[citation][nom]r3t4rd[/nom]Name the TOP selling games in the past 10yrs.[/citation]
Or for that matter, try guessing how many of the top-10 games period are not made by Nintendo? (the answer is zero; the best-selling non-Nintendo game is GTA: San Andreas, at #14)
[citation][nom]gamerk316[/nom]For consoles, RAM is not an issue. When working with single purpose hardware, with highly optimized code, its rare you would ever need any significant amount of RAM. 64MB is actually more then enough to handle most everything you need for a game (graphical data aside).[/citation]
Actually, it depends a lot on your design goals. With ANY hardware, if you bother to optimize, you can have huge savings. The only reason most top-shelf PC games require so much RAM is because the programmers are sloppy and indecisive, using tons of wide variables and extra objects where they don't need them, and then never really going back over and revising their code once it's finished.
The other side is that if you have some limitations on what you can't do, you don't need the RAM or processing power to support it. A big thing here is resolution; anyone who reads Toms' loads of video card reviews will know that a larger VRAM supply is only necessary with higher resolutions. Hence, the Wii doesn't need anywhere NEAR as much graphics power to give the SAME effects as on the Xbox 360, as it has 1/2.66th the number of pixels to render and store. (i.e, ~0.35 megapixels) With the original DS, it's even lower; ~98 KILOpixels, or about 10.7% of the Xbox 360.
[citation][nom]Ramar[/nom]You seem to know your stuff for the most part, but the handhelds being weaker than their counterparts isn't true at all. The Game Boy Color was more powerful than the NES, it's more like what the NES would've been designed as if they'd have known what people would attempt to do with it graphically. Did you ever see any sprite flickering? It also had a much larger color palette. And the Gameboy Advance is capable of much more than the SNES. The SNES was a 16-bit console with extremely limited 3d capabilities enabled through on-cartridge programming. The GBA had all that and much more built in to the hardware, and was 32-bit. It was capable of early ps1-level 3d. As for the DS, it's clearly as good as, if not superior to, the N64. The most notable difference is a total lack of fog, thank God.[/citation]
Well, I'll grant I didn't compare the Game Boy Color in there, as it was a bit of an anomaly; it WAS more potent than the NES, then again, it came out a whopping 13 years after the fact, and, as you noted, had a few flaws in design corrected, that were possible due to hindsight on the NES. (also, the NES's sprite flicker was due to the per-line sprite rendering, giving it a limit of 8 sprites per line)
As for the GBA, it was most assuredly weaker than the SNES; its Mode-1 raycasting drawing method may have been analogous to the SNES's Mode-7, but consumed a proportionally larger portion of its CPU power; as an example, look at Castlevania: Aria of Sorrow, where the clock tower's rooms are limited to one rotating gear apiece. The "on-cartridge programming" you mean probably refers to the add-on co-processors, most famously the FX and FX-2. They weren't necessary for 3D, but certainly made it much more powerful; hence it's a bit harder to give game-by-game examples for the SNES, since so many opted to use an add-on chip; however, it's safe to say that the SNES+FX2 was several times as potent as the GBA, as can be seen with the FX2's most popular two games, Doom, and Yoshi's Island. (particularly the latter, where the difference can be seen simply on the title screen) As for the processors, many people don't quite understand that having larger word sizes doesn't necessarily make the processor better; in the case of 2D games, most calculation is done at the 16-bit level anyway, so little is saved. Also, while the GBA is restricted to its single ARM-7 core to handle graphics, even without expansion, the SNES has a dedicated, separate GPU for handling many mapping/drawing changes that must be handled in software by the ARM-7. Similarly, the GBA handles audio in software, while one of the most famous parts of the SNES was its incredibly potent audio chip, the SPC700. The GBA's main strength over the SNES was its full 32-bit address structure, which allowed it to have some games up to 32MB, double the SNES's entire address space.
As for the DS... I already covered a lot of it, namely the N64's complete 3D GPU, featuring full texture filtering, and having hardware T&L 3 years before Nvidia would make the PC's first HT&L chip, the NV10. The "fog" you mention is merely Z-fog, which was simply an option that was over-used. (much like today's bloom and desaturation maps) A LOT of games for the N64 had very long view distances, including Ocarina of Time, Perfect Dark, and Battle for Naboo. I'd also recommend taking a look at Indiana Jones & the Infernal Machine, which I think you'd agree is WAY beyond any capabilities even the DSi could muster.