IbizaPocholo
NeoGAFs Kent Brockman
Summary
- (00:05–01:38) The creator argues that the Nintendo 64 was better off using cartridges instead of CDs, despite their much smaller storage capacity (8–64 MB vs. 700 MB) and significantly higher manufacturing cost. Cartridges also helped keep the console's launch price lower by avoiding an expensive CD drive.
- (01:38–04:16) The biggest technical advantage of cartridges was their extremely fast read speed—roughly 100× faster than CDs. This enabled developers to stream assets continuously during gameplay, allowing seamless room transitions, dynamic music, animations, and game mechanics that would have been impractical on CD-based hardware.
- (03:02–04:34) CD-based consoles like the PlayStation excelled at storing FMVs, voice acting, pre-rendered backgrounds, and CD-quality music, while the N64's stronger CPU but limited storage encouraged real-time rendering instead. Games such as Ocarina of Time used compressed pre-rendered assets sparingly because they consumed a large portion of the cartridge.
- (06:20–08:25) The video argues that the N64's biggest weakness wasn't cartridges themselves, but launching after developers had already embraced CD-based game design. Many PlayStation games depended on large storage capacities, making ports to the N64 difficult or impossible.
- (08:25–10:51) Examples like a fan-made PlayStation port of Super Mario 64 and comments from developers at Factor 5 and Rare illustrate the compromises required on CD hardware, including reduced texture quality, compressed animations, pre-rendered music, and increased RAM requirements to preload data.
- (10:51–12:58) The creator demonstrates how the N64 achieved near-instant area transitions, whereas even the later N64 Disk Drive exhibited noticeably longer loading times. Games with seamless worlds, such as Indiana Jones and the Infernal Machine, benefited greatly from cartridge streaming.
- (12:58–14:21) While developers could work around CD limitations through preloading, compression, and level design tricks, these were described as workarounds rather than ideal solutions. Likewise, the PlayStation's hardware was well matched to CDs, whereas the N64's architecture was designed around fast cartridge access.
- (14:21–15:46) The conclusion emphasizes that neither cartridges nor CDs were universally superior. Cartridges enabled certain types of games that would have been difficult on CDs, while CDs made larger, more cinematic games feasible. The perception that cartridges were a mistake largely stems from comparing the N64 against competitors built around a different set of hardware trade-offs. The creator also notes that cartridges were likely more resistant to piracy and briefly discusses how their own Super Mario 64 mod still relies heavily on the cartridge's fast streaming despite nearly exhausting the 64 MB ROM limit.