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Nintendo 64The Nintendo 64, commonly called the N64, is Nintendo's third home video game video game console. The N64 was released on: Nintendo (1996) | align="center" width="160px" valign="top" |''Wave Race 64'' Nintendo (1996) | align="center" width="160px" valign="top" |''Diddy Kong Racing'' Nintendo/Rare (video game company) (1998) |- | bgcolor="black" width="160px" | | bgcolor="black" width="160px" | | bgcolor="black" width="160px" | |- | align="center" width="160px" valign="top" |''Tetrisphere'' Nintendo (1997) | align="center" width="160px" valign="top" |''1080° Snowboarding'' Nintendo (1998) | align="center" width="160px" valign="top" |''Banjo-Kazooie'' Nintendo/Rare (1998) |- | bgcolor="black" width="160px" | | bgcolor="black" width="160px" | | bgcolor="black" width="160px" | | | | |- | align="center" width="160px" valign="top" | ''Madden NFL'' Electronic Arts (2000) | align="center" width="160px" valign="top" |''The Legend of Zelda: Majora's Mask'' Nintendo (2000) | align="center" width="160px" valign="top" |''GoldenEye 007'' Nintendo/Rare (1997) | | | |} ==Hardware== ===Specifications=== *Processor: Custom 93.75 MHz MIPS Computer Systems Inc. R4300i series 64-bit Reduced Instruction Set Computer Central processing unit **L1 cache: 24KB **Bandwidth: 250 MB/s **Operations: 93 MIPs (millions of instructions/sec) **Manufactured by NEC Corporation using 0.35µ transistor fabrication process *Ram: 4MB Rambus RDRAM (Upgradeable to 8MB with Expansion Pak) **Bandwidth: 562.5 MB/s **Bus: Custom 9-bit Rambus at 500MHz (max) *Graphics: Silicon Graphics 62.5 MHz RCP (Reality Co-Processor) contains two sub-processors: **RSP (Reality Signal Processor) controls 3D graphics and sound functions **RDP (Reality Drawing Processor) handles all pixel drawing operations in hardware, such as: ***Z-buffering (maintains 3d spatial relationships, is Mario in front of the tree or vice-versa?) ***Anti-aliasing (smoothes jagged lines and edges) ***Texture mapping (placing images over shapes, for example mapping a face image to a sphere creates head) ****Trilinear Filtered Mipmap Interpolation (increases texture map rendering speed) ****Perspective Correction ****Environment Mapping **Resolution: 256x224 to 640x480 pixels flicker-free, interlaced **Colors: 16.7 Million (32,000 on screen) **150,000 Polygons/sec (all RDP features enabled) *Sound: 16-bit ADPCM Stereo **Channels: 100 PCM (max, 16-24 avg.) **Sampling: 48kHz (max, 44.1kHz is CD quality) *Media: 4MB to 64MB cartridges (64MB with N64DD) *Dimensions: 10.23" x 7.48" x 2.87" (260mm x 190mm x 73mm ) WxDxH **Weight: 2.42lb (1.1kg) *Controller: 1 analog stick; 2 shoulder buttons; one D-pad; six face buttons, 'start' button, and one digital trigger. ===Accessories=== * Controller Pak - a memory card that plugged into the controller and allowed the player to save game progress and configuration. The original models from Nintendo offered 256 kb Flash RAM, split into 123 pages, but third party models had much more. The number of pages that a game occupied varied. A Controller Pak was initially useful or even necessary for the earlier N64 games. Over time, the Controller Pak lost ground to the convenience of a back-up battery found in some cartridges. Games by Konami were particularly infamous as they often required the controller pak to save even though the games could have easily contained three or more save-slots (such as in the case of Holy Magic Century) * Expansion Pak - a memory expansion that plugged into the console's memory expansion port. It contained 4 MB of Random Access Memory. Only few games such as Perfect Dark and Star Wars: Rogue Squadron supported the expansion, while games such as Donkey Kong 64 and The Legend of Zelda: Majora's Mask required it for play. Supporting games usually offered higher video resolutions when it was present, or in the case of ''Perfect Dark'', unlocked 100% of game play. The expansion pack was both shipped with Donkey Kong 64 and available seperately. * Rumble Pak - an accessory that plugged into the controller and vibrated during game play. It has (since its release in 1997 alongside Star Fox 64) become a built-in standard for the current generation console controllers. * Transfer Pak - an accessory that plugged into the controller and allowed the Nintendo 64 to transfer data between Game Boy and N64 games. Pokémon Stadium is a game that relies heavily on the Transfer Pak. Rare's Perfect Dark was initially going to be compatible with the Transfer Pak in order to use pictures taken with the Game Boy Camera in the game but this function was scrapped. * Nintendo 64DD - The official disk drive that was a commercial failure and consequently never released outside of Japan. It featured networking capabilities similar to the (SNES) Satellaview. * Adapters to play Game Boy games - there is an unofficial adaptor to play Game Boy cartridges, similar to the Super Game Boy and an official adaptor, able to play Game Boy Color games (never released) ===Coloured/Special Systems=== *Standard The standard Nintendo 64 comes in dark grey *Transparent Five were released in total. The first of the five released possessed a transparent white bottom moiety and a purple top. The other four, which were released a year or two following the purple one, featured full colours of blue, pink, orange, and green. *Gold Coloured Nintendo released a gold Nintendo64 controller for the debut of The Legend of Zelda: Ocarina of Time in Japan. Soon after, bundle packs of the game, controller and gold Nintendo 64 were released for the US and European markets. *Pokémon Pikachu Nintendo64 With a large yellow Pikachu model on the top of a blue Nintendo 64, this console was set to promote N64 Pokémon games such as Pokémon Stadium. It is a different shape on the bottom, and the expansion port is covered. In Japan, a red edition was also released. ===Piracy and copyright infringement=== Each Nintendo 64 cartridge contains a so-called boot chip to prevent manufacturers from creating pirate copies of the games. Backup/development units: * Doctor V64 and Doctor V64jr, by Bung Enterprises Ltd * Z64, by Harrison Electronics ==See also== * Nintendo Systems: **Nintendo Entertainment System (1985) **Game Boy (1989) **Super Nintendo (1991) **Virtual Boy (1995) **Nintendo 64 (1996) **Game Boy Color (1998) **Game Boy Advance (2001) **Nintendo Gamecube (2002) **Game Boy Advance SP (2003) **Nintendo DS (2004) **Game Boy Micro (2005) **Nintendo Revolution (2006) ''Unofficial Title'' *List of Nintendo 64 games *History of video games (32-bit / 64-bit era) ==Sources== *http://www.nintendoland.com/home2.htm?n64/n64.htm ==External links== *[http://www.nintendo.com Nintendo Official site (www.nintendo.com)] *[http://www.n-sider.com N-Sider (Nintendo fansite database)] *[http://www.emulation64.com/ Emulation64 - Nintendo 64 emulation site] *[http://www.pj64.net/ Project64 - Nintendo 64 Emulator for Windows] *[http://n64.icequake.net/mirror/sgi-dev/sgipics.htm Information about development system] *[http://n64.icequake.net/img/sgi-dev/ Pictures of development system in action] Nintendo consoles Fifth-generation video game consoles Nintendo 64please explain what AAA games are User:Hotlorp Maybe it would be a good thing to say which year it was released. -------- the name should be Nintendo64 (without space) ---- ''"Its main graphic drawback was due to the lack of ROM to store texture maps, and so the designers overrelied on very low resolution texture maps that were heavily blurred by mipmapping."'' Shouldn't this be "due to the lack of ''RAM''," not ''ROM''? Aside from the fact ROM isn't used for storing active texture maps, the 4MB RAM Pack for the N64 certainly improves the graphics for enabled carts. User:MSTCrow 02:58, May 10, 2004 (UTC) Well, its sort of both. RAM does help display more textures per scene, especially because the textures for a level are compressed and have to be uncompressed from the ROM before the level begins. But having more storage space would also allow for more textures too. ------ ''"Its main graphic drawback was due to the lack of ROM to store texture maps, and so the designers overrelied on very low resolution texture maps that were heavily blurred by mipmapping."'' Isn't the actual cause of the blurriness "filtering" as opposed to "mipmapping"? That intro is so bogus. Rareware and Midway created the arcade games themselves based on loose specs for the N64. They weren't looking to port or approximate existing arcade software. See other meanings of words starting from letter: NNA | NB | NC | ND | NE | NF | NG | NH | NI | NJ | NK | NL | NM | NO | NP | NR | NS | NT | NU | NW | NX | NY | NZ |Words begining with Nintendo_64: Nintendo_64 Nintendo_64 Nintendo_64DD Nintendo_64_games |
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