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> It would result in a situation where nobody could depend on the expansion module, if they wanted their game to have the largest possible market.

The SegaCD-32x problem. The Genesis sold tens of millions of units, the SegaCD only ones of millions of units, and the 32x under a million units.

There were a couple 32x games that required the 32x and a SegaCD. Being that the SegaCD and 32x didn't have 100% overlap, those games had a smaller TAM than even solely 32x games.

I feel bad for the studios that decided (or were told) to make those games. There was just no way they were going to make a game that would sell well on an uncommon configuration of a dead-end console/accessory.



The difference here being that those enhancement carts would likely cost less then 20$ to manufacture and would either cost a little more then that when sold individually or cost a little bit above the price of a full game when sold bundled with a game.

I can see how this would create some confusion when buying games (which may be a deal-breaker for nintendo), but I also see more potential in this approach since these carts would be "seeded" by Nintendo's own high volume and highly sought after games, thus getting much more traction than the big console accessories of the competition, which cost around (not 100% sure) 150$. Also, as another poster noted, the n64 had the expansion pak (not too far from the idea of an enhancement cart) introduced a few years into it's life which would end up being bundled with a few games and get fairly wide support on many newer releases, tough most of the games opted for optional support to unlock extra features.




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