Video summary

Why Nintendo Walked Away From Rare

Main summary

Key takeaways

Gaming

Storyline (business + development arc)

Rare’s rise (mid-1980s → early 1990s)

  • Brothers Tim & Chris Stamper formed Rare after shifting focus toward consoles and Nintendo.
  • Because Nintendo wouldn’t readily share NES tech documentation, Rare reverse-engineered Nintendo hardware and proved itself with Space Hunter.
  • Rare became the first Western developer Nintendo licensed to make games for Nintendo systems.
  • The studio built credibility through many SNES-era hits (including Battletoads; its popularity helped demonstrate momentum).
  • To stand out from studios Nintendo could do “in-house,” Rare invested heavily in high-end Silicon Graphics (SGI) workstations to create visuals the SNES couldn’t render in real time.

The “Donkey Kong Country” breakthrough (1994)

  • Nintendo gave Rare the Donkey Kong IP; Rare rebuilt it from the ground up, and created Diddy Kong as the partner character (in line with Nintendo’s feedback on naming/appearance).
  • The SGI pre-render technique enabled an illusion of next-gen 3D on aging SNES hardware.
  • Donkey Kong Country impressed critics and executives, validating that Rare could deliver “the future” on existing Nintendo tech.
  • Nintendo later bought a stake in Rare (initially described as 25%, eventually growing).

Consoles shift; Rare becomes critical (N64 era)

  • Nintendo needed third-party support to fill the Nintendo 64 release calendar, and Rare’s structure allowed multiple teams to develop in parallel, buffering delays with other projects.
  • Rare’s standout console-defining work: GoldenEye 007.
    • Rare successfully adapted first-person shooter ideas to N64, turning a PC genre into a console hit.
  • Rare also delivered major holiday/flagship titles:
    • Diddy Kong Racing (while Banjo-Kazooie slipped)
    • Banjo-Kazooie
    • Later N64-era successes: Jet Force Gemini, Donkey Kong 64, Banjo-Tooie

The relationship starts to strain (late N64 → GameCube)

  • As games became more expensive and development harder, Nintendo reportedly saw Rare’s output decline:
    • Rare’s share of Nintendo worldwide software sales allegedly fell from 9.5% to 1.5%.
  • Rare’s ability/willingness to ship on time weakened during the GameCube transition:
    • Dinosaur Planet became the basis for Star Fox Adventures, but Rare didn’t deliver in time to significantly help GameCube launch momentum.
  • Nintendo reportedly considered buying the rest of Rare but did not by the deadline; Microsoft’s bid later escalated.
  • Nintendo sold its remaining stake, and Rare was acquired by Microsoft for $375 million.

Microsoft era results (2002 → later)

  • Microsoft kept Rare relatively hands-off but quickly raised expectations for Xbox exclusives.
  • Output lag and long development cycles followed (e.g., Grabbed by the Ghoulies, later Kameo, Perfect Dark Zero).
  • Rare still produced standout innovation:
    • Viva Piñata (deep ecosystem-simulation under a colorful “kids” surface).
  • After the Stampers left (early 2007), leadership and culture shifted.
  • Later, Rare pivoted toward different styles and modern multiplayer:
    • Banjo-Kazooie: Nuts & Bolts is cited as a controversial direction change.
    • Sea of Thieves is framed as Rare finding a new identity: shared world, player-driven stories.
  • By 2024, Sea of Thieves reportedly reached 40M+ players across Xbox/PC and later expanded to PlayStation.

Gameplay highlights / key ideas mentioned (game-focused)

The video is mostly about history, but it references gameplay concepts and what made certain games work.

Donkey Kong Country (technical gameplay feel via visuals)

  • SGI pre-rendered visuals created a “3D-looking” experience on SNES, helping the game feel next-gen despite older hardware.
  • Rare’s “star quality” approach:
    • Rebuilt DK’s presentation from the ground up
    • Added Diddy Kong for gameplay pairing and identity

GoldenEye 007 (console FPS breakthrough)

  • Rare translated FPS expectations into N64 controls and feel—where Nintendo lacked experience.
  • It mattered because it proved the genre could define a console, not just PC.

Diddy Kong Racing (improvised holiday strategy)

  • When Banjo-Kazooie slipped, Rare shipped Diddy Kong Racing—a racing-focused alternative that still leveraged Rare’s recognizable character strength.
  • The key point: parallel development meant a “backup” project could become the holiday launch.

Conker’s Bad Fur Day (adult-content pivot)

  • Took an existing cute platformer concept and remade it for mature audiences.
  • Marketing/distribution became difficult:
    • Some retailers refused
    • Regional differences and publishers affected rollout

Viva Piñata (systems gameplay depth)

  • Presented as an ecosystem sim:
    • Attract animals by growing correct plants
    • Animals can attract others (including predators)
    • The player manages food-chain stability

Sea of Thieves (modern multiplayer identity)

  • A shared open world with emergent stories driven by player actions.
  • Emphasis on the “pirate world” tone and social gameplay.

Strategies / lessons highlighted (how Rare helped Nintendo)

  • Prove hardware competence first: reverse-engineer and build a working proof before relying on Nintendo cooperation.
  • Differentiate beyond what the console can do in-house:
    • Invest in SGI workflows to overcome SNES real-time limitations.
  • Use parallel teams to reduce scheduling risk:
    • Multiple smaller teams working simultaneously across different game types helps prevent release-calendar collapse.
  • Adapt when projects become risky:
    • When FPS plans weren’t straightforward, Rare pivoted (e.g., moving from GoldenEye tech lessons toward an original universe for Perfect Dark).
  • Accept and manage creative risk:
    • Adult-content reinvention (Conker) and new ecosystem simulation (Viva Piñata) show Rare’s willingness to go beyond “Nintendo-safe” directions—along with the business cost of doing so.

Gamers / sources featured (as named in the subtitles)

  • Tim Stamper
  • Chris Stamper
  • Shigeru Miyamoto
  • David Wise (composer)
  • Brendan Gunn (Rare programmer; quoted)
  • Greg Mayles (lead designer, Donkey Kong Country)
  • Ed Fries (Xbox executive; quoted regarding option/deadline/perspective)
  • Justin Cook (worked at Rare during transition; quoted)
  • Martin Hollis (director of GoldenEye; quoted; left mid-development of Perfect Dark)
  • Phil Tossell (former Rare developer; quoted)
  • George Harrison (Nintendo of America senior VP of marketing & corporate communications; quoted)
  • Chris Seavor (director of Conker’s Bad Fur Day; quoted)
  • “Freeze” (named in subtitles; provided commentary on how Activision due diligence/interest played out)
  • THQ (publisher mentioned)
  • Activision (publisher mentioned)
  • Microsoft (company referenced)

Original video