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361: The Definitive Hoth Level

2026-10-18 · 1:08:26

00:00SPEAKER$300 Apple TV.

00:03SPEAKER- What?

00:04SPEAKER- What are we doing, man?

00:05SPEAKERWait, did you not hear?

00:06SPEAKER- It's $300?

00:08SPEAKER- You didn't see that?

00:09SPEAKER- I have been busy this week.

00:10SPEAKER- That's all anybody has taught, yes.

00:12SPEAKERThey finally announced the new Apple television.

00:15SPEAKERI think it's been literally about a year

00:16SPEAKERsince the rumor was like,

00:18SPEAKER"Hey, they've got it ready to go.

00:19SPEAKERThey're gonna announce it any day now."

00:20SPEAKERI think it was genuinely last fall

00:22SPEAKERthat those rumors started.

00:23SPEAKERAnd a year later, here we are.

00:25SPEAKER- How much RAM is in that thing, man?

00:27SPEAKER- They don't know yet.

00:28SPEAKERI think that's one of those things

00:29SPEAKERthat they either need to tear it down

00:30SPEAKERonce it's out or maybe that'll show up

00:33SPEAKERin Apple SDKs somehow.

00:35SPEAKERI think they're guessing eight gigabytes now.

00:37SPEAKER- Look, I was too busy making fun

00:38SPEAKERof the Apple Watch for your house.

00:40SPEAKER- Wait, what?

00:41SPEAKER- Do you not see that, the home screen

00:44SPEAKERor whatever it's called?

00:44SPEAKER- I saw a video going around of people saying

00:46SPEAKERthis was the worst product announcement

00:48SPEAKERvideo Apple has ever done.

00:50SPEAKER- It doesn't look great.

00:53SPEAKERUsually I can tell, I use the wife judgment

00:55SPEAKERwhen they announce new things

00:56SPEAKERand she's like, "This one looks stupid."

00:58SPEAKERI was like, "Yeah, I think you're probably right."

00:59SPEAKER- Yeah, yeah.

01:01SPEAKERBut $300 Apple TV.

01:03SPEAKERI don't know, man.

01:04SPEAKER- Does it do like 8K or something?

01:06SPEAKERWhat are you getting for 300 bucks?

01:07SPEAKERMine was 150 bucks when I bought it.

01:09SPEAKERI thought that was expensive.

01:10SPEAKER- You're getting like three microphones

01:12SPEAKERup from zero on the previous models

01:14SPEAKERand a bunch of AI features.

01:15SPEAKERLike that seems to be the focus.

01:17SPEAKER- Oh no, I don't want that.

01:19SPEAKER- It's got an A19, which is nice.

01:21SPEAKERI mean, that's a nice modern ship.

01:23SPEAKERLike I'm sure it'll be nice and speedy.

01:24SPEAKERIt's got AV1 decode.

01:25SPEAKERIt's like the one other technical feature

01:29SPEAKERthat people like us might care about.

01:31SPEAKERBut most of the extra costs seems to have gone

01:33SPEAKERinto the microphones and the AI processing.

01:35SPEAKER- I don't want that.

01:36SPEAKER- No.

01:37SPEAKER- I don't want any of those things.

01:38SPEAKER- Nope, it still does the exact same video output, 4K 60.

01:40SPEAKERLike it doesn't have any new audio format support

01:43SPEAKERthat people know as far as people can tell.

01:44SPEAKERLike it's almost entirely AI stuff.

01:47SPEAKER- It doesn't do like 4K 120?

01:48SPEAKER- Nope, still 4K 60 output.

01:50SPEAKER- Ew.

01:51SPEAKER- Yeah, yeah, yeah.

01:54SPEAKER- It's stinky.

01:55SPEAKERI'm just sitting here thinking about what I would...

01:58SPEAKERLike I love my Apple TV.

02:01SPEAKERI love not being part of the surveillance capitalism state

02:04SPEAKERwhen I'm watching, or as much as you can be

02:05SPEAKERwhen I'm watching TV.

02:07SPEAKERAnd 300 bucks seems like more than,

02:11SPEAKERlike the balance of not being surveilled versus $300.

02:16SPEAKERRoku's looking pretty good, man.

02:18SPEAKER(upbeat music)

02:24SPEAKER(upbeat music)

02:46SPEAKER- Welcome to Brad and Will Made a Check Pod.

02:49SPEAKERI'm Will.

02:50SPEAKER- I'm Brad.

02:51SPEAKERI might follow up on the cold open

02:53SPEAKERand say if you don't love surveillance,

02:58SPEAKERmaybe Roku is not the place to look either.

02:59SPEAKER- No, don't go, I was making a joke.

03:01SPEAKERLike Roku's bad.

03:02SPEAKERRoku's bad.

03:04SPEAKERGoogle TV seems bad.

03:06SPEAKER- Yeah.

03:07SPEAKER- Tizen just seems bad in every way you can imagine.

03:12SPEAKER- Web OS, forget about it.

03:13SPEAKER- Yeah, no, thank you, sir.

03:15SPEAKERI'm just gonna go back to watching my TV over analog.

03:18SPEAKEROh, wait.

03:20SPEAKER- I'm gonna go back to playing video games

03:21SPEAKERon cartridges in 1996.

03:23SPEAKER- Oh, hell yeah, you are.

03:26SPEAKERSeptember 29th, 1996, a couple of weeks ago and 30 years,

03:30SPEAKERmarks the North American launch of the Nintendo 64.

03:34SPEAKERWe talked about it a little bit a couple of weeks ago.

03:36SPEAKER- Yeah, on the patron episode, it came up.

03:37SPEAKERI think it was, it might've been the anniversary

03:40SPEAKERwhen we recorded that.

03:41SPEAKER- We recorded on the anniversary, yeah.

03:43SPEAKER- Yeah, and that kind of got us thinking

03:44SPEAKERabout the heady days of the Nintendo 64's launch.

03:49SPEAKER- Yeah, it's funny, in a lot of ways this was kind of

03:52SPEAKERthe end of the consoles being different hardware, right?

03:55SPEAKERI mean, I guess a lot of the consoles were MIPS hardware

03:58SPEAKERat that point, but when you got to the next generation

04:01SPEAKERand really the generation, I guess-

04:04SPEAKER- Oh, you're right, you're right.

04:05SPEAKERThe PlayStation was also MIPS, I believe, the first one.

04:08SPEAKER- Yeah, yeah, but I guess they were,

04:12SPEAKERI guess from this point on, the hardware stopped

04:15SPEAKERbeing more different and started being more of the same.

04:17SPEAKER- Yeah, or maybe another way to put it is,

04:19SPEAKERthis is kind of the start of consoles

04:20SPEAKERlooking more like computers, where they have-

04:23SPEAKER- That's probably right.

04:24SPEAKER- They have frame buffers, they, like the games are developed

04:26SPEAKERin a higher level language rather than assembly.

04:28SPEAKERLike they are doing more PC-like things under the hood

04:32SPEAKERinstead of just the classic like racing the beam,

04:34SPEAKERwriting everything in machine code.

04:36SPEAKER- Yeah, they started using like more common APIs,

04:40SPEAKERlike OpenGL and stuff like that, not universally Sony,

04:45SPEAKERbut yeah, it was, they became more PC-like

04:50SPEAKERis probably the right way to put it.

04:52SPEAKER- So I think like the upshot of this episode

04:54SPEAKERis basically like thinking about the N64's anniversary

04:57SPEAKERkind of got us curious about the guts of the N64.

05:00SPEAKER- Yeah, 'cause it kind of predated Digital Foundry.

05:02SPEAKERWe didn't know how this thing worked back then, you know?

05:04SPEAKER- Kind of predated the web for most people.

05:07SPEAKER- Yeah, and it was before, this was from the era

05:11SPEAKERof yelling at people about consoles on the internet,

05:14SPEAKERbut not really understanding what, how they worked

05:16SPEAKERbecause they were pretty opaque still in a lot of ways.

05:19SPEAKER- There was a fair amount of yelling on Usenet

05:21SPEAKERgoing on at this time, but not many people were there.

05:24SPEAKER- Yeah, no, no.

05:25SPEAKER- But yes, the console wars were hot and heavy

05:27SPEAKERat this point.

05:28SPEAKERI really, I think this is, I learned a lot looking

05:31SPEAKERthrough the information for this episode

05:33SPEAKERand really, I feel like this is really appropriate to do

05:36SPEAKERbecause the hype around the N64's hardware

05:39SPEAKERwas so extreme at the time with the involvement of SGI

05:42SPEAKERand names like Project Reality, you know?

05:46SPEAKERLike the hype around like the tech demos they put out,

05:48SPEAKERyou know, like Squaresoft did that Final Fantasy tech demo

05:51SPEAKERvery early that came out that people lost their minds over.

05:54SPEAKERAnd also, you know, like it was just,

05:56SPEAKERit was really heady transformative time

05:58SPEAKERfor moving from 2D to 3D graphics.

06:00SPEAKERStuff was happening on the PC at the same time.

06:02SPEAKERLike there was a lot of hype,

06:04SPEAKERa lot of change going on at this time.

06:07SPEAKERAnd so like looking at what we're gonna do here

06:09SPEAKERis just kind of look and do a broad overview

06:10SPEAKERof how the N64 works under the hood.

06:12SPEAKERAnd that was pretty edifying to like just look

06:15SPEAKERat the nuts and bolts of what it actually is.

06:17SPEAKER- Yeah, it's funny 'cause there was a lot of stuff in there.

06:19SPEAKERSo SGI was, like people knew about SGI

06:22SPEAKERbecause of movies like Jurassic Park and Toy Story, right?

06:24SPEAKERWe had seen these big CG movies

06:28SPEAKERthat were impossible to make years before

06:31SPEAKERand they were powered by these big, you know,

06:33SPEAKERquarter of a million dollar workstation,

06:36SPEAKERsupercomputer workstations that SGI was making.

06:39SPEAKERAnd SGI was shipping 3D accelerators basically five years

06:43SPEAKERbefore anybody else in these big workstations.

06:46SPEAKER- But like you said, like bespoke and made

06:48SPEAKERfor kind of industrial commercial applications

06:50SPEAKERwith consistent, you know, prices consistent

06:54SPEAKERwith those use cases attached.

06:56SPEAKER- I mean, they weren't handmade chips,

06:58SPEAKERbut they were bespoke handmade chips

07:00SPEAKERfor all intents and purposes.

07:01SPEAKER- Right, like the SGI name was like pretty out there, right?

07:03SPEAKERLike this is getting long enough to know

07:05SPEAKERthat I'm like, it's a little bit hard for me to remember now,

07:07SPEAKERbut like that was kind of the name you saw attached

07:10SPEAKERto like your Terminator 2s and The Abyss

07:12SPEAKERand Jurassic Park, right?

07:14SPEAKER- Yeah, when you saw like making,

07:16SPEAKERif you were the kind of person who watched the making

07:18SPEAKERof specials that were on like HBO and in some cases,

07:22SPEAKEReven like network TV for movies like Jurassic Park

07:25SPEAKERand The Abyss, you saw them talking about workstations

07:28SPEAKERthat were SGI workstations.

07:30SPEAKERThey may not have called them SGI,

07:31SPEAKERbut SGI, when Nintendo announced that they were working

07:35SPEAKERwith SGI to make the graphics chip for the,

07:39SPEAKER'cause we didn't call them GPUs back then.

07:41SPEAKERIt was a graphics chip for the N64.

07:44SPEAKER- Although I just want to put a pin in that statement

07:46SPEAKERbecause I think there is like an argument

07:47SPEAKERthat this thing kind of had

07:48SPEAKERthe first commercial consumer GPU in it.

07:51SPEAKER- It fits a lot of the definition for the GPU

07:55SPEAKERthat Nvidia established when they coined the term

07:57SPEAKERin like 2003.

07:58SPEAKER- Yeah.

08:00SPEAKER- But yeah, so like SGI was a name though,

08:04SPEAKERand people knew it and they were like, oh, this is serious.

08:06SPEAKERThis isn't like, yeah, this isn't like a couple of guys

08:09SPEAKERin the hardware division at Sega figuring out

08:11SPEAKERhow to do texture blitting onto polygons, right?

08:13SPEAKERThis is the real deal.

08:15SPEAKERThis is some heavy duty juice.

08:17SPEAKER- Like arguably the best 3D graphics hardware company

08:19SPEAKERin the world.

08:22SPEAKER- That was shipping anything for sure, yeah, at that time.

08:25SPEAKERAnd at the same time, like we were,

08:27SPEAKERI guess the 3D effects Voodoo was on the cusp

08:30SPEAKERof releasing at this point.

08:31SPEAKER- Yeah, not to, I mean, I don't wanna talk about that era

08:34SPEAKERof PC shooters ad nauseum,

08:36SPEAKER'cause we've talked about that a lot over the years,

08:37SPEAKERbut yes, this is like reading about this reminded me

08:39SPEAKERhow tightly condensed all the big dates,

08:43SPEAKERlike milestone dates for 3D graphics around this time were

08:46SPEAKERbecause like Quake came out in June of this year

08:48SPEAKERand then N64 came out in September

08:50SPEAKERand GL Quake came out in like December.

08:53SPEAKERSo in like the space of like six months,

08:54SPEAKERyou had like all this 3D console stuff going on,

08:57SPEAKERlike the first like true really groundbreaking

09:00SPEAKER3D accelerator on PC, the first landmark PC game to use it.

09:04SPEAKERLike it was a lot going on.

09:06SPEAKER- And at the same time, it was kind of like

09:09SPEAKERthe game industry, especially on Nintendo's side

09:11SPEAKERwas saying goodbye to childish things

09:13SPEAKERand leaving sprites behind,

09:15SPEAKERbecause like this was not a machine designed to,

09:19SPEAKERI mean, it could show sprites and they did,

09:21SPEAKERthere were some 2D games for the N64,

09:23SPEAKERbut for the most part, this was a whole hog dive

09:26SPEAKERinto 3D, the world of 3D.

09:29SPEAKERAnd I feel like Sony and Sega especially didn't do

09:32SPEAKERthat same thing at quite that same level, did they?

09:34SPEAKER- Oh, PlayStation definitely did.

09:35SPEAKERPlayStation was absolutely a 3D first console.

09:38SPEAKER- Okay.

09:39SPEAKER- The Saturn, that is a long thorny history

09:42SPEAKERthat I can't really do justice to here,

09:44SPEAKERbut the Saturn was, the narrative is that the Saturn

09:47SPEAKERwas conceived as a 2D machine

09:49SPEAKERand then kind of laid in the process.

09:51SPEAKERThey sort of panicked and slapped a second CPU into it

09:53SPEAKERto try to help it do 3D.

09:55SPEAKERI mean, I think some people kind of dispute

09:57SPEAKERthat version of historical events,

09:59SPEAKERbut the long and the short of it is the Saturn

10:02SPEAKERwas pretty ill-equipped for 3D

10:03SPEAKERcompared to the PlayStation and N64.

10:06SPEAKER- And the funny thing is in retrospect,

10:09SPEAKERwe've been through multiple waves of like 16-bit console,

10:13SPEAKERboom, nostalgia boom, right?

10:15SPEAKERWhere like, basically the industry tossed out

10:20SPEAKERa perfectly viable art style in favor

10:23SPEAKERof chasing the new hotness.

10:25SPEAKER- Yeah, but I think about that a lot.

10:29SPEAKERI was on a big Mortal Kombat kick for the last little bit.

10:31SPEAKERLike I finally got around to going back

10:33SPEAKERand going through the entire Mortal Kombat Legacy Collection,

10:35SPEAKERthe digital eclipse kind of documentary format thing,

10:41SPEAKERthe Atari 50 style thing.

10:42SPEAKERAnd like going through that really reminded me

10:45SPEAKEReven by the time MK3 came out in '95,

10:48SPEAKERlike, you know, MK1 digitized graphics,

10:51SPEAKERlike that era of digitized sprite art was mind blowing

10:56SPEAKERwithin the space of like three and a half years.

10:58SPEAKEREven that sort of digitized 2D sprite work

11:00SPEAKERhad gotten not just old hat,

11:02SPEAKERbut like started to feel kind of antiquated

11:04SPEAKERcompared to like, you know,

11:05SPEAKERVirtua Fighter was happening by that time

11:07SPEAKERand Tekken and 3D graphics felt like the future.

11:10SPEAKERAnd even MK3 felt a little dated as a 2D game.

11:14SPEAKERLike everybody was going 3D as fast as they could.

11:17SPEAKERAnd that's kind of the beginning of the story

11:19SPEAKERof this console.

11:20SPEAKER- Yeah, and it puts Nintendo in an interesting place

11:24SPEAKER'cause the SNES was, like the SNES came out in what, '91?

11:28SPEAKERSo by the time this started four or five years later,

11:31SPEAKERthis was feeling, it was feeling old.

11:33SPEAKER- Yeah, and there are a little bit of preamble here,

11:34SPEAKERwhich we don't need to get into too much.

11:36SPEAKERAnd the Video Game History Hour,

11:41SPEAKERwhich is the podcast of the Video Game History Foundation

11:43SPEAKERhas a podcast.

11:46SPEAKERI'll try to find it and put it in the show notes.

11:47SPEAKERI've forgotten which episode it is,

11:49SPEAKERbut they've got an episode that did a deep dive

11:51SPEAKERon the economic conditions in Japan in the early '90s

11:54SPEAKERand how that actually fed into the console race.

11:56SPEAKER- Oh.

11:57SPEAKER- Because I think there were economic factors

12:00SPEAKERaround like the rise and fall of consoles at this time

12:03SPEAKERthat people usually discount.

12:04SPEAKERLike they usually, historically,

12:06SPEAKERpeople just look at what games were out

12:08SPEAKERand what the hardware could do.

12:09SPEAKERAnd like, you look at those factors

12:10SPEAKERas to why things were successful or not,

12:12SPEAKERbut there were definitely economic factors

12:14SPEAKERbehind the stuff as well.

12:15SPEAKERSo there was economic stagnation in the early '90s in Japan,

12:20SPEAKERwhich affected Nintendo's fortunes.

12:22SPEAKERThere was also famously the CD-ROM dust ups that happened

12:25SPEAKERwhere they had a deal with Sony to produce a CD-ROM

12:28SPEAKERthat fell apart.

12:29SPEAKERAnd that famously led to the PlayStation's creation.

12:32SPEAKERThey also had a deal with Phillips.

12:33SPEAKER- For the SNES, right?

12:34SPEAKER- Yeah, yeah, sorry for the SNES CD-ROM.

12:36SPEAKERThey also had a deal with Phillips to do a CD-ROM.

12:38SPEAKERThat fell apart as well.

12:39SPEAKERSo they went through a dalliance with CD-ROMs

12:42SPEAKERthat never came to fruition.

12:43SPEAKER- Wait, is that how we got the CDI?

12:45SPEAKER- Yeah, I don't know.

12:47SPEAKERIt is how we got the very questionable CDI Zelda games.

12:51SPEAKERApparently Phillips retained enough rights to Zelda

12:53SPEAKERfrom that collapsed deal

12:55SPEAKERthat they could make those two awful Zelda games.

12:57SPEAKER- God.

12:58SPEAKER- Anyway, that brings me to one of the big revelations I had

13:03SPEAKERabout the formation of the N64 looking into this stuff,

13:06SPEAKERwhich is that it started with SGI, not with Nintendo,

13:08SPEAKERwhich is the opposite of what I had always assumed.

13:12SPEAKERLike I had always assumed- - Wow, really?

13:13SPEAKER- Yeah, like I had always assumed

13:15SPEAKERyou don't intend to look at the marketplace

13:17SPEAKERand saw PlayStation is big, 3D and arcades is big.

13:21SPEAKER3D is obviously the future.

13:23SPEAKERWe need to go really big.

13:24SPEAKERWe need to find like the coolest 3D partner we can find.

13:27SPEAKERHow about SGI?

13:28SPEAKERIt was actually the other way around,

13:30SPEAKERwhich is to say that SGI was looking to expand

13:33SPEAKERinto the consumer market.

13:35SPEAKERAnd so they started redesigning some of their CPUs

13:39SPEAKERto be much cheaper to manufacture.

13:42SPEAKERAnd that they were the ones that,

13:43SPEAKERthey were the ones that reduced costs on their CPUs

13:46SPEAKERand then started going out looking for partners

13:47SPEAKERin the video game space

13:48SPEAKERto expand into high volume consumer sales.

13:51SPEAKER- So they made the MIPS 4300i?

13:53SPEAKER- Yes.

13:55SPEAKER- Oh, I didn't know that.

13:56SPEAKERWell, NEC manufactured it, I know.

13:58SPEAKER- Yeah.

13:59SPEAKER- But I didn't know that they did the design.

14:01SPEAKERThat's fascinating.

14:02SPEAKER- So apparently SGI owned the MIPS instruction set

14:04SPEAKERat this time, which I never realized.

14:06SPEAKERBut this is, so we're referencing a couple of things here.

14:09SPEAKERWikipedia obviously has aggregated a lot of information here

14:11SPEAKERand then Rodrigo Capetti, who runs a--

14:16SPEAKER- It's like a homebrew,

14:18SPEAKERa low level homebrew developer blog, basically.

14:22SPEAKER- Yeah, he's got an index called,

14:23SPEAKERthe series is just called Architecture of Consoles.

14:26SPEAKERIt's pretty straightforward,

14:27SPEAKERbut he has done deep dives on NES and Master System,

14:30SPEAKERall the 16-bit machines, handhelds,

14:32SPEAKERand then getting into the Saturn PlayStation N64.

14:35SPEAKERAnd even later, in fact--

14:37SPEAKER- Yeah, he goes all the way up to the eighth gen.

14:39SPEAKER- Yeah, he actually, you can read about the Wii U

14:42SPEAKERjust about every, except for maybe

14:44SPEAKERthe most recent consoles on here, but--

14:47SPEAKER- It's a fascinating resource.

14:48SPEAKERLike, the depth of, so basically we're coming out

14:52SPEAKERfrom two different sides, right?

14:53SPEAKEROne is the mainstream knowledge,

14:55SPEAKERthe other is what the homebrew community has learned

14:56SPEAKERabout this machine over the years

14:58SPEAKERby building homebrew software.

15:00SPEAKERAnd the N64 has had a lot of homebrew software

15:03SPEAKERbuilt for it over the years, it turns out.

15:05SPEAKER- Yeah, so anyway, just to close the loop

15:07SPEAKERon the SGI expansion stuff,

15:08SPEAKERyeah, that is per Wikipedia that it started

15:12SPEAKERas a business case on the SGI side

15:14SPEAKERthat they wanted to expand into consumer.

15:15SPEAKERAnd so they took the R4000 CPU, which is MIPS-based,

15:21SPEAKERand got it from a unit cost of $200 down to about $40.

15:26SPEAKERAnd then, yeah, they started talking to game console makers.

15:28SPEAKERAnd in fact, they talked to Sega first.

15:31SPEAKERThey first pitched Tom Kalinske,

15:33SPEAKERwho was the famous '90s head of Sega of America, on it.

15:38SPEAKERAnd then before they ended up going to Nintendo.

15:41SPEAKER- So the other thing that I didn't see mentioned

15:43SPEAKERwhen I was reading about this is that at this period in time,

15:48SPEAKERit was unclear if console gaming was gonna last, right,

15:52SPEAKERin the market. - You think?

15:53SPEAKERI'll hear that argument.

15:55SPEAKER- Stuff was selling, right?

15:57SPEAKERBut when you talk to the business folks,

15:59SPEAKERthere were questions whether it was heading

16:01SPEAKERin front of their boom, whether the increase in spend

16:03SPEAKERon an unheard of expensive $200, $250 console

16:08SPEAKERwas the harbinger of doom and another Atari 2600 crash

16:13SPEAKERfor the games industry.

16:15SPEAKERAnd I mean, part of that was that the people

16:20SPEAKERwho wrote about business and talked about business stuff

16:22SPEAKERhad no idea what was driving game sale.

16:25SPEAKERThey didn't play, this was firmly in the era of video games,

16:29SPEAKERthey're for the kids, not video games are a thing

16:32SPEAKERthat literally almost every human on earth plays, right?

16:35SPEAKER- Okay, sure, that is very fair.

16:36SPEAKERIt was absolutely still seen as a market

16:39SPEAKERfor adolescent boys by mainstream at this time.

16:42SPEAKER- And they were looking at things like the declining sales

16:47SPEAKERon the SNES and the fact that the PlayStation,

16:51SPEAKERthey couldn't make PlayStations fast enough, right?

16:53SPEAKERThey couldn't make the N64s fast enough.

16:55SPEAKERAnd they were unclear if the reporting at the time,

16:58SPEAKERas I recall, was that this is the harbinger of doom

17:03SPEAKERfor the games industry, not, oh, they can only make

17:07SPEAKERa limited number of these reality coprocessors.

17:11SPEAKERSo that's gating how many of these they can sell, right?

17:16SPEAKER'Cause there's a lot of stuff later on

17:18SPEAKERabout the rollout for this, 'cause it actually,

17:21SPEAKERlike the last, I think the last region they shipped this in

17:24SPEAKERin the initial rollout was France in the following September,

17:28SPEAKERSeptember of '97.

17:30SPEAKERSo it was Japan, then North America, then Europe,

17:32SPEAKERthen France for whatever reason.

17:34SPEAKERAnd it took a long time.

17:37SPEAKERIt was a, like, it was a imported,

17:40SPEAKERlike I knew a guy who imported an N64 from Japan early on

17:44SPEAKERand he was like, I mean, he was extremely cool in college

17:47SPEAKERwith a certain group of people.

17:49SPEAKER- Sure, I couldn't believe that.

17:51SPEAKER- He brought it to the computer lab where he played Quake

17:53SPEAKERand set it up on the projector in there.

17:55SPEAKERAnd we were like, we were playing Super Mario 64

17:58SPEAKER'cause that was the only game that he had.

18:00SPEAKER- That was kind of the only game.

18:01SPEAKERWell, some might quibble, but that was the game.

18:05SPEAKERAnyway, I'll do real quick, just to close the loop

18:08SPEAKERon the SGI expanding into consumer.

18:12SPEAKERApparently this was big news

18:13SPEAKERin the semiconductor trade press.

18:16SPEAKER- Oh yeah, 100%.

18:17SPEAKER- There is a quote on the Wikipedia page

18:19SPEAKERfrom Michael Slater of Microprocessor Report.

18:23SPEAKERThe mere fact of a business relationship there,

18:25SPEAKERhe's referring to the Nintendo SGI deal,

18:28SPEAKERis significant because of Nintendo's phenomenal ability

18:30SPEAKERto drive volume.

18:31SPEAKERIf it works at all, it could bring MIPS

18:33SPEAKERto levels of volume SGI never dreamed of.

18:36SPEAKER- I mean, and that's it,

18:38SPEAKER'cause SGI was selling probably hundreds of computers

18:41SPEAKERor maybe thousands of computers a month at that point.

18:44SPEAKER- Yeah, 'cause again, they were insanely expensive

18:46SPEAKERand for a very specialized purpose.

18:47SPEAKER- Yeah, and this was, the N64 launch was before

18:51SPEAKERthey had gotten, like eventually they started

18:53SPEAKERmaking lower end workstations that were like

18:55SPEAKERin workstation price range, like five, six grand.

18:57SPEAKER- Yeah.

18:58SPEAKER- Or five to 20 grand, I guess.

19:00SPEAKERAt this point, I think that their machines

19:02SPEAKERwere still hundreds of thousands of dollars

19:04SPEAKERfor the most part.

19:05SPEAKER- Right, yeah, and this is still several years

19:06SPEAKERbefore the x86 commodity hardware market

19:09SPEAKERjust started eating all these big iron

19:11SPEAKERworkstation makers alive.

19:13SPEAKER- Yeah, a cheap desktop computer at this time period

19:16SPEAKERwould have still been 1500 bucks or two grand

19:18SPEAKERwithout a monitor, right?

19:20SPEAKER- Yeah.

19:21SPEAKER- So the N64 though kind of was a defining console

19:26SPEAKERfor a lot of reasons, and I'm gonna just talk about it first

19:30SPEAKER'cause it's unavoidable, but the controller

19:32SPEAKERwas that stupid three-prong shape with an analog stick,

19:35SPEAKERwhich was the first analog stick anybody shipped.

19:38SPEAKER- An analog stick and rumble, well, it was rumble.

19:40SPEAKER- Rumble came later.

19:41SPEAKER- Well, I know it was later, but the thing I was gonna say

19:43SPEAKERis I can never remember if it was Nintendo

19:46SPEAKERor 'cause Sony had the DualShock, the same generation,

19:49SPEAKERand I can't remember the actual dates.

19:50SPEAKERI forget.

19:51SPEAKER- I wanna say that rumble came shipped with Goldeneye

19:54SPEAKERor something, so that's the...

19:55SPEAKER- In my mind, Nintendo was first with rumble,

19:57SPEAKERbut it might've been PlayStation, but you're right.

19:59SPEAKERThe analog stick obviously was like insanely forward-looking

20:02SPEAKERconsidering how things went.

20:04SPEAKER- They were halfway there.

20:05SPEAKERThey got one, but they needed two, it turns out.

20:07SPEAKER- On the other hand, very backward-looking on the storage.

20:12SPEAKER- Yeah, the storage was, they were shipping ROM cartridges

20:14SPEAKERin a world of disk-based consoles.

20:16SPEAKERSo at launch, they were smaller, but they capped out

20:19SPEAKERI think 64 megabytes of max size.

20:22SPEAKERAnd the benefit of the ROMs, and this is something

20:25SPEAKERNintendo pushed a lot in advertising in the press,

20:27SPEAKERwas that they loaded almost instantly compared to a disk.

20:31SPEAKERSo instead of running at like 600 kilobytes per second,

20:35SPEAKERthey were running at five megabytes per second,

20:37SPEAKERwhich is a sort of significant speed increase

20:40SPEAKERand basically made your games loaded instantaneously.

20:43SPEAKER- Of course, this was the era of FMV though,

20:45SPEAKERand they were not doing that.

20:47SPEAKER- And real audio and real music.

20:48SPEAKERLike you couldn't play Quake on the N64

20:51SPEAKERwith the original nine-inch nail soundtrack

20:53SPEAKERbecause it would have taken,

20:55SPEAKERit took all the space on the cartridge.

20:59SPEAKERThis was, I think this was the first console

21:01SPEAKERwith four controller ports, is that right?

21:02SPEAKER- That sounds right to me.

21:05SPEAKERI can't think of another one.

21:05SPEAKER- 'Cause you needed the splitter on the N64

21:08SPEAKERand the NES and the Genesis and all.

21:11SPEAKER- You mean the SNES?

21:12SPEAKER- Yeah, the SNES, 'cause I said N64, yeah.

21:14SPEAKERBut on the SNES and the Genesis and all that,

21:17SPEAKERPlayStation only had two controllers, right?

21:19SPEAKER- Yeah, that's right.

21:20SPEAKERThe TurboGrafx PC Engine famously has one controller port.

21:23SPEAKER- That's insanity.

21:25SPEAKER- The Dreamcast had four.

21:26SPEAKER- That was much later.

21:27SPEAKER- GameCube had four, but I'm pretty sure

21:29SPEAKERthis is the first one with four.

21:31SPEAKER- Yeah, it turns out if you put more ports

21:33SPEAKERon the front of your console,

21:35SPEAKERpeople will buy more game heads.

21:37SPEAKER- Might sell more controllers,

21:38SPEAKERwhich are a pretty high margin business.

21:40SPEAKER- I think it shipped with one controller too, as I recall.

21:43SPEAKERI think you had to buy a second controller,

21:44SPEAKERwhich was a problem when Wave Race came out.

21:46SPEAKER- Yeah, in fact, whatever.

21:47SPEAKERIt's not really, we're mainly here

21:49SPEAKERfor the technical innards of the N64,

21:51SPEAKERbut yeah, this was the first generation

21:53SPEAKERfor Nintendo without a pack-in game.

21:55SPEAKER- Oh, right.

21:56SPEAKER- Also, for what it's worth.

21:58SPEAKER- God, I forgot about that.

21:58SPEAKERYou had to fight for copies of Mario 64.

22:01SPEAKER- Although they, well, whatever,

22:02SPEAKERthis is also more business stuff,

22:03SPEAKERbut they famously lowered the price of this thing

22:06SPEAKERbefore it came out.

22:07SPEAKERIt ended up debuting at 199 instead of the projected 250.

22:10SPEAKERSo you could kinda just put that money

22:12SPEAKERtoward Mario 64 anyway.

22:13SPEAKER- The announcement was weird,

22:15SPEAKER'cause they announced it with a different name.

22:16SPEAKERThey announced it as the Ultra 64.

22:18SPEAKER- Yes, it was the Ultra 64 for a long time,

22:20SPEAKERand I actually don't remember why that changed.

22:22SPEAKER- So I looked into that.

22:24SPEAKERI tried to find out a definitive reason

22:26SPEAKERwith the heat of retrospective on it, and I couldn't.

22:31SPEAKERThe rumors are that they had a Konami Ultra

22:37SPEAKERtrademark problem. - Oh, what?

22:39SPEAKEROh, man. - But there's

22:40SPEAKERno confirmation of that.

22:41SPEAKERNobody's ever confirmed it.

22:43SPEAKERSo it may be that they just were worried about that,

22:45SPEAKERand they were gun-shy, and they changed it the last minute.

22:49SPEAKERThe other thing I saw speculated

22:51SPEAKERwas that they wanted a worldwide brand.

22:52SPEAKERThey didn't wanna do Famicom Ultra in Japan

22:55SPEAKERand Nintendo 64, Ultra 64 in the West.

22:58SPEAKER- That seems way more plausible to me.

23:00SPEAKERThis was definitely getting into the era

23:01SPEAKERof kinda more global unified interest in video games,

23:05SPEAKERand the staggered launches and differentiated product names

23:08SPEAKERwere starting to feel kinda antiquated at this time.

23:10SPEAKERAlthough Ultra Games is one of my favorite game labels

23:15SPEAKERas some people may know.

23:17SPEAKERThat was just Konami's way of getting around Nintendo's limit

23:19SPEAKERon how many games you could put out a year

23:20SPEAKERby just making another imprint.

23:24SPEAKERBut also, Ultra Games is just such a rad logo

23:26SPEAKERand name for a game company.

23:28SPEAKER- It's a good logo.

23:33SPEAKERIt's also the first Nintendo console

23:34SPEAKERthat had the same design in the West in Japan.

23:38SPEAKER- Yes, yeah.

23:39SPEAKERYou mean industrial design? - Physical industrial design,

23:41SPEAKERyeah, 'cause-- - Form factor, yes.

23:42SPEAKER- Yeah, 'cause Super Famicom and the N64

23:45SPEAKERlooked pretty significantly different.

23:49SPEAKERAnyway, so that's it.

23:50SPEAKERThey sold 33 million units over the life of the console.

23:53SPEAKERIt ran, they made it until like 2008, I think, 2009.

23:59SPEAKERIt was a wildly successful thing in a world--

24:01SPEAKER- Pretty well. - Yeah.

24:03SPEAKERNot as, but it was the first one that they sold

24:05SPEAKERthat wasn't the market leader, right?

24:06SPEAKER- Yes, let me, hang on, let me pull up the PlayStation 1

24:09SPEAKERbefore we get into the hardware here.

24:11SPEAKEROkay, just to put it in perspective,

24:12SPEAKERthe PlayStation 1 sold over 100 million units globally, so.

24:15SPEAKER- Yeah.

24:17SPEAKER- Like this did reasonably well, but like a mere fraction,

24:20SPEAKERbut I mean, like it can't be overstated

24:22SPEAKERthe extent to which Sony appeared in the game industry

24:24SPEAKERand then just completely dominated it.

24:26SPEAKER- Yeah, just out of nowhere.

24:28SPEAKEROkay, so hardware, what's actually in the box?

24:32SPEAKER- Yeah, that's what we're here to actually talk about.

24:34SPEAKER- Yeah, it's a weirdly future looking design

24:39SPEAKERwith a CPU graphics chip.

24:44SPEAKERIt had a unified memory architecture,

24:46SPEAKERwhich was, I guess, always the case on these,

24:49SPEAKERI mean, I guess there was no precedent at this era,

24:51SPEAKERso there was no previous generation with RAM,

24:55SPEAKERbut the unified memory architecture

24:57SPEAKERconnected through the graphics chip, weirdly.

25:00SPEAKERIt didn't have a dedicated audio chip.

25:02SPEAKERThat ran either on the reality coprocessor or the CPU,

25:06SPEAKERand that's kind of it, that's kind of where we are.

25:08SPEAKER- Yeah, okay, so there was a CPU

25:10SPEAKERand then there was the reality coprocessor,

25:12SPEAKERwhich definitely was the graphics chip,

25:14SPEAKERand like we'll get into, could be arguably called a GPU.

25:18SPEAKER- It's GPU-like, I would say, not necessarily a GPU.

25:22SPEAKER- But the reality coprocessor

25:23SPEAKERalso did a bunch of other stuff.

25:25SPEAKERSound could be processed on it as well.

25:27SPEAKERIt also handled, it basically was a memory controller.

25:30SPEAKERIt handled the sort of split in the unified memory.

25:34SPEAKER- Yeah. - That you were talking about.

25:35SPEAKERIt handled memory DMA, direct memory access.

25:37SPEAKERIt also handled IO for cartridges and controllers

25:41SPEAKERand that kind of thing.

25:42SPEAKERThe reality coprocessor also almost feels

25:45SPEAKERlike an early SOC minus a CPU to me,

25:48SPEAKERor at least sort of like the,

25:50SPEAKERyou know how motherboard chip sets

25:51SPEAKERstarted integrating more and more

25:53SPEAKERinto just the end of the chip,

25:55SPEAKERmemory controller, sound, IO, all that stuff?

25:58SPEAKERIt kind of feels like an early version of that.

26:00SPEAKER- It's almost like they took the stuff

26:02SPEAKERthat was typically in a PC Northbridge

26:04SPEAKERand jammed it in this thing.

26:06SPEAKER- That's exactly what I was thinking of

26:07SPEAKER'cause this wasn't quite the era.

26:09SPEAKERI guess it was maybe more close to 2000 and after,

26:11SPEAKERbut as you remember, there started to be fewer

26:15SPEAKERand fewer chips on PC motherboards as well

26:17SPEAKER'cause more of that kept getting integrated.

26:19SPEAKER- Yeah, well, the move to integrating

26:21SPEAKERthe memory controller happened in the 2000s

26:25SPEAKERand then a lot of stuff came downstream from that.

26:28SPEAKERBut yeah, so the CPU is a CPU.

26:31SPEAKERIt was a MIPS CPU.

26:33SPEAKERThe reality coprocessor is the star of the show, I think,

26:36SPEAKERand is the thing that was remarkable here.

26:39SPEAKER- Very much.

26:40SPEAKER- But we can, we should,

26:41SPEAKERand also there's a MIPS processor

26:43SPEAKERinside the reality coprocessor too, it's worth saying.

26:45SPEAKERSo it's like, yo dog, I heard you like CPUs.

26:50SPEAKERThe CPU, the main CPU was a MIPS processor

26:54SPEAKERdesigned by SGI.

26:56SPEAKER- Yeah, I guess we should say real quick,

26:57SPEAKERMIPS is the instruction set here.

26:59SPEAKER- Yeah, so like x86.

27:01SPEAKERMIPS is equivalent to x86 or power PC or 6502.

27:05SPEAKERIt's just a, it's kind of the language

27:06SPEAKERthat the CPU speaks here.

27:09SPEAKER- Well, and they provided a series of extensions.

27:11SPEAKERMIPS stands for microprocessor

27:13SPEAKERwithout interlocked pipeline stages.

27:15SPEAKER- Of course.

27:16SPEAKER- Basically they were saying,

27:17SPEAKERhey, you don't have to worry.

27:20SPEAKERIt was, this is the era before branch prediction, right?

27:22SPEAKERSo in a modern CPU, starting with the Pentium 4

27:26SPEAKERand some older Spark machines and stuff like that,

27:29SPEAKERbranch prediction would, when you reach a point

27:32SPEAKERin the register is where it says,

27:34SPEAKERhey, do some stuff or skip to this point.

27:38SPEAKERIt would just do, now it just does both of those.

27:40SPEAKERIt does all the computations

27:41SPEAKERand then throws out whatever it doesn't need.

27:43SPEAKERIn the old days, you had to keep the registers even.

27:46SPEAKERIt's like you were filling water in two,

27:50SPEAKERit's like you have two hoses, two ends of a hose.

27:53SPEAKERThe hose is filled with water and you get too high

27:54SPEAKERand water comes out one side or the other.

27:56SPEAKERIt's kind of the metaphor I've always heard for this.

27:58SPEAKERAnd if the water started blasting out,

28:00SPEAKERthen your CPU would go slow for whatever reason.

28:04SPEAKERBut the point is these processors were designed

28:09SPEAKERto not need as much kind of handholding

28:12SPEAKERand assembly level work

28:14SPEAKERto keep those branches filled and going.

28:18SPEAKERIn some cases, you even had to do dummy work

28:20SPEAKERto keep things working.

28:22SPEAKERAnd this was designed so that the compiler

28:25SPEAKERwould handle that stuff for the programmers

28:27SPEAKERand they didn't necessarily have to understand that.

28:29SPEAKERSo you could write code and see,

28:30SPEAKERit would run really well on these CPUs.

28:33SPEAKERNow, whether that actually worked or not,

28:35SPEAKERit remains to be seen.

28:36SPEAKERI think the advent of branch prediction

28:38SPEAKERand some of the stuff that Intel did in the early 2000s

28:40SPEAKERkind of ran MIPS out of existence

28:44SPEAKERfor high-end compute at least.

28:47SPEAKERBut yeah, this was a wild choice in 1995, '94,

28:54SPEAKERwhenever they started designing and announced this thing.

28:57SPEAKERReally, it's still the era

28:59SPEAKERof extremely bespoke console hardware designs,

29:02SPEAKERwhich would continue basically through the Xbox 360

29:04SPEAKERand the PS3 were kind of the last two

29:06SPEAKERreally esoteric consoles before everything just went x86

29:10SPEAKERand kind of relatively off-the-shelf GPUs.

29:13SPEAKER- Are you with the Switch, I think, too?

29:15SPEAKER- Yeah.

29:16SPEAKER- 'Cause it was just a souped up GameCube,

29:18SPEAKERwhich was still the last, anyway.

29:20SPEAKER- Oh, you mean the Wii?

29:21SPEAKER- Sorry, the Wii, not the Switch, yeah.

29:22SPEAKER- Yes, yes, the Wii was in that tradition as well,

29:25SPEAKERand the Wii U for that matter, but you know,

29:28SPEAKERthere were still bespoke risk chip designs being used

29:31SPEAKERup through the 360 and the PS3,

29:33SPEAKERbut this was very much still the thing here.

29:35SPEAKER- This is where the 64 comes from, though.

29:37SPEAKERThis is why it's called the N64s,

29:38SPEAKER'cause this is designed to let you do math

29:42SPEAKERon 64-bit chunks of data.

29:43SPEAKER- You could.

29:44SPEAKERI think we're not CPU guys here.

29:46SPEAKERI don't know how much we wanna get into the specifics

29:49SPEAKERof the width of the data bus and the instruction sizes

29:51SPEAKERand word size manipulation and stuff,

29:54SPEAKERbut I think the upshot here is this thing

29:56SPEAKERcould do 64-bit operations.

29:58SPEAKER- Asterisks, lots of asterisks.

30:00SPEAKER- But generally, 32-bit operations were faster,

30:03SPEAKERand basically games almost never used

30:06SPEAKERany kind of 64-bit functionality.

30:10SPEAKER- As I understand it, on the stripped down version

30:12SPEAKERof the MIPS 4300, the 4300i that they used for this,

30:18SPEAKERin order, the data buses were still 32-bits,

30:21SPEAKERso in order to get a 64-bit chunk of data,

30:23SPEAKERthen you had to do multiple 32-bit transfers,

30:28SPEAKERso it took multiple cycles, and so thus,

30:30SPEAKERyou were almost always better off running 32-bit mode,

30:33SPEAKERunless you were doing some real specific stuff.

30:35SPEAKER- It's funny, a couple months ago,

30:37SPEAKERa video showed up on my YouTube algorithm

30:39SPEAKERof somebody writing their own operating system for the N64.

30:42SPEAKER- Okay.

30:43SPEAKER- I looked at the YouTube comments,

30:44SPEAKERand it was maybe the single weirdest experience

30:46SPEAKERI've ever had with YouTube comments,

30:47SPEAKERbecause they were 100% universally by people

30:50SPEAKERwho knew exactly what was going on in this video,

30:53SPEAKERlike that seemed like they were all people

30:55SPEAKERwho also programmed the N64,

30:57SPEAKERbecause the comments were nothing but people talking

30:59SPEAKERabout the design of this person's operating system,

31:02SPEAKERand so I even got a sense of the word

31:05SPEAKERand double word instructions for the chip in this thing

31:09SPEAKERfrom those comments, so people talking about like,

31:10SPEAKERdouble word is a 64-bit word in N64 nomenclature,

31:16SPEAKERbut even there, I got a strong sense

31:17SPEAKERthat everybody was saying, oh yeah,

31:19SPEAKERyou would just do all this in 32-bit, right?

31:21SPEAKERLike this isn't gonna be a 32-bit operating system,

31:23SPEAKERobviously, because that is the actual way

31:25SPEAKERto get speed out of the N64.

31:28SPEAKER- Well, and it's worth mentioning,

31:29SPEAKERthe instructions were always 32-bit.

31:32SPEAKERLike, so you were running 32-bit instructions

31:34SPEAKERon 64 bits of data, not 64-bit instructions

31:37SPEAKERon 64 bits of data, like you would do with X64

31:39SPEAKERor AMD64 or whatever.

31:40SPEAKER- It really highlights how much the bit label

31:44SPEAKERat this time was a marketing thing, primarily,

31:46SPEAKERbecause the actual definition of what makes a 32-

31:49SPEAKERor 64-bit console is extremely open to interpretation,

31:52SPEAKERit doesn't always actually matter,

31:53SPEAKERbut people at the time, the public just used it

31:56SPEAKERas a linear measure of power.

31:57SPEAKERIt's like, oh, 64 obviously is twice 32, right?

32:01SPEAKER- Well, and 16 and 32 were just the color depths

32:03SPEAKERof the output buffers, right?

32:06SPEAKER- You mean on the 16-bit consoles?

32:08SPEAKER- Yeah, 16-bit consoles.

32:09SPEAKER- I don't know, I'm not a good person to ask.

32:12SPEAKER- Okay, this is a future episode, a topic, I guess.

32:16SPEAKERApparently, this chip was used in a buttload

32:18SPEAKERof NEC printers down the road,

32:20SPEAKERso your NEC printer might have the same CPU as your N64.

32:23SPEAKERI think that's funny, just silicon.

32:26SPEAKER- MIPS is still around.

32:27SPEAKER- Oh yeah, they sell, there's a ton of MIPS devices,

32:31SPEAKERactually, like routers and stuff like that, right?

32:33SPEAKER- Well, I don't know how many these days,

32:34SPEAKERbut my EdgeRouter 4 has a MIPS chip in it,

32:36SPEAKERso that is still used here and there.

32:39SPEAKER- Kind of, as I recall, in the pre-gigabit days,

32:44SPEAKERthere were a lot of consumer-level MIPS routers,

32:47SPEAKERso like ASUS routers and all that.

32:50SPEAKERYeah, before, well, they weren't fast enough

32:52SPEAKERto feed gigabit was the problem, I think.

32:55SPEAKERSo anyway, Tom Halfhill, who wrote a CPU column

32:59SPEAKERat Maximum PC for years and was a columnist at Byte

33:01SPEAKERfor years before that, wrote an article about the R4000,

33:08SPEAKERand this was in June of 1993 as a sidebar

33:12SPEAKERon their cover story about MIPS,

33:14SPEAKERand his take was basically that it was,

33:17SPEAKERthis cost the same as a 33 megahertz Intel 486,

33:21SPEAKERbut was a lot faster, 'cause it was risk-based,

33:24SPEAKERso the instructions were serial

33:26SPEAKERand they could get higher clocks

33:28SPEAKERand all the same things that we heard about

33:30SPEAKERRISC PC designs for years and years and years.

33:34SPEAKERSo yeah, it was a weird time when it wasn't yet clear

33:40SPEAKERthat x86 was gonna be the dominating force in compute,

33:44SPEAKERgoing forward, like NT4 shipped with a MIPS version.

33:49SPEAKERWhen you had a Windows NT4 CD, you could put it on

33:53SPEAKERand you could install it on this,

33:54SPEAKERon a MIPS machine, a DC alpha, you could put it on a,

33:57SPEAKERI think there was a Spark version even, I can't remember,

34:00SPEAKERbut this was definitely part of the potential

34:05SPEAKERmainstream CPU melange of the time.

34:08SPEAKER- Yeah, for sure.

34:10SPEAKEROkay, here is my basic understanding of how the N64 works.

34:14SPEAKERThe CPU is just there to do all of the setup.

34:17SPEAKER- That's right.

34:18SPEAKER- And then it hands all the setup off

34:19SPEAKERto the reality coprocessor

34:20SPEAKERand that's where all the heavy lifting happens.

34:22SPEAKERBasically the CPU, CPU runs game logic

34:25SPEAKERand does the like basic 3D setup.

34:29SPEAKERI don't know if that's lists of vertices

34:31SPEAKERor what like very, I don't know what like 3D primitives

34:34SPEAKERthe CPU is handling, but this is where the GPU part comes in

34:38SPEAKERwhere Nvidia's definition of what a GPU is starts to matter

34:41SPEAKERor what their definition would be because the GeForce 256

34:44SPEAKERcame out three years after this console.

34:46SPEAKERBut the reality coprocessor is taking all that basic setup

34:50SPEAKERfrom the CPU and that's where it's crunching,

34:53SPEAKERdoing all the hardware geometry transformations.

34:56SPEAKERThat's where it's rasterizing to 2D.

34:59SPEAKER- That's right.

35:00SPEAKER- Doing occlusion, which was done in a new way or used-

35:03SPEAKER- It had a Z-buffer, man.

35:04SPEAKER- Right, it used a Z-buffer here for occlusion,

35:08SPEAKERmeaning that it, but that's where you basically

35:10SPEAKERhave to figure out what is in front of what else

35:12SPEAKERin a 3D scene because you can't afford to waste

35:14SPEAKERprocessing time on polygons or pixels

35:17SPEAKERthat are behind other polygons or pixels

35:19SPEAKERand you'll never see.

35:20SPEAKERAnd so you need to throw those things out.

35:21SPEAKERAnd on the previous, right, so on the previous 3D consoles,

35:27SPEAKERI think by and large developers had to do that

35:28SPEAKERin software themselves, but the N64 had a hardware Z-buffer

35:32SPEAKERthat would handle that for you.

35:34SPEAKER- Yeah, so, okay, so I think you're correct

35:37SPEAKERon most of that, the Vertex setup and all that stuff

35:41SPEAKERhappened in the reality coprocessor, though.

35:43SPEAKERIt wasn't handled by the CPU.

35:45SPEAKERSo the CPU basically just handled game logic

35:46SPEAKERand often audio, it turns out.

35:48SPEAKERSo this was a choice that developers had to make

35:51SPEAKERfor the console in general 'cause there was

35:52SPEAKERno dedicated audio processor.

35:54SPEAKERSo you could run your audio on whichever of the processors

35:58SPEAKERyou had kind of spare cycles for was the,

36:02SPEAKERseemed to be the general consensus,

36:03SPEAKERat least in the homebrew community stuff that I was reading.

36:07SPEAKERBut the reality coprocessor was the thing that Nintendo,

36:11SPEAKERit's funny, Nintendo is kind of like Apple in this case.

36:13SPEAKERThey don't market, even back then they didn't really

36:16SPEAKERmarket chips and speeds and feeds and stuff like that.

36:19SPEAKERIt was just like, yo, this is the box you'd get

36:20SPEAKERif you wanna play Mario.

36:22SPEAKERBut they did talk about the reality coprocessor

36:24SPEAKERand they branded it and gave it a name in the whole thing.

36:29SPEAKERAlso because it handled memory and had the DMA,

36:32SPEAKERthe direct memory access functions

36:35SPEAKERis why it was the centerpiece.

36:36SPEAKERIt's why it handled the whole thing.

36:38SPEAKERAnd it, you're right, it took the stuff from the game,

36:40SPEAKERfrom the, that was running the game on the CPU

36:43SPEAKERand then turned it into pictures

36:46SPEAKERand output those pictures to the frame buffer

36:49SPEAKERand then out to the video DAC.

36:52SPEAKERSo, 'cause of course these were all analog consoles.

36:55SPEAKERThere's no digital outputs on any of,

36:56SPEAKERat this point anywhere.

36:59SPEAKERThe reality coprocessor, the thing that makes it like a GPU

37:05SPEAKERis that it did the geometry calculations in hardware,

37:08SPEAKERwhich was pretty unusual for consumer hardware

37:12SPEAKERat this point.

37:13SPEAKERLike video cards for PCs wouldn't do this for years.

37:15SPEAKER- Right, like just to reiterate the point

37:17SPEAKERthat that was the defining feature of the GeForce 256

37:20SPEAKERthat Nvidia was everywhere.

37:22SPEAKER- Transforming lighting, yeah.

37:23SPEAKER- Yes, was everywhere in the marketing for that thing

37:25SPEAKERsaying finally we have moved the geometry setup

37:27SPEAKERonto the GPU and the lighting setup.

37:30SPEAKEROr in fact, that's where they coined the term GPU

37:32SPEAKERand that was their rationale was,

37:34SPEAKERnow it's a graphics processing unit

37:35SPEAKERbecause the CPU doesn't have to do this work anymore.

37:37SPEAKERThe 3D card handles it.

37:39SPEAKERAnd so here was the N64 doing a version of that

37:42SPEAKERlike three years earlier. - Four years,

37:43SPEAKERthree and a half years before, yeah.

37:46SPEAKER- And interestingly, this is kind of a minor detail,

37:48SPEAKERbut the geometry setup was not fixed function on the chip

37:53SPEAKERon this thing. - No.

37:54SPEAKER- It was actually, it was handled by microcode.

37:56SPEAKERLike it was effectively like a version

37:59SPEAKERof a programmable geometry pipeline.

38:01SPEAKER- I wanna say they could do,

38:02SPEAKERyou could, there were limited number of instructions

38:05SPEAKERyou could run at a time based on performance,

38:07SPEAKERbut that's how they did things like the shiny metal pools

38:11SPEAKERand Super Mario 64 and stuff like that.

38:13SPEAKERThat was, those were all Vertex calculations.

38:16SPEAKER- And also an even more minor detail

38:19SPEAKERis that initially developers could not modify

38:21SPEAKERthat microcode themselves.

38:22SPEAKERNintendo provided libraries that had different types

38:25SPEAKERof geometry calculations, but as a developer,

38:28SPEAKERyou just had to pick from one because the instruction set

38:31SPEAKERwas not documented for that microcode.

38:33SPEAKERBut then later on, later on SGI and Nintendo

38:36SPEAKERopened up some documentation

38:37SPEAKERso you could start writing your own.

38:38SPEAKER- That part was wild.

38:39SPEAKERI had no idea that they didn't,

38:41SPEAKERlike the idea that you could spend a quarter of a million

38:44SPEAKERdollars on an Nintendo 64 dev kit and not get access

38:47SPEAKERto the full instruction set that was available to you

38:50SPEAKERis insane. - Yeah.

38:52SPEAKERYou know, I bet that some version of that

38:55SPEAKERis basically the story of every console though,

38:57SPEAKERor at least up until the modern era

38:59SPEAKERof very common development tools for common hardware

39:03SPEAKERthat we're in now.

39:04SPEAKERBut back then when everything was bespoke,

39:07SPEAKERI think that that was kind of just how things went.

39:08SPEAKERLike documentation was poor,

39:10SPEAKERfunctionality was not always exposed early on,

39:12SPEAKERbut over the course of the system.

39:14SPEAKER'Cause you know, games always would get much better

39:16SPEAKERover the course of a system as developers got better

39:18SPEAKERwith working with the hardware.

39:19SPEAKERAnd I'm sure a lot of that came down to like

39:21SPEAKERpoor documentation and lack of access early on.

39:24SPEAKER- God, we could have played Turok with all the fog

39:27SPEAKERif they'd just had better, better.

39:29SPEAKER- Should we, okay, so there's three modules,

39:33SPEAKERreality coprocessor, a whopping 62.5 megahertz,

39:36SPEAKERwhich was paired with the 93.75 megahertz CPU.

39:42SPEAKERIt had three components.

39:44SPEAKERThere's three main modules inside it.

39:46SPEAKERAnd it's a pretty big processor by the era,

39:49SPEAKERthe standard of the time.

39:51SPEAKER- Like you mean just physically big?

39:53SPEAKER- When you look at the boards, like the MIPS CPU in this

39:57SPEAKERare basically the same size, which was unusual.

39:59SPEAKER- Yeah.

40:01SPEAKER- So there's three main components.

40:02SPEAKERThere's the reality signal processor,

40:04SPEAKERwhich is basically another CPU on this chip.

40:08SPEAKERIt's a cut down MIPS R4000, another cut down MIPS R4000.

40:13SPEAKERAnd it stores like commands and data in RAM.

40:18SPEAKERAnd the CPU rather stores the commands and data in RAM.

40:20SPEAKERAnd then the RSP runs those commands on the data.

40:24SPEAKERSo the CPU is handing a list of things to do

40:26SPEAKERoff to this thing.

40:27SPEAKERAnd it just does them presumably very fast.

40:30SPEAKER- Right.

40:31SPEAKER- And this is because this is the memory.

40:34SPEAKERThis has the direct access to memory.

40:36SPEAKERSo everything's coming through the IO module,

40:39SPEAKERwhich is one of the other sections of this processor.

40:43SPEAKER- Yeah, this is kind of where I was saying

40:44SPEAKERthis feels like an early proto SOC

40:47SPEAKERwhere this thing does a bunch of different things

40:48SPEAKERwith different modules on it.

40:50SPEAKER- Yeah, it's partly that.

40:54SPEAKERAnd then it's partly, I mean, cause it's all one die, right?

40:57SPEAKERThere's SOCs, usually multiple dies.

41:01SPEAKERBut it also is doing all the traffic cop stuff of the,

41:05SPEAKERit's like a souped up Northbridge

41:06SPEAKERis the metaphor I went for immediately.

41:09SPEAKERThe IO module communicates with the CPU,

41:12SPEAKERalso stuff external like the controllers and chargers,

41:16SPEAKERcartridges and all the decks for the video and audio output,

41:20SPEAKERthat kind of stuff.

41:21SPEAKERSo everything, that's your traffic cop component.

41:24SPEAKERAnd then the last part is the reality display processor,

41:27SPEAKERwhich takes the output from the reality signal processor

41:31SPEAKERand draws the frame into a frame buffer,

41:33SPEAKERwhich then gets passed out to the deck.

41:36SPEAKER- And analyzes rasterization,

41:37SPEAKERwhich like I've known that term for years.

41:39SPEAKERI'm not sure I ever fully connected exactly

41:41SPEAKERwhat was going on there until I read this article,

41:43SPEAKERwhich is, I mean, I've known you have to do transforms

41:45SPEAKERon 3D scene data to make it display right

41:47SPEAKERon a 2D display, right?

41:49SPEAKERYou get all kinds of weird warping and stuff

41:51SPEAKERif you try to just project your 3D scene

41:53SPEAKERstraight to a 2D plane without doing the correct,

41:56SPEAKERyou know, the corrections for it.

41:57SPEAKERBut that's what rasterization is, right?

41:59SPEAKERIt's doing the-

42:00SPEAKER- It's turning the scene into pixels, yeah.

42:02SPEAKER- Doing the work of taking 3D scene data

42:04SPEAKERand making it a 2D image that looks correct.

42:07SPEAKER- Yeah, and the reality display processor

42:09SPEAKERdoes all the other stuff that you have to do

42:10SPEAKERto make that look right.

42:11SPEAKERLike the texture filtering and the mipmapping

42:14SPEAKERand the bilinear filtering,

42:15SPEAKERand they even had some rudimentary perspective correction

42:18SPEAKERon this.

42:19SPEAKERA lot of, part of, this is one of the places

42:23SPEAKERthat they had some kind of shortcomings

42:24SPEAKERon the hardware that they didn't realize

42:26SPEAKERwere gonna be shortcomings until much later.

42:28SPEAKERBut the amount of RAM accessible

42:32SPEAKERto this part of the pipeline was really low,

42:35SPEAKERwhich is why textures,

42:37SPEAKERmost games on the N64 used flat shaded Garon surfaces

42:41SPEAKERinstead of Garo, is that how you say it?

42:43SPEAKER- Yeah, it's called Garo shading.

42:44SPEAKER- I've never heard that pronounced before, I don't think.

42:46SPEAKER- Maybe not every game later on,

42:47SPEAKERthey started using a lot more textures,

42:49SPEAKERbut especially early on,

42:50SPEAKERlike the Capetti breakdown points out,

42:52SPEAKERlike, you know, see all of the solid color

42:55SPEAKERGaro shaded character models in Mario 64, for example,

42:58SPEAKERas a way of presumably saving,

43:01SPEAKER'cause they could not fit many textures in.

43:03SPEAKER- Yeah, it was, you had to make a choice.

43:05SPEAKERA lot of the texture is--

43:06SPEAKER- The texture, sorry, just to really provide the detail here,

43:09SPEAKERthe texture unit has four kilobytes of memory.

43:11SPEAKER- Yeah, it's not enough, it turns out.

43:14SPEAKERA lot of that, in my understanding,

43:16SPEAKERis also why they used, like,

43:17SPEAKERsome programmatically generated stuff on the device,

43:20SPEAKERon homebrew games later on, at least.

43:24SPEAKERBut yeah, so the display processor

43:26SPEAKERis where the Z-buffer stuff happened.

43:28SPEAKERThis was, the Z-buffer used,

43:31SPEAKERlike, it's really weird 'cause they had nine bits of data

43:34SPEAKERon each memory chunk,

43:36SPEAKERand that ninth one is basically how deep it is in the scene,

43:40SPEAKERso then the renderer would only render

43:42SPEAKERthe closest to the front of the scene,

43:44SPEAKERthe highest number on the Z-buffer,

43:45SPEAKERlowest number on the Z-buffer, I can't remember which.

43:47SPEAKER- Yeah, reading the article makes it pretty easy

43:49SPEAKERto understand, like it would just do,

43:50SPEAKERevery time it was rasterizing a new pixel,

43:53SPEAKERit would do a depth check against that,

43:55SPEAKERand if the depth was such that this pixel

43:58SPEAKERwas behind other stuff that was already on screen,

44:00SPEAKERit was just thrown out.

44:01SPEAKER- It just stopped.

44:02SPEAKERIt also added some color combiners and blenders,

44:06SPEAKERso the color combiner lets you mix multiple colors,

44:08SPEAKERyou could have some semi-transparent pixels.

44:11SPEAKERThe blender would let you blend a current frame

44:13SPEAKERwith past frame, or the currently rendered frame

44:16SPEAKERwith the frame that's in the frame buffer,

44:18SPEAKERwhich is really interesting 'cause you ended up

44:19SPEAKERwith almost like temporal-type effects,

44:21SPEAKERand that's how you did a lot of transparency

44:23SPEAKERand translucency and some of the fog and stuff like that.

44:30SPEAKERYeah, it was extremely limited texture memory.

44:33SPEAKERThat was the big surprise for me.

44:35SPEAKERI don't know what you do with four kilobytes of texture RAM.

44:38SPEAKERThat's wild.

44:40SPEAKERThe RSP does the vector math,

44:44SPEAKERso this is like the hardware transform

44:47SPEAKERand lighting setup section.

44:49SPEAKERIt's a lightly programmable geometry pipeline.

44:55SPEAKERThis is where the DMA access works,

44:57SPEAKERso this is the direct memory access pipeline

44:59SPEAKERfor this processor.

45:06SPEAKEROn one hand, probably nobody knew how to write

45:09SPEAKERa vertex shader equivalent code at this period of time,

45:13SPEAKERbut it's wild to me

45:15SPEAKERthat they didn't provide docs for that still.

45:17SPEAKERAnd then the last part of it is the video interface,

45:19SPEAKERwhich takes the frame buffer

45:20SPEAKERand displays it all out on the TV.

45:22SPEAKERI didn't realize this, but it was 32 bits of color depth,

45:25SPEAKERand most of the launch games,

45:27SPEAKERup until the time the memory expansion pack shipped,

45:31SPEAKERwhich we'll talk about in a minute, ran at 320 by 240.

45:36SPEAKERSome of the later games ran at 640 by 480.

45:39SPEAKERDid you notice a difference in the 640 by 480

45:43SPEAKERand 320 by 240 games at the time?

45:45SPEAKER- I don't remember playing any games at 640 by 480,

45:49SPEAKERso I can't say that I ever even saw one.

45:53SPEAKERI do remember some PlayStation games, though.

45:56SPEAKERJust generally, if you're asking perceptually

45:58SPEAKERwhat I remember, 1,000% yes.

46:00SPEAKERI remember "Toball" number one, for example,

46:02SPEAKERis a fighting game on the N64

46:04SPEAKERthat ran at 640, 480, and 60 FPS,

46:07SPEAKERand that was profoundly impactful.

46:10SPEAKERI was like, man, this is the sharpest looking thing

46:12SPEAKERI've ever seen, although maybe, again, to the point,

46:15SPEAKERthat's another game that uses a lot of untextured

46:18SPEAKERand very simple shaded polygons, for example,

46:20SPEAKERand that game outputted, inter-placed,

46:23SPEAKERso they had a lot of flicker to it,

46:25SPEAKERa lot of compromises at that time.

46:27SPEAKER- Yeah, it turns out TVs weren't really meant

46:29SPEAKERfor this analog TVs, at least.

46:31SPEAKER- Oh, actually, I have a list here.

46:34SPEAKER- Oh, 640 by 480 games?

46:35SPEAKER- Or a few, let's see, Indiana Jones,

46:41SPEAKERVigilante 8, very few.

46:43SPEAKERIt looks like very few N64 games shipped

46:46SPEAKERthat could run at 6, 4. (laughs)

46:49SPEAKERWhen "Perfect Dark" is rendering the N64 logo

46:52SPEAKERthat turns into the "Perfect Dark" logo,

46:53SPEAKERit is briefly running at 576 by 480,

46:55SPEAKERso there were not a lot of games

46:58SPEAKERusing the high resolution modes, apparently.

47:00SPEAKER- Okay, good to know.

47:02SPEAKER- But again, and I think we're about

47:03SPEAKERto get into the memory stuff,

47:05SPEAKERI believe the RAM expansion pack did help with that.

47:08SPEAKER- Yeah, I was gonna say, the last thing I wanted to say

47:10SPEAKERis this was a pretty competent piece of hardware

47:15SPEAKERin terms of raw rendering power

47:17SPEAKERfor the 200 bucks that you paid for it.

47:19SPEAKERWhen you compare this to "Quake,"

47:21SPEAKERwhich was in terms of what your hero character

47:25SPEAKERthat you'd see on the screen a lot was rendered at,

47:28SPEAKERLink from "Ocarina" had 704 triangles,

47:32SPEAKERwhich was a lot at the time.

47:33SPEAKERThe "Quake" guy was only 450.

47:35SPEAKERNow, "Quake" was designed for software renders,

47:37SPEAKERso it was a little bit different situation,

47:39SPEAKERbut this was, it's funny to say this,

47:45SPEAKERbut being able to render a character with 700 triangles

47:48SPEAKERon it all the time was impressive in 1996, 1997.

47:51SPEAKER- Sure.

47:53SPEAKER- Yeah, the "Capetti" article has got actually

47:55SPEAKERa couple cool little wireframe model viewers,

47:57SPEAKERor not just wireframe, they've got wireframe surface

48:01SPEAKERand textured models of Link and Kirby and stuff,

48:05SPEAKERso you can kind of drag them around

48:06SPEAKERand look at what we're talking about.

48:09SPEAKER- There's lots of good pictures,

48:09SPEAKERlike there's teardowns of the chips,

48:11SPEAKERthere's all sorts of stuff in there,

48:13SPEAKERif you will put a link in the show notes

48:14SPEAKERso you can check it out if you want to take a look at it,

48:16SPEAKERbut it's an unbelievable resource.

48:19SPEAKERThe unified memory architecture was interesting.

48:20SPEAKERThis thing shipped with RAM bus DRAM,

48:22SPEAKERwhich was basically serialized RAM,

48:24SPEAKERso SDRAM, DDR RAM runs in parallel.

48:29SPEAKEREach chip is wired in parallel.

48:30SPEAKERThese were all run in serial,

48:31SPEAKERso the clocks were much higher.

48:33SPEAKERIt ran hotter generally.

48:35SPEAKERIt was faster for certain types of operations

48:37SPEAKERand slower for others, as the normal,

48:40SPEAKERhey, you get three things, pick,

48:43SPEAKERhere are three things, pick two,

48:44SPEAKERand they chose fast and good and not cheap.

48:47SPEAKER- Yeah, so looking back,

48:49SPEAKERthere was right behind all the hype around Ultra 64

48:51SPEAKERand Project Reality and SGI and all that stuff,

48:54SPEAKERlike RAM bus also had a fair amount of hype

48:56SPEAKERattached to it in the press,

48:58SPEAKERbut I guess the way you're describing it,

49:00SPEAKERRDRAM was just another competing standard with SDRAM, right?

49:04SPEAKER- Well, it wasn't really a standard.

49:05SPEAKERIt was a proprietary thing. - Or proprietary.

49:07SPEAKERI'm sure they wanted it to be a standard

49:09SPEAKERthat they owned the patent to

49:10SPEAKERand could charge a lot of money for.

49:13SPEAKER- The big thing was because it was a serial bus,

49:15SPEAKERit required termination.

49:16SPEAKER- Yeah, that was really funny reading about this.

49:18SPEAKERI didn't realize, I guess,

49:19SPEAKERso you had to terminate RDRAM in PCs that used it?

49:22SPEAKER- Yeah, when Pentium 4 started shipping

49:24SPEAKERwith RAM bus support, you had to plug a,

49:28SPEAKERI can't remember what it's called, it was a RIM.

49:30SPEAKERBasically, the RAM was in RIMs,

49:32SPEAKERand then you had to plug a terminator into any unused slots,

49:35SPEAKERand that was because there was signal bounced

49:37SPEAKERback and forth down the chain, basically.

49:39SPEAKER- The Capetti article actually mentions

49:41SPEAKERthose were called continuity RIMs in PCs or C-RIMs.

49:44SPEAKER- Yeah, CRIMs is what Gordon always called them.

49:47SPEAKER- I feel like, yeah, CRIM, yeah.

49:48SPEAKERI feel like termination is not even a concept

49:51SPEAKERthat's really known in modern PCs

49:52SPEAKER'cause it's not really necessary,

49:54SPEAKERbut SCSI drive chains also had to do this back in the day.

49:57SPEAKERThere were all kinds of technologies

49:58SPEAKERwhere you had to physically put an end point

50:01SPEAKERon a chain of devices like this

50:04SPEAKERbecause it needed that to know where the chain ended

50:07SPEAKERso it could handle the signaling properly.

50:10SPEAKER- It turns out, for stuff that normal humans use,

50:12SPEAKERthey just self-terminate everything.

50:14SPEAKERIt makes it much easier.

50:15SPEAKER- Right, they figured that out.

50:16SPEAKERBut the funny way that this ties into the N64 is that,

50:19SPEAKERso the N64 had the RAM expansion slot,

50:22SPEAKERbut it was already populated with a little dongle

50:24SPEAKERthat seemingly, to the end user,

50:26SPEAKERdidn't do anything at the time of launch,

50:29SPEAKERbut that dummy kind of fake RAM expansion pack in there

50:33SPEAKERwas the terminator.

50:34SPEAKER- Yeah.

50:35SPEAKER- So you couldn't boot your N64 without,

50:36SPEAKERI think they called it the jumper pack,

50:39SPEAKERand all that is is there to terminate the RD-RAM bus.

50:42SPEAKER- Just some capacitors and resistors, yeah.

50:44SPEAKER- So the N64 won't boot with that thing removed

50:46SPEAKEReven though it seems like it doesn't do anything.

50:48SPEAKER- Did you ever pull yours out?

50:50SPEAKER- I don't think so.

50:51SPEAKER- I was afraid to until I got the expansion pack.

50:54SPEAKERIt felt like doing surgery,

50:55SPEAKERand I built multiple PCs by that point.

50:57SPEAKERIt was weird.

50:58SPEAKERSo the expansion pack was a,

51:00SPEAKERthe machine shipped with four,

51:02SPEAKERI've almost said four gigabytes, but four megabytes of RAM,

51:06SPEAKERyou could get a later on,

51:08SPEAKERI don't remember the first game that shipped with it was-

51:10SPEAKER- Was it Majora?

51:11SPEAKER- Was it Majora?

51:12SPEAKER- I think Majora's Mask is the one I bought mine with,

51:14SPEAKERor was it maybe Donkey Kong?

51:16SPEAKERI forget which game needed it for-

51:18SPEAKER- DK64.

51:19SPEAKER- Yeah, I forget which game was the first one

51:20SPEAKERthat could use it, but.

51:23SPEAKER- Sometimes they bundled it, right?

51:26SPEAKER- Maybe, I don't know if they ever bundled it with games.

51:28SPEAKERI know we'll get to it,

51:28SPEAKERbut I think they bundled it with the 64DD in Japan.

51:31SPEAKER- Ah, that makes sense.

51:32SPEAKER- But I don't know if they ever sold

51:34SPEAKERan actual retail SKU with it in a game.

51:37SPEAKER- So the upshot is it was basically just RAM.

51:41SPEAKERIt was just PC RAM.

51:42SPEAKER- Just more RAM.

51:43SPEAKER- Yeah.

51:44SPEAKERAnd they, different games use it for different stuff.

51:48SPEAKERAnd some games, it was optional for a lot of games,

51:50SPEAKERlike games would use it if it was there,

51:52SPEAKERbut for the most part, it was,

51:54SPEAKERall of a sudden you got a little bit of a speed boost

51:56SPEAKERon games that supported it.

51:58SPEAKERGames that didn't support it didn't do anything,

52:00SPEAKERas I recall.

52:02SPEAKERWe talked about not having an audio chip.

52:04SPEAKERMost stuff seems to have run on either the CPU or the RCP,

52:09SPEAKERjust 'cause there was extra processors

52:11SPEAKERin the signal processor, typically.

52:14SPEAKERExtra processor cycles.

52:15SPEAKERAnd then there were the accessories.

52:17SPEAKERSo the controllers.

52:19SPEAKERWe talked about the weird three-prong shape.

52:22SPEAKERThis is the last, is this the last controller

52:24SPEAKERthat didn't use the standard format?

52:26SPEAKERThe two sticks and four face buttons and two bumpers?

52:29SPEAKER- Oh, the GameCube controller, famously weird.

52:32SPEAKERRemember the lima bean buttons?

52:35SPEAKERIt's got one giant A button, a small B button,

52:37SPEAKERand then the weird lima bean buttons.

52:38SPEAKER- Yeah, no, you're not wrong.

52:39SPEAKERI like the GameCube controller.

52:41SPEAKERI might be the only person on Earth who does,

52:43SPEAKERbut I think it's good.

52:44SPEAKER- And the weird little C-stick, it's okay.

52:46SPEAKER- Yeah.

52:48SPEAKERIt was the first controller that launched

52:49SPEAKERwith an analog stick, which was like,

52:53SPEAKERplaying Mario 64 was part running, for the first time,

52:57SPEAKERwas part running around looking at,

52:58SPEAKER"Oh my God, everything's in 3D.

52:59SPEAKER"I can jump, I can, there's shadows.

53:02SPEAKER"What is this going on?"

53:03SPEAKER- Yeah, I think it's out of scope for this episode

53:05SPEAKER'cause we're not a game design podcast,

53:07SPEAKERbut as much as the hardware was pretty impressive

53:09SPEAKERin this thing, it's really the software design

53:11SPEAKERand what Nintendo figured out with 3D camera.

53:13SPEAKERI mean, even then, the camera in Mario 64

53:16SPEAKERis extremely primitive by modern standards,

53:18SPEAKERbut still, there had been other 3D platformers.

53:22SPEAKERObviously, there were other 3D games on the market,

53:24SPEAKERbut the extent to which Nintendo pushed

53:27SPEAKERnavigating a 3D world forward with the design of Mario 64

53:31SPEAKERjust cannot be overstated.

53:32SPEAKER- And a lot of it's stuff

53:34SPEAKERthat seems like table stakes these days, right?

53:36SPEAKERSo things like, "Hey, your guy has a shadow on the ground

53:40SPEAKER"underneath you so you can see where he's gonna land,"

53:43SPEAKERmade that game work.

53:44SPEAKERLike, there's a million little touches in there

53:46SPEAKERthat just, you couldn't have done,

53:48SPEAKERand I don't think you could have done it

53:49SPEAKERwithout the analog stick.

53:51SPEAKER- Yeah, and they used it.

53:52SPEAKERLike they said, that was, in fact,

53:54SPEAKERprobably the first real example of Nintendo

53:56SPEAKERactually using all their weird little gimmicks.

53:58SPEAKERThere's like parts where,

54:00SPEAKERthere's parts where you have to tiptoe

54:01SPEAKERaround sleeping piranha flowers

54:02SPEAKERby just barely pushing the stick so you don't wake them up.

54:05SPEAKERYou know, like they always went out of their way

54:07SPEAKERto show how the technology could be used.

54:10SPEAKERI think this is the first controller with an expansion slot,

54:13SPEAKERas far as I can remember.

54:15SPEAKER- There were expansion slots on the PS1,

54:17SPEAKERbut they were on the console side, right?

54:19SPEAKER- No, no. - Is that where

54:20SPEAKERyou put the memory card?

54:21SPEAKER- Yeah, PS1 just has controller ports and memory card slots,

54:24SPEAKERbut those were basically just for memory card.

54:26SPEAKERBut here, you could get memory card,

54:28SPEAKERyou could get rumble pack later.

54:30SPEAKER- I remember buying a third controller eventually

54:33SPEAKERwhen my wife and I were playing a lot of Mario Kart 64

54:36SPEAKERbecause I needed a place to put the saves.

54:41SPEAKERAnd we both wanted rumble on the game,

54:43SPEAKERwhatever game we were playing.

54:44SPEAKERMaybe it was Diddy Kong, I can't remember.

54:46SPEAKERBut yeah, yeah, it was a weird time

54:50SPEAKER'cause you could only put one thing in.

54:51SPEAKERSo you had to choose between rumble, memory card.

54:55SPEAKER- Which is it gonna be?

54:56SPEAKER- Yeah, transfer pack was the other thing you could do.

54:58SPEAKER- I don't think I've ever heard of the transfer pack

55:01SPEAKERor I had suppressed the memory if I had.

55:03SPEAKERApparently, it was a Game Boy cartridge port.

55:06SPEAKER- Yeah, so my assumption is that anytime I see something

55:09SPEAKERweird that connects to the Game Boy,

55:11SPEAKERI assume it's about Pokemon.

55:13SPEAKERSo I assume this was about getting your Pokemon

55:15SPEAKERoff of the Game Boy cartridge and onto the N64.

55:18SPEAKER- At this time, that is absolutely,

55:20SPEAKERthat has to be what that was for

55:21SPEAKERbecause this was the height of Pokemon Mania.

55:24SPEAKERAnd also, but that also kind of like prefigures

55:26SPEAKERthe Game Boy player on the GameCube later,

55:28SPEAKERwhich was like a full sort of Game Boy emulator player

55:32SPEAKERthat you could plug cartridges into.

55:33SPEAKERBut it is worth mentioning that since they were shipping

55:37SPEAKERgames on cartridges, a lot of those games

55:39SPEAKERcould save directly to the cart as well.

55:41SPEAKERYou didn't have to have that memory pack for everything.

55:43SPEAKER- But as the console generation wore on, that changed

55:47SPEAKER'cause they stopped putting the batteries

55:49SPEAKERin those cartridges.

55:50SPEAKER- So interestingly, not all of them use batteries, some do.

55:54SPEAKER- Oh.

55:54SPEAKER- I ran into this when I was on my quest

55:56SPEAKERto dump all of my old cart saves a couple of years ago.

55:59SPEAKERAnd I think it even varied within games in some cases.

56:02SPEAKERI think there were some games

56:03SPEAKERthat shipped multiple versions of cartridges.

56:05SPEAKERSome shipped, I forget which is the one

56:07SPEAKERthat needs a battery, is it?

56:08SPEAKERI think it's SRAM is the one that needs a battery.

56:10SPEAKERAnd then some had EPROMs or flash memory

56:13SPEAKERthat did not need a battery

56:14SPEAKERand those would last functionally forever.

56:17SPEAKER- Yeah, yeah, that's wild.

56:18SPEAKER- But the battery backed ones

56:19SPEAKERstill had the lifespan of decades

56:22SPEAKERthat those tend to come with.

56:23SPEAKERAll my carts still had their data on them.

56:27SPEAKERI wanna say there are cases where some games,

56:29SPEAKERlike maybe Majora or some games may be shipped,

56:32SPEAKERdepending on like when you bought it,

56:33SPEAKERmight have a battery in it or might have EPROM.

56:36SPEAKER- That's wild.

56:37SPEAKER- Yeah.

56:38SPEAKER- Was Nintendo still manufacturing

56:40SPEAKERall the cartridges at this point?

56:41SPEAKER- I don't know.

56:42SPEAKERThat's a good question 'cause that was definitely

56:44SPEAKERlike a serious sticking point early for Nintendo

56:47SPEAKERis that they insisted on making all the cartridges

56:49SPEAKERthemselves, which was I'm sure a very healthy

56:52SPEAKERrevenue driver for all their third parties

56:54SPEAKERto have to pay for.

56:56SPEAKERBut I don't know if that was still in effect

56:57SPEAKERat this point or not.

56:59SPEAKER- I also, I don't know that there were,

57:00SPEAKERI went looking to see if there were other weird

57:03SPEAKERexpansion slot devices and I didn't find anything.

57:05SPEAKERI was kind of surprised 'cause like it seemed like

57:08SPEAKERa juicy target for third party manufacturers

57:10SPEAKERmaking weird stuff.

57:11SPEAKER- No, I'm sure there were all of your kind of standard

57:14SPEAKERthird party memory cards and that sort of thing.

57:16SPEAKERBut I never really played a lot of games

57:18SPEAKERthat needed the memory pack so I never fiddled

57:20SPEAKERwith that stuff.

57:21SPEAKERThere was also famously it had the console

57:23SPEAKERhad the disk drive port on the bottom

57:24SPEAKERand Nintendo did make the 64DD in Japan

57:28SPEAKERwhich was supposed to come here and never did

57:29SPEAKERwhich was a magnetic disk drive.

57:32SPEAKER- Yeah, it was kind of analogous to zip drive.

57:35SPEAKERThey were like 65 megabyte, 64 megabyte drives.

57:40SPEAKERLike that port, it's funny, that port was on the bottom

57:42SPEAKERof the console.

57:45SPEAKERThey didn't really tell us what it was for for a long time.

57:47SPEAKER- Yeah, that is such standard Nintendo practice.

57:50SPEAKERLike every one of their consoles has at least one port

57:52SPEAKERon the bottom that's just like feature port, serial port.

57:55SPEAKERLike they never kind of tell you why until and unless

57:58SPEAKERthey put out something that uses it

57:59SPEAKERwhich they often did not in the US.

58:02SPEAKER- So the TLDR on the disk cartridges

58:05SPEAKERwas that they were slower than the ROM cartridges

58:09SPEAKERbut faster than the 4X CD ROMs

58:11SPEAKERthat were in the current generation of consoles.

58:13SPEAKER- Yeah, and had writable area on them

58:15SPEAKERso you could do interesting stuff

58:17SPEAKERin the all of like nine games they made for that thing.

58:21SPEAKER- I also, I didn't realize that they also included a ROM

58:26SPEAKERso that to run the boot code for the console off of

58:29SPEAKERwhich was interesting.

58:30SPEAKER- Yeah, this is, I probably should have mentioned this

58:33SPEAKERduring the hardware design part.

58:34SPEAKERIt was interesting to me to find out that the N64

58:37SPEAKERdoesn't have a BIOS, it doesn't expose

58:38SPEAKERany kind of BIOS functionality that instead

58:41SPEAKEReach game runs a tiny microkernel

58:43SPEAKERthat exposes a lot of the system functionality.

58:46SPEAKER- And when you say tiny, how it's like 16 kilobytes

58:49SPEAKERor 75 kilobytes or something?

58:51SPEAKER- I don't think the, I don't know if the article mentioned

58:53SPEAKERwhat kind of resources it takes up but it did.

58:56SPEAKERAnd I mean, that's effectively a little operating system

58:58SPEAKERrunning in each game off of each game cartridge

59:00SPEAKERbut the resources were constrained enough

59:03SPEAKERthat if apparently if you didn't need certain functionality

59:06SPEAKERthat that kernel provided, you could strip it down

59:07SPEAKERto remove those functions to save space.

59:10SPEAKER- It was a different time back then.

59:11SPEAKER- It definitely was.

59:13SPEAKERReal quick, just to close the loop on the 64DD,

59:17SPEAKERthis is a fun historical artifact to me.

59:20SPEAKERNintendo was pretty big on copy protection,

59:21SPEAKERgoing back to the original NES,

59:23SPEAKERlike they were implementing cartridge copy protection

59:27SPEAKERall the way back and this system was no exception.

59:31SPEAKERNot counting the disk port, like the disk drive port.

59:34SPEAKERApparently they did not think to protect

59:36SPEAKERthe disk drive port according to the Copetti article

59:38SPEAKERand that's what enabled copier devices to be made

59:41SPEAKERthat used the disk drive port, such as the,

59:45SPEAKERsuch as the Dr. V64, which I feel like I remember

59:48SPEAKERseeing pictures of illicitly on the internet back in the day

59:51SPEAKERwhich was a giant white box that sticks

59:55SPEAKERto the bottom of the N64 and it has a CD-ROM in it.

59:58SPEAKER- Oh, it's also a burner.

59:59SPEAKER- Right, so you can, you can both dump games to CD

1:00:02SPEAKERand then also let's say go download a bunch of games

1:00:05SPEAKERoff the internet and play them on your N64.

1:00:08SPEAKER- Wild.

1:00:09SPEAKER- It was, it was a, it was the wild west for that stuff.

1:00:12SPEAKERYou want to talk about dev kits real quick before we go?

1:00:14SPEAKER- I just want to point out that they made nine games

1:00:16SPEAKERfor this and that four of them were Mario artist games.

1:00:19SPEAKER- Yeah, the 64 DD was not well supported.

1:00:21SPEAKER- One was Sim City 64, which I kind of want to load up

1:00:25SPEAKERon the mystery and try.

1:00:26SPEAKER- Yeah, I mean, you know, the install base globally

1:00:31SPEAKERwas only 33 million, you know, I don't know

1:00:32SPEAKERwhat the fraction of that was in Japan,

1:00:34SPEAKERbut it could have been huge and then I'm sure they sold

1:00:36SPEAKERa very small fraction of that number in 64 DDs, so.

1:00:40SPEAKER- Yeah.

1:00:40SPEAKER- Probably not a lot of incentive to make games there.

1:00:43SPEAKER- I also want to know what the F-Zero expansion kit is.

1:00:46SPEAKERIt had a track editor, man, so you could make new tracks

1:00:48SPEAKERand share them with your friends.

1:00:50SPEAKERThat's wild.

1:00:51SPEAKER- They had ideas.

1:00:52SPEAKER- Yeah, big ideas.

1:00:55SPEAKER- The dev kit situation is fun here.

1:00:57SPEAKER- Yeah, so.

1:00:58SPEAKER- Which, which again is the, I've seen this in practice.

1:01:00SPEAKERLike I remember going to Sega to see full auto on the 360

1:01:03SPEAKERbefore the 360 came out and it was running on a gigantic

1:01:06SPEAKERindustrial looking box that was an old,

1:01:10SPEAKERpresumably an early 360 dev kit.

1:01:12SPEAKERLike it's consoles always, well, maybe not these days

1:01:14SPEAKERwith the way that everything is pretty standardized now,

1:01:16SPEAKERbut back in the day, it was like gigantic,

1:01:19SPEAKERextremely expensive development kit.

1:01:20SPEAKEREarly, the closer to launch you get,

1:01:22SPEAKERyou would get a smaller development kit.

1:01:24SPEAKEREventually you would get like consoles

1:01:26SPEAKERin the actual form factor that could run debug code.

1:01:29SPEAKER- I remember when the 360, when they were first showing

1:01:32SPEAKERthose games on the floor at E3,

1:01:34SPEAKERmost of the dev kits were still Mac G5s

1:01:39SPEAKERwith like four CPU's or something in 'em.

1:01:41SPEAKERIt was ridiculous.

1:01:43SPEAKER- It was the standard, the standard trade show thing

1:01:44SPEAKERfor like an unreleased console was that the controller cord

1:01:48SPEAKERwould just be leading under a table with big drapes

1:01:50SPEAKERaround it.

1:01:51SPEAKER- Or into a sealed box that you'd touch the side of it

1:01:54SPEAKERand it'd be hot.

1:01:55SPEAKER- Kind of generally hiding whatever the giant dev kit

1:01:58SPEAKERlooked like.

1:01:59SPEAKERAnyway, the original dev kits for the N64

1:02:01SPEAKERwere SGI Onyx workstations that, as you mentioned earlier,

1:02:05SPEAKERwent for a quarter of a million dollars a piece.

1:02:08SPEAKER- In 1993, just to be clear, they were expensive,

1:02:10SPEAKERlike unbelievably expensive.

1:02:13SPEAKER- Yes, later on, closer to release,

1:02:14SPEAKERthey got that down to an indie, an SGI indie workstation,

1:02:18SPEAKERwhich went for between five and 15,000 with a,

1:02:21SPEAKERI guess they were maybe still using the Ultra 64 name

1:02:24SPEAKERat this time, but there was effectively a card,

1:02:26SPEAKERthere was a daughterboard, an expansion card

1:02:28SPEAKERin those workstations that had the N64 hardware on it.

1:02:31SPEAKER- Yeah.

1:02:32SPEAKER- So you could run your game on actual hardware.

1:02:34SPEAKER- Yep.

1:02:34SPEAKER- I found a really neat little anecdote from,

1:02:37SPEAKERI've got the link in the show notes,

1:02:40SPEAKERto a game developer magazine post-mortem

1:02:42SPEAKERfrom like the late '90s on Star Wars Shadows of the Empire,

1:02:47SPEAKERbecause those original quarter of a million dollar

1:02:49SPEAKEROnyx machines were sort of simulating the target performance

1:02:52SPEAKERof the N64, and apparently they did a pretty good job

1:02:54SPEAKERof that, because the anecdote was that when LucasArts

1:02:58SPEAKERgot the cheaper workstations with the real hardware in it,

1:03:00SPEAKERand they were able to port Shadows of the Empire

1:03:02SPEAKERin like three days to the real hardware,

1:03:03SPEAKERand have it basically just work.

1:03:05SPEAKER- That's wild, I saw that in multiple places,

1:03:07SPEAKERthat story in multiple places also.

1:03:09SPEAKER- So apparently they were able to simulate the target,

1:03:13SPEAKERI think you would hear in later generations,

1:03:15SPEAKERyou would hear that that process was maybe not as clean,

1:03:17SPEAKERyou know, of like, oh, we're having to develop

1:03:20SPEAKERagainst the specs we've been provided,

1:03:22SPEAKERbut on much faster hardware, and so we aren't really sure

1:03:26SPEAKERexactly how well it's gonna run

1:03:27SPEAKERwhen we get the real hardware in,

1:03:28SPEAKERand then it comes in, and oops, we have maybe overshot

1:03:30SPEAKERa little bit on what this hardware can do.

1:03:32SPEAKER- Yeah, hey, we got a smooth 24.

1:03:34SPEAKER- And in fact, to that point, there was another fun anecdote

1:03:37SPEAKERfrom that LucasArts story, which is that they had

1:03:39SPEAKERan early version of Shadows of the Empire

1:03:41SPEAKERrunning on that Onyx, the big one.

1:03:44SPEAKERThey had the Hoth level running at 1280 by 1024,

1:03:46SPEAKER32-bit color, 60 frames a second.

1:03:49SPEAKER- Oh my God.

1:03:50SPEAKER- So they were playing a very nice version

1:03:52SPEAKERof the Hoth level from Shadows of the Empire

1:03:54SPEAKERon that $250,000 workstation, before they had to bust down

1:03:58SPEAKERthrough the real thing.

1:03:59SPEAKER- Look, at some point, we'll do an episode

1:04:00SPEAKERwhere we rate Hoth levels from a technical standpoint.

1:04:03SPEAKERThat was one of the better ones, as I recall.

1:04:04SPEAKER- Yes, that might be the defining Hoth level.

1:04:08SPEAKER- Yeah, the other interesting thing is eventually

1:04:11SPEAKERthey shipped a Windows dev kit much, much, much later

1:04:15SPEAKERthat seemed to, well, okay, much, much later,

1:04:19SPEAKERthe homebrew community came up with a bunch of weird

1:04:21SPEAKERdev kit solutions that included cartridges with wires

1:04:25SPEAKERhanging out of them that you plug into the back of your PC,

1:04:27SPEAKERstuff like that.

1:04:28SPEAKER- Yeah, that was pretty standard at the time.

1:04:30SPEAKERYou can read about, there was a similar,

1:04:31SPEAKERthere's kind of a legendary homebrew SNES dev kit

1:04:34SPEAKERthat came out at the height of the SNES

1:04:36SPEAKERthat is the same thing of, like, oh,

1:04:38SPEAKERNintendo dev kits for SNES are extremely expensive,

1:04:41SPEAKERbut what if we made one at a tiny fraction of the cost

1:04:43SPEAKERthat we have kind of reverse engineered and cobbled together,

1:04:46SPEAKERbut a lot of developers got their start

1:04:47SPEAKERon stuff like that then.

1:04:49SPEAKER- That's how the, what was it, the Doom port

1:04:51SPEAKERfor the SNES was made on one of those,

1:04:53SPEAKERI recall? - I believe that's right.

1:04:54SPEAKERI believe that's right.

1:04:56SPEAKERBut yeah, there were a bunch of weird solutions,

1:04:58SPEAKERincluding some people that used the bottom port,

1:05:00SPEAKERthe disk drive port for debug purposes as well.

1:05:04SPEAKERIt's, I don't know, it's real, it's weird.

1:05:07SPEAKERIt's real weird.

1:05:08SPEAKERThe N64 was weird and interesting and like,

1:05:12SPEAKERI don't know, it was the last of the consoles

1:05:15SPEAKERthat I went out and like drove around town looking for.

1:05:18SPEAKERThe rest of them, I would do a pre-order

1:05:19SPEAKERor wait in line or whatever,

1:05:21SPEAKERand it has a special place in my heart

1:05:24SPEAKERbecause of that, I think.

1:05:25SPEAKER- I remember, it might be the most obsessed

1:05:30SPEAKERI have ever been with getting my hands on a console.

1:05:31SPEAKERIt's basically that and the PlayStation one.

1:05:33SPEAKERLike that was, that was right in the heyday

1:05:35SPEAKERof I was like mowing every yard I could find and doing.

1:05:37SPEAKERThat's the N64 is the one I black topped that driveway for

1:05:40SPEAKERthat I've mentioned.

1:05:41SPEAKERLike I remember, I think it was Toys R Us

1:05:44SPEAKERexclusively got demo kiosks.

1:05:46SPEAKERI think they were the only ones.

1:05:47SPEAKERAnd I remember just like racing to Toys R Us

1:05:50SPEAKERas fast as I could to play Mario 64

1:05:52SPEAKERlike a week or two before it went on sale.

1:05:55SPEAKER- It was, it was the end of college for me.

1:05:57SPEAKERSo like I was a junior in college, I think when I got it.

1:06:01SPEAKERAnd it was, it was, I didn't live in a dorm anymore.

1:06:04SPEAKERSo I missed the dorm experience with N64,

1:06:06SPEAKERbut it was very much a people come over to the apartment

1:06:09SPEAKERand play like we're stoked to play N64 games.

1:06:12SPEAKERAnd the controllers were expensive enough

1:06:13SPEAKERthat everybody bought their own controller,

1:06:15SPEAKERbrought their own controller.

1:06:16SPEAKERSo like, even if they didn't have a console,

1:06:19SPEAKERcouple of my friends had N64 controllers.

1:06:21SPEAKERSo when they came over we could play Mario Kart

1:06:22SPEAKERor Diddy Kong or whatever, whatever it happened to be.

1:06:27SPEAKERIt was a good time.

1:06:27SPEAKERWe played a lot of GoldenEye, man.

1:06:29SPEAKER- It had its ups and downs.

1:06:30SPEAKERObviously there were bottlenecks, you know,

1:06:32SPEAKERthe cartridge choice was maybe not the right choice

1:06:35SPEAKERin retrospect, that's debatable.

1:06:37SPEAKERBut you know, like I'm glad to know what roughly

1:06:40SPEAKERfrom a broad perspective was going on

1:06:43SPEAKERunder the hood of that thing now.

1:06:44SPEAKER- Yeah, it's, look, this is the magic of time

1:06:47SPEAKERis that the things that once were secret

1:06:49SPEAKERand you had to pay it by an expensive dev kit

1:06:50SPEAKERto understand now is just posted on the internet

1:06:52SPEAKERthat somebody who cares a lot took time to write about.

1:06:56SPEAKER- And you know, like pretty impressive design.

1:06:58SPEAKERLike again, there's like a fair amount of stuff

1:07:00SPEAKERin this thing that seems pretty forward looking

1:07:02SPEAKERbased on seeing how the next few years after this went.

1:07:06SPEAKER- Yep, yeah.

1:07:06SPEAKERWe didn't get shiny metal in video games on PC

1:07:08SPEAKERfor a good five, six years after this.

1:07:13SPEAKERI guess that'll do it for us this week.

1:07:15SPEAKERAs always, thanks everybody for supporting the show.

1:07:17SPEAKERWe appreciate you.

1:07:19SPEAKERWe are listener supporters.

1:07:20SPEAKERWe wouldn't be here without you, the listeners.

1:07:23SPEAKERAnd if you wanna find out how you can support the show,

1:07:25SPEAKERyou can go to patreon.com/techpod.

1:07:28SPEAKERAgain, that's patreon.com/techpod,

1:07:30SPEAKERwhere for $5 a month, you get access to the Discord,

1:07:33SPEAKERyou get access to the Patreon exclusive episodes,

1:07:36SPEAKERand you get to talk to a bunch of interesting people

1:07:38SPEAKERabout the stuff that we care about,

1:07:40SPEAKERlike weird old consoles and why the MIPS processor

1:07:44SPEAKERin the N64 was better than the MIPS processor

1:07:47SPEAKERin the PlayStation 1.

1:07:50SPEAKERI assume the console wars will be alive and friendly,

1:07:53SPEAKERI hope, in the channel discussing this episode this week.

1:07:58SPEAKERBut as always, a very special thank you

1:08:00SPEAKERgoes out to our executive producer, to your patrons,

1:08:04SPEAKERincluding Infelicitous Rips, Jordan Lippett,

1:08:07SPEAKERlet's see, Bunny Emoji, Demon Emoji,

1:08:12SPEAKERDavid Allen and James Kamik.

1:08:13SPEAKERThank you all so much.

1:08:14SPEAKER- Thank you.

1:08:16SPEAKER- And again, it's patreon.com/techpod.

1:08:19SPEAKERWe'll be back next week with another edition

1:08:20SPEAKERof The Tech Pod.

1:08:21SPEAKERHope you enjoyed the show, and as always,

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