearly 200,000 a week.

I want to show you the sales graph but it's missing 95-96 PSX sales. My files disappeared!
 
Interesting point, when I was talking to IrishNinja about this he did mention that in the US, the N64 was a bit of a shooter-box. We got all the big FPSes and GoldenEye and PD were pretty big along with the 4 player split screen.

I realize the support in Japan that wasn't Nintendo wasn't great, but the question is, WHY? They were the presumtive kings going into the generation, but it seems that every major developer abandoned them first chance they got.

Nintendo's restrictive business practices from the SNES, combined with high prices and long inventory lead times for cartridges was bad for third parties. They went along with it on SNES because they had no choice.

PlayStation came along and offered cheaper production costs and massive storage from CD,faster printing times so companies could respond to sales more quickly and didn't have to risk as much inventory in advance, and license fees were more competitive.

It was a no-brainer to switch to PSOne


It is partly Nintendo assuming that third parties would continue to support them, but only because that affected their business model. Even if they wanted to be more flexible, cartridges were more expensive and took longer to produce so they were hamstrung by that.

N64 basically set the tone for nintendo consoles being first party boxes
 
Final Fantasy VII/Squaresoft wasn't the only thing.
Saturn sold better than N64, because it had Japanese support.

Even if Squaresoft/Enix weren't on board, if they at least had some games for Japan, they could've done better.
 
The N64 would make an incredible comeback starting X'mas 98 with Zelda 64 (and Pikachu Denchu, Mario PArty, Smash Bros etc), one like we've never seen before in Japan nor since. N64 outsold PSX that X'mas!!!

Something I feel is way overlooked: the whole comeback the N64 made in late-1998-1999!
It gets overlooked b/c the it was expected to occur in the US after Zelda 64's debut but that never really materialized...but it did in Japan, otherwise the N64 would have just sold like the Gamecube most likely (5.5m total to 4m).

That comeback should be better emphasized by the gaming press/history books IMO
 
Genres and hand drawn, sprite based 2D. Even here the system had maybe 15 good games in it's lifespan and they were expensive as shit compared to cd's.

It was fine to have if it wasn't your only system... but if you were the N64 christmas youtube kid, nothing mattered.
 
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