@Air Luigi: It's only false in the context of this conversation. It's false because it's subjective, and that's the only reason. We're not saying we don't agree that OoT has more memorable characters, music that sticks in your mind for far longer than anything TP ever did except perhaps its field theme (that's my subjective opinion though ), more interesting dungeon design and all that. Some of us might not agree, I don't know what other people think, but that's not the point.
Like we established earlier, I brought it up in an objective context - that's why what you said in blue is 'false', because objectively you can't say that. Those specific things he highlighted in blue are subjective by nature, because you can't really judge the quality of a character on an objective level, because that's subjective by nature. You can create a scenario in which you could judge a character objectively, but that's not what's we're doing here.
Well they aren't making an engine that can handle all N64 games, they are so far only porting 2 N64 Zelda games so it wouldn't be that difficult for them to make some extreme game specific optimizations in the emulation code to eek out the necessary performance. Keep in mind that they have the games source code too so they can easily create a unrealistic N64 emulator and modify the game code to handle the changes where as everyone else would have to reverse engineer the game without the source code before modifying it to work in such a way and that's just too big of a task to ask of anyone.
I'm also pretty confident that the reason they included individual copies of emulators with every Virtual Console game on the Wii (And likely Wii U) is because of them implementing game specific optimizations to the emulator (Each game includes a modified copy of the same emulator, optimized for that specific game).
Okay, that's not completely true. Once again I do not want to pretend to be some kind of expert when it comes to this (I clearly am not), but emulation isn't quite as easy as you make it out to be. Don't get me wrong, it's not that you can't make a Nintendo 64 emulator, but it's not without its limits. And you're still running code made for pretty specific hardware, now on completely different hardware, and that can make a difference, especially if you're talking about emulation on computers, where the hardware varies in almost every computer out there. But that's besides the point, you don't have to look far to see that even Nintendo don't have a clean track record when it comes to emulation.
Did you ever play the copy of Ocarina of Time and Majora's Mask that was released as a collection on the GameCube? Those games had a lot of issues, now granted from what I know those were pretty much straight up emulations, but there were actually some pretty game stopping bugs in those games, everything from a really unstable fps count, frequent full crashes, the saving could be unreliable. They probably didn't put a lot of work into it, but if it was an emulation they would have to put work into fixing those kinds of problems, as well as working on creating an emulation of the game to begin with. Again, like I've said way too many times already, I think it would be cheaper and faster to work with something that plays nicer with the new hardware. Again, not an expert opinion, but looking at the full picture, and believe me at this point I've looked everywhere for an answer, it just sounds like the most reasonable option to me.
It's not like it's hard to replicate gameplay. I mean, just look at Zelda Classic itself. That's not an emulation, that's code written completely by the developers, if I'm not completely mistaken. It's not hard for a company like Grezzo, a company with a relatively good chunk of people (not huge by any stretch, they're just under 50 people in total if I recall correctly), to recreate Ocarina of Time, a game with relatively simple mechanics, I mean if you look at the big picture.