Nintendo 64: Difference between revisions

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{{Infobox Information appliance <!-- please provide a SOURCE when adding any details here about when the console was discontinued -->
{{Infobox Information appliance <!-- please provide a SOURCE when adding any details here about when the console was discontinued -->
|title = Nintendo 64
|title = Nintendo 64
|logo = [[File:Nintendo 64 Logo.svg|frameless|upright=0.5]]
|logo = [[File:Nintendo 64 Logo.svg|125px]]
|image = [[File:N64-Console-Set.jpg|border|frameless|250px]]
|image = [[File:N64-Console-Set.png|250px]]
|caption = Nintendo 64 charcoal gray console with blank game cartridge and gray controller
|caption = Nintendo 64 console with blank game cartridge and controller
|manufacturer = [[Nintendo]]
|manufacturer = [[Nintendo]]
|type = [[Video game console]]
|type = [[Video game console]]
|generation = [[History of video game consoles (fifth generation)|Fifth generation]]
|generation = [[History of video game consoles (fifth generation)|Fifth generation]]
|releasedate = {{Vgrelease|JP=June 23, 1996<ref name="release dates"/>|NA=September 29, 1996<ref name="release dates"/>|EU=March 1, 1997<ref name="release dates"/>|AUS=March 1, 1997<ref name="release dates"/>|BR=December 10, 1997<ref name="release dates"/>}}
|releasedate = {{Vgrelease|JP=June 23, 1996<ref name="release dates"/>|NA=September 29, 1996<ref name="release dates"/>|EU=March 1, 1997<ref name="release dates"/>|AUS=March 1, 1997<ref name="release dates"/>}}
|discontinued = 2003<ref name="sales"/>
|CPU = 93.75&nbsp;[[MHz]] [[NEC Corporation|NEC]] [[R4300i|VR4300]]
|discontinued = {{Vgrelease|JP=April 30, 2002|EU=May 16, 2003|AUS=2003|NA=November 30, 2003}}
|CPU = 64-bit 93.75&nbsp;[[Hertz|MHz]] [[NEC]] [[R4300i|VR4300]]
|GPU = 62.5&nbsp;MHz [[Silicon Graphics|SGI]] [[RCP (chip)|RCP]]
|GPU = 62.5&nbsp;MHz [[Silicon Graphics|SGI]] [[RCP (chip)|RCP]]
|media = [[Nintendo 64 Game Pak]]
|media = [[ROM cartridge]]
|storage = 64 MB Cartridge [[battery (electricity)|battery]], 256 Kb (32 KB) [[Controller Pak]]
|storage = Cartridge [[battery (electricity)|battery]], [[Controller Pak]]
|onlineservice = [[Nintendo 64DD#Randnet|RANDnetDD]] <small>(Japan only)</small><br />[[SharkWire Online]] <small>(third-party)</small>
|onlineservice = [[Randnet|RANDnetDD]] <small>(Japan only)</small><br />[[Sharkwire Online]] <small>(third-party)</small>
|unitssold=Worldwide: 32.93 million<ref name="sales"/><br />Japan: 5.54 million<br />North America: 20.63 million<br />Europe & Australia: 6.75 million
|unitssold=Worldwide: 32.9 million<ref name="sales"/>
|topgame=''[[Super Mario 64]]'', 11.62 million <small>(as of May 21, 2003)</small><ref>{{cite web| url=http://www.ownt.com/qtakes/2003/gamestats/gamestats.shtm|title=All Time Top 20 Best Selling Games|accessdate=2008-03-27 |archiveurl=http://web.archive.org/web/20060221044930/http://www.ownt.com/qtakes/2003/gamestats/gamestats.shtm|archivedate=2006-02-21|date=2003-05-21}}{{Dead link|date=January 2009}}</ref><br />''[[Mario Kart 64]]'', 9 million
|topgame=''[[Super Mario 66]]'', 11.62 million <small>(as of May 21, 2003)</small><ref>{{cite web| url=http://www.ownt.com/qtakes/2003/gamestats/gamestats.shtm|title=All Time Top 20 Best Selling Games|accessdate=2008-03-27 |archiveurl=http://web.archive.org/web/20060221044930/http://www.ownt.com/qtakes/2003/gamestats/gamestats.shtm|archivedate=2006-02-21|date=2003-05-21}}{{Dead link|date=January 2009}}</ref>
[[Mario Kart 65]], 9 million
|predecessor = [[Super Nintendo Entertainment System]]
|predecessor = [[Super Nintendo Entertainment System]]
|successor = [[GameCube]]
|successor = [[Nintendo GameCube]]
|controllers = [[Nintendo 64 controller]]s
|controllers = [[Nintendo 65 controller]]s
}}
}}


<!--No sources in the lead-->The {{nihongo|'''Nintendo 64'''|ニンテンドー64|Nintendō Rokujūyon}}, stylized as '''NINTENDO<sup>64</sup>''' and often referred to as '''N64''' (formerly known as the '''Nintendo Ultra 64''', and codenamed '''Project Reality''') is [[Nintendo]]'s third home [[video game console]] for the international market. Named for its 64-bit [[central processing unit]], it was released in June 1996 in Japan, September 1996 in North America, March 1997 in Europe and Australia, September 1997 in France and December 1997 in Brazil. It is Nintendo's last home console to use [[ROM cartridge]]s to store games (Nintendo switched to a [[MiniDVD]]-based format for the successor [[GameCube]]); handhelds in the [[Game Boy line]], however, continued to use Game Paks. As part of the [[History of video game consoles (fifth generation)|fifth generation of gaming]], it primarily competed with the [[PlayStation (console)|PlayStation]] and the [[Sega Saturn]]. Succeeded by Nintendo's GameCube in November 2001, N64 consoles continued to be produced until its discontinuation in Japan on April 30, 2002, Europe on May 16, 2003, North America on November 30, 2003, and Australia in 2003.
<!--No sources in the lead-->The {{nihongo|'''Nintendo 64'''|ニンテンドー64|Nintendō Rokujūyon}}, often referred to as '''N64''', was [[Nintendo]]′s third home [[video game console]] for the international market. Named for its 64-bit CPU, it was released in June 1996 in Japan, September 1996 in North America, March 1997 in Europe and Australia, September 1997 in France and December 1997 in Brazil. It is Nintendo′s last home console to use [[ROM cartridge]]s to store games (Nintendo switched to a [[MiniDVD]]-based format for the successor [[GameCube]]); handhelds in the Game Boy line, however, continued to use Game Paks. It was discontinued in 2001 in Japan, North America and [[PAL]] regions by the launch of Nintendo′s GameCube.


The N64 was released with two [[launch game]]s, ''[[Super Mario 64]]'' and ''[[Pilotwings 64]]'', and a third in Japan, ''[[Saikyō Habu Shōgi]]''. The N64's [[suggested retail price]] was [[United States dollar|US]] $199.99 at its launch and it was later marketed with the slogan "Get N, or get Out!". The console was ultimately released in a range of different colors and designs, and an assortment of limited-edition controllers were sold or used as contest prizes during the N64's lifespan. The N64 sold 32.93 million units worldwide, and in 2009, it was named the 9th greatest video game console by [[IGN]].<ref name="IGN ranking">{{cite web| accessdate=2011-05-09|url=http://www.ign.com/top-25-consoles/9.html|title=Nintendo 64 is number 9| publisher=IGN|author=Daemon Hatfield}}</ref> ''[[Time Magazine]]'' named it their 1996 Machine of the Year award.
The N64 was released with two [[launch game]]s, ''[[Super Mario 64]]'' and ''[[Pilotwings 64]]'', and a third in Japan, ''[[Saikyō Habu Shōgi]]''. The N64′s [[suggested retail price]] was [[United States dollar|US$]]199 at its launch and it was later marketed with the slogan "Get N, or get Out!". The console was released in at least eight variants with different colors and sizes. An assortment of limited edition controllers were sold or used as contest prizes during the N64′s lifespan. The N64 sold 32.93 million units worldwide, and in 2009 it was named the 9th greatest video game console by [[IGN]], out of a field of 25.<ref name="IGN ranking">{{Cite web| accessdate=2011-05-09|url=http://www.ign.com/top-25-consoles/9.html|title=Nintendo 64 is number 9| publisher=[[IGN]]|author=Daemon Hatfield}}</ref> The N64 was a very popular main prize on ''[[Double Dare (1986 game show)#Double Dare 2000|Double Dare 2000]]''.


Of the consoles in the [[History of video game consoles (fifth generation)|fifth generation]], the Nintendo 64 was the last to be released. One of its technical drawbacks was a limited texture [[cache (computing)|cache]], which could hold textures of limited dimensions and reduced color depth, which had to be stretched to cover larger in-game surfaces. More significantly, the N64 still relied upon [[ROM cartridge]]s, which were constrained by small capacity (particularly in an era when games became more complex and their contents took up more memory) and high production expenses, compared to the [[compact disc]] format used by its chief competitors. As a result of the N64's storage media limitations, many third-party publishers that previously supported Nintendo's past consoles reduced or stopped publishing games; the N64's most successful games came from [[Video game developer|first-party or second-party studios]].
Of the consoles in the [[History of video game consoles (fifth generation)|fifth generation]], the Nintendo 64 was the last contender and the most technologically advanced. However, the console′s storage medium had limitations that harmed the market competitiveness. A significant limitation was the small capacity and high production expense of cartridge-based media instead of the [[Compact Disc]] format used by competitors. The limited capacity forced game designers to struggle with fitting game content into a constrained space, though the faster access time of the cartridge medium offered other advantages over Compact Disc media. Another technical drawback was a limited texture [[cache]], which could only hold textures of small dimensions and reduced color depth, which had to be stretched to cover larger in-game surfaces.


==History==
==History==
The Nintendo 64 owes its existence to Dominic Rogerson, Dimitri Michalakis, Greg Lamb and [[Silicon Graphics]] (SGI) and [[MIPS Technologies]], who were responsible for the R4300i microprocessor and the 3D graphics hardware used in the N64. SGI had recently acquired MIPS Computer Systems, and the two worked together to create a low-cost real-time 3D graphics system. The SGI project was originally offered to [[Thomas Kalinske]], then [[Chief executive officer|CEO]] of [[Sega]] of America, by [[James H. Clark]], founder of Silicon Graphics. Sega of Japan′s evaluation of the early prototype uncovered several unresolved hardware-issues and deficiencies. They were subsequently resolved; but not before Sega had already decided against SGI′s design.<ref>{{cite web|url=http://sega-16.com/feature_page.php?id=214&title=Interview:%20Tom%20Kalinske|title=Tom Kalinske Interview|publisher=Sega-16|accessdate= 2009-12-17}}</ref> In August 1993, Nintendo expressed interest in SGI′s work, and "Project Reality" was born. An official announcement regarding their collaboration was made in October 1993.<ref>{{cite web|author=O'Leary, Jay|date=October 1, 1993|title=Learning to fly.|url= http://www.allbusiness.com/technology/384706-1.html|publisher=[[AllBusiness.com]]|accessdate= 2010-01-27}}</ref>


Nintendo′s code name for the N64, "Project Reality",<ref>{{cite web|accessdate=2008-03-27|url= http://www.highbeam.com/doc/1G1-18750905.html|title=For developers, Nintendo 64 may be too costly. |publisher=HighBeam|date=1996-09-13|author=Greenstein, Jane}}</ref> stemmed from the bold belief that the hardware′s advanced [[Computer-generated imagery|CGI]] capabilities would rival [[supercomputer]]s of the era. The console′s design was revealed to the public for the first time in late Spring 1994. Pictures of the console showed the Nintendo Ultra 64 logo, a [[ROM cartridge]], but no controller. The final N64 console would retain the shape pictured by the Ultra 64. The system was frequently marketed as the world′s first 64-bit gaming system.<ref>{{cite web| title=Nintendo Ultra 64|url=http://www.csoon.com/issue15/nu64_1.htm|accessdate=2009-01-14}}</ref> Atari had claimed to have made the first 64-bit game console with their [[Atari Jaguar]],<ref>{{cite web|title=Atari Jaguar|url=http://www.allgame.com/platform.php?id=14|accessdate= 2009-01-14}}</ref> but the Jaguar only used a 64-bit architecture in conjunction with two 32-bit [[RISC]] processors and a 16/32-bit Motorola 68000.<ref>{{cite web|title=Atari Jaguar|url= http://www.videogameconsolelibrary.com/pg90-jaguar.htm|accessdate=2009-01-14}}</ref> Around the same time, [[Rare Ltd.|Rare]] (UK) and [[Midway Games|Midway]] (USA) released two arcade titles, ''[[Killer Instinct]]'' and ''[[Cruis'n USA]]'', which claimed to use the Ultra 64 hardware.<ref name="arcadehits1">{{cite web|title=Killer Instinct|url=http://www.arcadehits.net/datObase/rom.php?zip=kinst|accessdate=2009-01-14}}</ref> Although ''Killer Instinct'' did use the same CPU as the N64, a MIPS R4300i,<ref name="arcadehits1"/> neither title was powered by Ultra 64 hardware. ''Killer Instinct'' featured pre-rendered character artwork, and CG movie backgrounds that were streamed off the hard drive<ref>{{cite web|title=Killer Instinct Hardware|url= http://www.system16.com/hardware.php?id=614|accessdate=2009-01-14}}</ref> and animated as the characters moved horizontally.
===Development===
At the beginning of the 1990s, Nintendo led the video game industry with its [[Nintendo Entertainment System]] (NES). Although a follow-up console, the [[Super Nintendo Entertainment System]] (SNES), was successful, sales took a hit from the [[Lost Decade (Japan)|Japanese recession]]. Competing consoles from Sega and Sony also increased the need for Nintendo to develop a successor to the SNES. Further complicating matters, the company also faced a backlash from third-party developers unhappy with Nintendo's onerous licensing policies.<ref name="Brandt"/> The company sought to develop a console with high-quality, 3-dimensional graphics and a 64-bit processor. Nintendo's code name for the N64, "Project Reality",<ref>{{cite web|accessdate=2008-03-27|url= http://www.highbeam.com/doc/1G1-18750905.html|title=For developers, Nintendo 64 may be too costly. |publisher=HighBeam|date=1996-09-13|last=Greenstein|first=Jane}}</ref> stemmed from the bold belief that the hardware's advanced [[Computer-generated imagery|CGI]] capabilities would rival [[supercomputer]]s of the era.


The completed N64 was fully unveiled in a playable form to the public on November 24, 1995, at the 7th Annual Shoshinkai [[Computer software|Software]] [[Trade fair|Exhibition]] in [[Japan]]. Nintendo′s next-generation console was introduced as the "Nintendo 64" (a name given by [[Shigesato Itoi]]<ref>{{Cite web|accessdate=2011-11-07|url=http://yomuka.wordpress.com/2011/11/05/the-64dream-november-1996/|title= The 64DREAM – November 1996|publisher=Yomuka!|date=2011-11-05|author=Lindsay}}</ref>, who named the [[Game Boy line|Game Boy]] before), contrary to speculation that it would be called "Ultra Famicom".<ref name="NintendoLandN64">{{Cite web|accessdate= 2008-03-27|url=http://www.nintendoland.com/home2.htm?n64/n64.htm|archiveurl=http://web.archive.org/web/20080304064740/http://www.nintendoland.com/home2.htm?n64/n64.htm|archivedate=2008-03-04|title= The N64's Long Way to completion|publisher=Nintendo Land|date=1998-01-01|author=Liedholm, Marcus}}</ref> Photos of the event were disseminated on the web by ''[[Game Zero magazine|Game Zero]]'' magazine two days later.<ref>{{cite web|accessdate=2008-03-27|url=http://www.gamezero.com/team-0/articles/industry/shoshinkai_1995/nu64-1.html|title=Coverage of the Nintendo Ultra 64 Debut from Game Zero |publisher=Game Zero}}</ref> Official coverage by Nintendo followed later via the ''[[Nintendo Power]]'' website and print magazine.
Nintendo had limited experience with 3-dimensional graphics, and worked with outside companies to develop the technology. The Nintendo 64 owes its existence to [[Silicon Graphics]] (SGI) and [[MIPS Technologies]], who were responsible for the [[R4300i]] microprocessor and the 3D graphics hardware used in the N64. SGI had recently acquired MIPS Computer Systems, and the two worked together to create a low-cost real-time 3D graphics system.


The console was first released in Japan on June 23, 1996.<ref name="release dates"/> By this time, Nintendo had adopted a new global branding strategy, assigning the console the same name for all markets: Nintendo 64.<ref>The word "Ultra" had already been trademarked by [[Konami]], for its [[Ultra Games]] division, leading Nintendo to drop "Ultra" from the console′s name. Despite the name change, the official prefix for the Nintendo 64′s model numbering scheme is "NUS-", a reference to the console′s original name, "Nintendo Ultra Sixty-Four".{{cite web|title=Nintendo 64 Hardware Profile|url=http://www.n-sider.com/hardwareview.php?hardwareid=7|accessdate=2009-01-11}}</ref> The North American version of the Nintendo 64 officially launched on September 29, 1996 with 500,000 units sold in the first four months,<ref>{{Cite web|accessdate=2008-03-27|url= http://findarticles.com/p/articles/mi_m0WPB/is_1999_Oct_6/ai_56177488|title=Sega Dreamcast Sales Outstrip Expectations in N. America|publisher=Comline Computers|date=1999-10-06}}</ref> while the PAL version was released in Europe on March 1, 1997.<ref name="release dates">{{cite web| accessdate=2008-03-27|url=http://www.lycos.com/info/nintendo-64-roms--games.html|title=Nintendo 64 Roms: Games|publisher=[[Lycos]]}}</ref> As of December 31, 2009, the N64 had sold 5.54 million units in [[Japan]], 20.63 million in the [[Americas]], and 6.75 million in other regions, for a total of 32.93 million units.<ref name="sales">{{cite web|url=http://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e0912.pdf|title=Consolidated Sales Transition by Region| accessdate=2010-02-14|date=2010-01-27|publisher=Nintendo|format=PDF|archiveurl= http://www.webcitation.org/5nXieXX2B|archivedate=2010-02-14}}</ref> Benimaru Itō, a developer for ''[[EarthBound 64]]'' and friend of Shigeru Miyamoto, speculated in 1997 that the N64′s lower popularity in Japan was due to the lack of [[role-playing video game]]s.<ref name= "npinterview">{{Cite book|year=1997|author=Takao Imamura, Shigeru Miyamoto|title=Nintendo Power August, 1997 - Pak Watch E3 Report "The Game Masters"|pages=104–105|publisher=[[Nintendo]]}}</ref> Because of the cost of Nintendo 64 cartridges, and limited third-party support, the Nintendo 64 caused Nintendo to lose its leading position in its market share.<ref>[http://retro.ign.com/articles/914/914568p1.html Nintendo 64 Week: Day Two - Retro Feature at IGN]</ref>
[[James H. Clark]], founder of Silicon Graphics, initially offered the SGI project to [[Tom Kalinske]], then [[Chief executive officer|CEO]] of [[Sega]] of America. The negotiations that ensued have fueled controversy.<ref name="Brandt">Brandt, Richard L. "Nintendo Battles for its Life." Upside 7.10 (1995): 50-. ABI/INFORM Global. Web. 24 May 2012.</ref> Sega claimed that their evaluation of the early prototype uncovered several unresolved hardware-issues and deficiencies. They were subsequently resolved; but not before Sega had already decided against SGI's design.<ref>{{cite web|url=http://wayback.archive.org/web/20090207173139/http://www.sega-16.com/feature_page.php?id=214&title=Interview:%20Tom%20Kalinske|title=Tom Kalinske Interview|publisher=Sega-16|accessdate= 2009-12-17}}</ref> Nintendo resisted that assertion, arguing that Nintendo was a more appealing partner.<ref name="Brandt" /> SGI was apparently interested in using its chips in devices other than a game console; while Sega demanded exclusive rights to the chip, Nintendo was willing to license the technology on a non-exclusive basis.<ref name="Brandt" /> Nintendo, falling behind in the console war, expressed interest in SGI's work. James Clark met with Nintendo CEO [[Hiroshi Yamauchi]] in the spring of 1993 and agreed to develop the project.<ref name="Brandt" /> Thus, "Project Reality" was born. An official announcement regarding their collaboration was made in October 1993.<ref>{{cite web|author=O'Leary, Jay|date=October 1, 1993|title=Learning to fly.|url= http://www.allbusiness.com/technology/384706-1.html|publisher=[[AllBusiness.com]]|accessdate= 2010-01-27}}{{dead link|date=February 2013}}</ref>


==Hardware==
The console's design was revealed to the public for the first time in late Spring 1994. Pictures of the console showed the Nintendo Ultra 64 logo, a [[ROM cartridge]], but no controller. The final N64 console would retain the shape pictured by the Ultra 64. The system was frequently marketed as the world's first 64-bit gaming system.<ref>{{cite web| title=Nintendo Ultra 64|url=http://www.csoon.com/issue15/nu64_1.htm|accessdate=2009-01-14}}</ref> Atari had claimed to have made the first 64-bit game console with their [[Atari Jaguar]],<ref>{{cite web|title=Atari Jaguar|url=http://www.allgame.com/platform.php?id=14|accessdate= 2009-01-14}}</ref> but the Jaguar only used a 64-bit architecture in conjunction with two 32-bit [[Reduced instruction set computing|RISC]] processors and a 16/32-bit [[Motorola 68000]].<ref>{{cite web|title=Atari Jaguar|url= http://www.videogameconsolelibrary.com/pg90-jaguar.htm|accessdate=2009-01-14}}</ref> Around the same time, [[Rare Ltd.|Rare]] (UK) and [[Midway Games|Midway]] (USA) released two arcade games, ''[[Killer Instinct (1994 video game)|Killer Instinct]]'' and ''[[Cruis'n USA]]'', which boasted their upcoming release on the Ultra 64 platform.<ref name="arcadehits1">{{cite web|title=Killer Instinct|url=http://wayback.archive.org/web/20090204081007/http://www.arcadehits.net/datObase/rom.php?zip=kinst|accessdate=2009-01-14}}</ref> ''Killer Instinct'' did use the same CPU as the N64, a MIPS R4300i,.<ref name="arcadehits1"/> ''Killer Instinct'' featured pre-rendered character artwork, and CG movie backgrounds that were streamed off the hard drive<ref>{{cite web|title=Killer Instinct Hardware|url= http://wayback.archive.org/web/20090204164129/http://www.system16.com/hardware.php?id=614|accessdate=2009-01-14}}</ref> and animated as the characters moved horizontally.
===Central processing unit===
[[File:NUS-CPU-01 F 01.jpg|thumb|right|The Nintendo 64 motherboard, showing CPU, RCP, and RDRAM]]


The Nintendo 64′s [[central processing unit]] (CPU) is the [[NEC]] VR4300,<ref name="NECVR4300">{{cite web|url=http://www.nec.co.jp/press/en/9711/1401-01.html|title=Main specifications of VR4300TM-series|publisher=NEC|accessdate=2006-05-20}}</ref> a cost-reduced derivative of the [[64-bit]] [[MIPS Technologies]] [[R4300i]]. Built by NEC on a 0.35&nbsp;[[micrometre|µm]] [[Semiconductor fabrication|process]], the VR4300 is a [[Reduced Instruction Set Computer|RISC]] 5-stage [[Scalar processor|scalar]] [[Out-of-order execution#In-order processors|in-order execution]] processor, with integrated [[floating point unit]], internal 24&nbsp;[[Kilobyte|KB]] direct-mapped<ref>{{cite web|accessdate=2009-03-05|url=http://www.mips.com/media/files/archives/R4300i%20Product%20Information.pdf|archiveurl=http://web.archive.org/web/20071030055729/http://www.mips.com/media/files/archives/R4300i+Product+Information.pdf|archivedate=2007-10-30|title= R4300i MICROPROCESSOR|publisher=mips}}</ref> [[CPU cache|L1 cache]] (16KB for instructions, 8KB for data). The 4.6 million [[transistor]] CPU is cooled passively by an [[aluminum]] heatspreader that makes contact with a [[steel]] [[heat sink]] above.<ref>{{cite web|accessdate=2008-03-27|url= http://n64.icequake.net/mirror/www.white-tower.demon.co.uk/n64/|archiveurl=http://web.archive.org/web/20020706153601/http://n64.icequake.net/mirror/www.white-tower.demon.co.uk/n64/|archivedate= 2002-07-06|title=Inside Nintendo|publisher=Inside Nintendo}}</ref>
The completed N64 was fully unveiled in a playable form to the public on November 24, 1995, at the 7th Annual Shoshinkai [[Software]] [[Trade fair|Exhibition]] in [[Japan]]. Nintendo's next-generation console was introduced as the "Nintendo 64" (a name given by [[Shigesato Itoi]],<ref>{{cite web|accessdate=2011-11-07|url=http://yomuka.wordpress.com/2011/11/05/the-64dream-november-1996/|title= The 64DREAM – November 1996|publisher=Yomuka!|date=2011-11-05|author=Lindsay}}</ref> who named the [[Game Boy line|Game Boy]] before), contrary to speculation that it would be called "Ultra 64".<ref name="NintendoLandN64">{{cite web|accessdate= 2008-03-27|url=http://www.nintendoland.com/home2.htm?n64/n64.htm|archiveurl=http://web.archive.org/web/20080304064740/http://www.nintendoland.com/home2.htm?n64/n64.htm|archivedate=2008-03-04|title= The N64's Long Way to completion|publisher=Nintendo Land|date=1998-01-01|author=Liedholm, Marcus}}</ref> Photos of the event were disseminated on the web by ''Game Zero'' magazine two days later.<ref>{{cite web|accessdate=2008-03-27|url=http://www.gamezero.com/team-0/articles/industry/shoshinkai_1995/nu64-1.html|title=Coverage of the Nintendo Ultra 64 Debut from Game Zero |publisher=Game Zero}}</ref> Official coverage by Nintendo followed later via the ''[[Nintendo Power]]'' website and print magazine.


Clocked at 93.75&nbsp;MHz, the N64′s VR4300 was the most powerful console CPU of its generation.<ref>{{cite web|title=Gaming consoles|url=http://www.ssagsg.org/LearningSpace/EntertainmentGaming/GamingConsoles.htm#5th_generation_gaming_consoles|accessdate=2009-01-11}}</ref> Except for its narrower 32-bit system bus, the VR4300 retained the computational abilities of the more powerful 64-bit MIPS R4300i,<ref name="NECVR4300"/> though software rarely took advantage of 64-bit [[precision (arithmetic)|data precision]] operations. N64 game-titles generally used faster (and more compact) 32-bit data-operations,<ref name="64 bit">{{cite web|url=http://groups.google.com/group/rec.games.video.nintendo/msg/01765b0b98de9908|title=N64, God of all systems|publisher= Google Groups|date=1997-07-26|accessdate=2006-05-20}}</ref> as these were sufficient to generate 3D-scene data for the console′s RSP (Reality Signal Processor; see below) unit. Though powerful, the CPU was hindered by a 250&nbsp;MB/s bus to the system memory; not only that, but in order to access the [[RAM]], the CPU had to go through the RCP ([[#Reality Co-Processor|Reality Co-Processor]]), and could not use [[Direct Memory Access|DMA]] to do so (the RCP could). This problem is further compounded by the [[RDRAM]]′s very high access latency.
In the lead up to the console's release, Nintendo had adopted a new global branding strategy, assigning the console the same name for all markets: Nintendo 64.<ref>The word "Ultra" had already been trademarked by [[Konami]], for its [[Ultra Games]] division, leading Nintendo to drop "Ultra" from the console's name. Despite the name change, the official prefix for the Nintendo 64's model numbering scheme is "NUS-", a reference to the console's original name, "Nintendo Ultra Sixty-Four".{{cite web|title=Nintendo 64 Hardware Profile|url=http://www.n-sider.com/hardwareview.php?hardwareid=7|accessdate=2009-01-11}}</ref>


[[Video game console emulator|Emulators]]—such as [[UltraHLE]] and [[Project64]]—benefit from the scarcity of 64-bit operations in the game′s executable-code, as the emulator is generally hosted on a 32-bit machine architecture. These emulators performed most calculations at 32-bit precision, and [[trap (computing)|trapped]] the few OS subroutines that actually made use of 64-bit instructions.<ref name="64 bit"/>
The console was originally slated for release by Christmas of 1995. In May 1995, Nintendo pushed back the release to April 1996.<ref name="Fisher">Fisher, Lawrence M. "Nintendo Delays Introduction of Ultra 64 Video-Game Player." New York Times: A.34. New York Times. May 06 1995. Web. 24 May 2012.</ref> The prospect of a release the following spring at a lower price than the competition lowered sales of competing Sega and Sony consoles during the important Christmas shopping season.<ref name="Popular Will">"(Will You Still Love Me) When I'm 64." Popular Electronics 14.3 (1997): 24. Military & Government Collection. Web. 24 July 2013.</ref>


===Reality Co-Processor===
In its explanation of the delay, Nintendo claimed it needed more time for Nintendo 64 software to mature,<ref name="Brandt" /> and for third-party developers to produce games.<ref name="Fisher" /> Adrian Sfarti, a former engineer for SGI, attributed the delay to hardware problems; he claimed that the chips underperformed in testing, and were being redesigned.<ref name="Brandt" />
Nintendo 64′s graphics and audio duties are performed by the 64-bit SGI co-processor, named the "Reality Co-Processor". The RCP is a 62.5&nbsp;MHz chip split internally into two major components, the "Reality Drawing Processor" (RDP) and the "Reality Signal Processor" (RSP). Each area communicates with the other by way of a 128-bit internal data bus that provides 1.0&nbsp;GB/s bandwidth. The RSP is a MIPS R4000-based 8-bit integer vector processor. It is programmable through microcode, allowing the chip′s functions to be significantly altered if necessary, to allow for different types of work, precision, and workloads.[9] The RSP performs transform, clipping and lighting calculations, triangle setup. The "Reality Display Processor" is primarily the Nintendo 64′s Pixel Rasterizer, and also handles the console′s Z-Buffer Compute.


The RSP was programmable through [[microcode]].<ref name="nintendopresentation1">{{cite web|title= Nintendo 64|url=http://www.minds.nuim.ie/~owen/code/NintendoPresentation.ppt|archiveurl= http://web.archive.org/web/20070710172208/http://www.minds.nuim.ie/~owen/code/NintendoPresentation.ppt|archivedate=2007-07-10|accessdate=2009-01-14}}</ref> By altering the microcode run on the device, it could perform different operations, create new effects, and be better tuned for speed or quality; however, Nintendo was unwilling to share the microcode tools with developers{{Citation needed|date=May 2009}} until the end of the Nintendo 64′s life-cycle. Programming RSP microcode was said to be quite difficult because the Nintendo 64 µcode tools were very basic, with no debugger and poor documentation. As a result, it was very easy to make mistakes that would be hard to track down, mistakes that could cause seemingly random bugs or glitches. Some developers noted that the default SGI microcode ("Fast3D"), which allowed more than ~100,000 high accuracy polygons per second, was poorly profiled for use in games (it was too accurate), and performance suffered as a result. "Turbo3D" microcode allowed 500,000–600,000 normal accuracy polygons per second. However, due to the graphical degradation, Nintendo discouraged its use. Several companies, such as [[Factor 5]],<ref>{{cite web|title=Bringing Indy to N64|url= http://ign64.ign.com/articles/087/087602p1.html|accessdate=2009-01-14}}</ref> [[Boss Game Studios]] and [[Rare Ltd.|Rare]], were able to write custom microcode that ran their software better than [[Silicon Graphics|SGI]]′s standard microcode.
===Release===
''[[Popular Electronics]]'' called the launch a "much hyped, long-anticipated moment."<ref name="Popular Will" />


The RSP also frequently performs audio functions (although the CPU can be tasked with this as well). It can play back most types of audio (dependent on software [[codec]]s) including uncompressed [[Pulse-code modulation|PCM]], [[MP3]], [[Musical Instrument Digital Interface|MIDI]], and [[tracker (music software)|tracker]] music. The RSP is capable of a maximum of 100 channels of PCM at a time, but this is with 100% system utilization for audio. It has a maximum [[sampling rate]] of 48&nbsp;kHz with 16-bit audio; however, storage limitations caused by the [[cartridge (electronics)|cartridge]] format limited audio size (and thus quality).<ref name= "videogameconsolelibrary90">{{cite web|title=Nintendo 64|url=http://www.videogameconsolelibrary.com/pg90-n64.htm|accessdate=2009-01-11}}</ref>
<!-- release dates and titles -->
The console was first released in Japan on June 23, 1996.<ref name="release dates"/> The North American version of the Nintendo 64 officially launched on September 29, 1996. It launched with just two games in the United States, ''[[Pilotwings 64]]'' and ''[[Super Mario 64]]''. In 1994, prior to the launch, Nintendo of America chairman Howard Lincoln emphasized the quality of first-party games, saying "[...] we're convinced that a few great games at launch are more important than great games mixed in with a lot of dogs."<ref name="Gillen Lincoln">Gillen, Marilyn A. "Q&A With Nintendo's Howard Lincoln." Billboard 106.26 (1994): 77. Business Source Complete. Web. 23 July 2013.</ref> The PAL version of the console was released in Europe on March 1, 1997.<ref name="release dates">{{cite web| accessdate=2008-03-27|url=http://wayback.archive.org/web/20080317021341/http://www.lycos.com/info/nintendo-64-roms--games.html?|title=Nintendo 64 Roms: Games|publisher=[[Lycos]]}}</ref>
[[Image:Goldeneyeemulated4lw.jpg|thumb|right|The Nintendo 64 was host to revolutionary shooter games like Goldeneye 007.]]


The RDP is the machine′s rasterizer and performs the bulk of actual image creation before output to the display. The Nintendo 64 has a maximum [[color depth]] of [[Truecolor|16.8 million colors]]<ref name="americanpoems1">{{cite web|title=Expansion Pak for Nintendo 64|url= http://www.americanpoems.com/B00000INR2/Expansion_Pak_For_Nintendo_64.php|accessdate=2009-01-14}}</ref> and can display resolutions of 256&nbsp;×&nbsp;224, 320&nbsp;×&nbsp;240 and 640&nbsp;×&nbsp;480 pixels.<ref name="americanpoems1"/> The RCP also provides the CPU′s access to main system memory via a 250&nbsp;MB/s bus.<ref name="nintendopresentation1"/> Unfortunately, this link does not allow [[direct memory access]] for the CPU. The RCP, like the CPU, is passively cooled by an aluminum heatspreader that makes contact with a steel heat sink above.<!-- I believe both the heatspreader and heat sink are both aluminum, the only steel within the N64 is the screws and RF shielding -->
<!-- pricing -->
Originally intended to be [[United States dollar|US$]]250, the console was ultimately priced at $199.99 to make it competitive with Sony and Sega offerings.<ref name="Stone Croal hot" /><ref>{{cite web|last=Hill|first=Charles|title=Strategic Management Cases: An Integrated Approach, 10th ed.|url=http://books.google.ru/books?id=9dgKAAAAQBAJ&pg=PT189|accessdate=13 December 2013}}</ref> Nintendo priced the console as an impulse buy, using a strategy from the toy industry.<ref name="Miller">Miller, Cyndee. "Sega Vs. Nintendo: This Fights almost as Rough as their Video Games." Marketing News 28.18 (1994): 1-. ABI/INFORM Global; ProQuest Research Library. Web. 24 May 2012.</ref> The price of the console in the United States was cut to $129.95 on August 25, 1998.<ref name="1998 price cut">Editors, Business. "New Nintendo 64 Pricing Set at $129.95, $10 Software Coupons to Continue Sales Momentum." Business Wire: 1. Aug 25 1998. ProQuest. Web. 23 July 2013.</ref>


===Sales===
===Memory===
The final major component in the system is the memory, also known as [[Random access memory|RAM]]. The Nintendo 64 was one of the first modern consoles to implement a unified memory subsystem, instead of having separate banks of memory for CPU, audio, and video, for example. The memory itself consists of 4&nbsp;[[megabyte]]s of RAMBUS [[RDRAM]] (expandable to 8&nbsp;MB with the [[Expansion Pak]]) with a 9-bit data bus at 500&nbsp;MHz providing the system with 562.5&nbsp;MB/s peak bandwidth. RAMBUS was quite new at the time and offered Nintendo a way to provide a large amount of bandwidth for a relatively low cost. The narrow bus makes board design easier and cheaper than the higher width data buses required for high bandwidth out of slower-clocked RAM types (such as [[Dynamic random access memory|VRAM]] or [[Dynamic random access memory|EDO DRAM]]); however, RDRAM, at the time, came with a very high access latency, and this caused grief for the game developers because of limited hardware performance.<ref name="videogameconsolelibrary90"/>
The Nintendo 64 was in-demand upon its release. David Cole, industry analyst, said "You have people fighting to get it from stores."<ref name="Stone Croal hot" /> ''[[Time Magazine]]'' called the purchasing interest "that rare and glorious middle-class Cabbage Patch-doll frenzy." The magazine said celebrities [[Matthew Perry]], [[Steven Spielberg]]'s office, and some [[Chicago Bulls]] players called Nintendo to ask for special treatment to get their hands on the console.<ref name="Time Hard">Krantz, Michael. "Mario Plays Hard To Get." Time 148.26 (1996): 60. Military & Government Collection. Web. 24 July 2013.</ref>


===Video===
The console sold 350,000 of 500,000 available units during its first three days on sale.<ref name="Stone Croal hot">Stone, BradCroal, N'Gai. "Nintendo's Hot Box." Newsweek 128.16 (1996): 12. Military & Government Collection. Web. 24 July 2013.</ref> Longer term, the console sold 500,000 units in North America during its first four months.<ref>{{cite web|accessdate=2008-03-27|url= http://findarticles.com/p/articles/mi_m0WPB/is_1999_Oct_6/ai_56177488|title=Sega Dreamcast Sales Outstrip Expectations in N. America|publisher=Comline Computers|date=1999-10-06}}</ref> George Harrison, vice president of marketing at Nintendo, expected sales of 5 million consoles by Christmas 1997.
The system provides both [[composite video]]<ref>{{cite web|url=http://www.nintendo.com/consumer/systems/nintendo64/hook_avtotv.jsp|title=Nintendo Support: Nintendo 64 AV to TV Hookup| accessdate=2010-02-28|publisher=Nintendo}}</ref> and [[S-Video]] through the "MULTI OUT" connector on the rear of the system; however, the Nintendo 64 removed certain pin connections for providing [[RGB#Video electronics|RGB]] video, despite the [[Digital-to-analog converter|DAC]] chip used in early models having the capability built-in. In most countries the system came bundled with a [[RCA connector|composite cable]] (AKA Stereo AV cable) The composite and S-Video cables are the same as those used with the earlier [[SNES]] and later [[GameCube]] systems.


Available to buy separately was a [[RF connector|RF]] [[RF modulator|modulator]] and switch set (for connection to older televisions) and an official S-Video cable, although the latter was only sold at retail stores in Japan. In the U.S., the official S-Video cable could only be ordered direct from Nintendo of America,<ref>{{cite web|url=http://ndex.simgames.net/reviews/hardware/svideo.htm|title=Nintendo S-Video Cable Review|accessdate=2010-02-28|publisher=NDEX: Nintendo Index}}</ref> and the cable was not officially sold in Europe. In the [[United Kingdom]] the N64 was shipped with a RF modulator and switch set, but was still fully compatible with the other cables.
The N64 sold 3.6 million in its first full year in the United States.<ref>{{cite web|url=http://www.thefreelibrary.com/Nintendo+Delivers+Early+Holiday+Cheer+With+New+Software+Prices.-a019804152 |title=Nintendo Delivers Early Holiday Cheer With New Software Prices. - Free Online Library |publisher=Thefreelibrary.com |date= |accessdate=2014-03-02}}</ref>


The system supports [[Standard-definition television|SDTV]] resolutions up to [[480i]] although few games made use of this "high resolution" mode, many of which required the use of the [[Nintendo 64 accessories#Expansion Pak|Expansion Pak]] RAM upgrade. The majority of games instead used the system's [[Low-definition television|240p/288p]] modes. A number of games also support a video display ratio of up to [[16:9]] using either [[Anamorphic widescreen]] or [[Letterbox]]ing. However, very few of its games provided options to use this feature, these were: ''[[Banjo-Tooie]]'', ''[[Donkey Kong 64]]'', ''[[GoldenEye 007 (1997 video game)|GoldenEye 007]]'', ''[[The World Is Not Enough (video game)|The World Is Not Enough]]'', ''[[Jet Force Gemini]]'', ''[[Perfect Dark]]'', ''[[Starshot: Space Circus Fever]]'', ''[[Turok 2: Seeds of Evil]]'', ''[[Turok 3: Shadow of Oblivion]]'', ''[[Mission: Impossible (1998 video game)|Mission Impossible]]'', ''[[South Park (video game)|South Park]]''.<ref>{{cite web|url=http://www.hdtvarcade.com/hdtvforum/index.php?app=custompages&do=show&pageId=41|title=Nintendo 64 List #-Z|accessdate=2010-09-23}}</ref>
As of December 31, 2009, the N64 had sold 5.54 million units in [[Japan]], 20.63 million in the [[Americas]], and 6.75 million in other regions, for a total of 32.93 million units.<ref name="sales">{{cite web|url=http://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e0912.pdf|title=Consolidated Sales Transition by Region| accessdate=2010-02-14|date=2010-01-27|publisher=Nintendo|format=PDF|archiveurl= http://www.webcitation.org/5nXieXX2B|archivedate=2010-02-14}}</ref> Benimaru Itō, a developer for ''[[EarthBound 64]]'' and friend of Shigeru Miyamoto, speculated in 1997 that the N64's lower popularity in Japan was due to the lack of [[role-playing video game]]s.<ref name="npinterview">{{Cite book|year=1997|author=Takao Imamura, Shigeru Miyamoto|title=Nintendo Power August, 1997 - Pak Watch E3 Report "The Game Masters"|pages=104–105|publisher=[[Nintendo]]}}</ref>


===Hardware color variations===
===Promotion===
[[File:N64-Console-Orange.jpg|thumb|right|250px|A Nintendo 64 console and controller in Fire-Orange color.]]
To boost sales during the slow post-[[Christmas]] season, Nintendo and General Mills worked together on a promotional campaign that appeared in early 1999. A television advertising campaign cost $5 million. The advertisement by Saatchi and Saatchi, New York began on January 25 and encouraged children to buy [[Fruit by the Foot]] snacks for tips to help them with their Nintendo 64 games. 90 different tips were available, with three variations of 30 tips each.<ref name="BrandWeek Mills">"Promotions: Mills Gets Foot Up with Nintendo Link-up." BRANDWEEK formerly Adweek Marketing Week. (JANUARY 18, 1999 ): 277 words. LexisNexis Academic. Web. Date Accessed: 2013/07/24.</ref>


The standard Nintendo 64 is dark gray, nearly black,<ref name="nintendo1">{{cite web|title= Nintendo 64 ROMS|url=http://www.myroms.com/nintendo_64/n64_roms.htm|accessdate=2009-01-14}}</ref> and the controller is light gray (later releases in America included a bonus second controller in Atomic Purple). A Jungle Green colored console was first available with the ''[[Donkey Kong 64]]'' bundle. The Funtastic Series used brightly-colored, translucent plastic with six colors: Fire Orange, Grape Purple, Ice Blue, Jungle Green, Smoke Gray and Watermelon Red.<ref name="nintendo1"/> Nintendo released a yellow banana-like Nintendo 64 controller for the debut of ''Donkey Kong 64'' in the United States.<ref name="nintendo1"/> The Millennium 2000 controller, available exclusively as part of a Nintendo Power promotional contest in the United States, was a silver controller with black buttons. A gold controller was released in a contest by ''Nintendo Power'' magazine as part of a [[raffle]] drawing. In late 1997 through 1998, a few gold Nintendo 64 controller packages were released worldwide;<ref>{{cite web|title=Limited Edition Gold Nintendo 64|url= http://www.geekphotoblog.com/limited-edition-gold-nintendo-64/|accessdate=2009-01-14}}</ref> in the United Kingdom there was a limited edition ''[[GoldenEye 007 (1997 video game)|GoldenEye 007]]'' console pack which came with a standard gray console and a copy of ''GoldenEye''. Also, a limited edition gold controller with a standard gray console were released in Australia and New Zealand in early 1998, endorsed by an advertising campaign which featured footage of N64 games including ''[[Top Gear Rally]]'' and ended with Australian swimmer [[Michael Klim]] wearing the gold controller as a medal around his neck. Nintendo released a gold controller<ref>{{cite web|title= Classic Console, Well Worth Buying|url=http://www.dooyoo.co.uk/video-game-console/nintendo-n64/1027590/|accessdate=2009-01-14}}</ref> 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 PAL markets. The ''[[Pokémon]]'' Edition Nintendo 64, with a ''Pokémon'' sticker on the left side, included the "''Pokémon: I Choose You''" video. The ''Pokémon'' Pikachu Nintendo 64 had a large, yellow [[Pikachu]] model on a blue Nintendo 64.<ref name="nintendo1"/> It has a different footprint than the standard Nintendo 64 console, and the Expansion Pak port is covered. It also shipped with a blue ''Pokémon'' controller; orange in Japan. A Limited Edition ''Star Wars'' bundle, available during the time of the release of the film ''[[Star Wars Episode I: The Phantom Menace]]'' came bundled with ''[[Star Wars: Episode I Racer]]'' and a standard gray console.
Nintendo advertised its Funtastic Series of peripherals with a $10 million print and television campaign from February 28 to April 30, 2000. Leo Burnett, Chicago, was in charge.<ref name="Wasserman peripherals">Wasserman, Todd. "Nintendo: Pokemon, Peripherals Get $30M." Brandweek 41.7 (2000): 48. Business Source Complete. Web. 24 July 2013.</ref>


Nintendo released some special edition consoles and controllers that were sold only on specific stores. There were two other Japan only consoles that were exclusive to specific stores. One was the Daiei Hawks which was only sold in Daiei Hawks stores. And the other was the Jusco 30th anniversary, which was only sold in Jusco stores. The Daiei Hawks featured an orange translucent top, and a black translucent bottom, very similar to the Fire Orange and Smoke Black Nintendo 64, although not the same. The Jusco 30th anniversary, featured a very light violet-translucent color on the top, and white translucent on the bottom. These two consoles were released with a controller that matched with their console. The Daiei Hawks also sold separate controllers. Due to the insane rarity of the Jusco 30th anniversary, it is unknown whether a separate controller was sold or not. Nintendo also released a black (top) and grey (bottom) controller that was bundled with Mario Kart 64, only sold in Japan. A similar controller to the Mario Kart 64, was only sold in Hello Mack stores, and the controller featured a Hello Mack picture on the top of the controller. In America, [[Toys r us|Toys "R" Us]] released their own series of store exclusive products. The Extreme Green, Extreme Green console bundle, Gold Controller bundle, and a very limited Gold Nintendo 64 which was bundled with two gold controllers.
===Reception===
The Nintendo 64 received generally positive reviews from critics. Reviewers generally praised the console's advanced 3D graphics and gameplay, while criticizing the lack of games.


The majority of Nintendo 64 game cartridges were gray in color; however, some games were released on a colored cartridge.<ref>{{cite web|title=Nintendo 64|url=http://gameconsoles.co.uk/game-consoles/nintendo-64/|archiveurl=http://web.archive.org/web/20071106132228/http://gameconsoles.co.uk/game-consoles/nintendo-64/|archivedate=2007-11-06|accessdate=2009-01-14}}</ref> Fourteen games had black cartridges, while other colors (such as green, blue, red, yellow and gold) were each used for six or fewer games. Several games, such as ''[[The Legend of Zelda: Ocarina of Time]]'' were released both in standard gray and in colored, limited edition versions.<ref>{{cite web|title=Zelda Ocarina of Time Cartridge Trivia|url=http://www.modernclassicgaming.com/zelda-ocarina-of-time-cartridge-trivia/|accessdate=2009-01-14}}</ref>
Previewing the console, ''[[Time Magazine]]'' said the console had the "fastest, smoothest game action yet attainable via joystick."<ref name="Time comeback">Krantz, MichaelJackson, David S. "Super Mario's Dazzling Comeback." Time 147.21 (1996): 52. Military & Government Collection. Web. 24 July 2013.</ref>


===Accessories===
''[[Time Magazine]]'' named it their 1996 Machine of the Year, saying the machine had "done to video-gaming what the [[Boeing 707|707]] did to air travel." The magazine said the console achieved "the most realistic and compelling three-dimensional experience ever presented by a computer." ''Time'' credited the Nintendo 64 with revitalizing the video game market, "rescuing this industry from the dustbin of entertainment history." The magazine suggested that the Nintendo 64 would play a major role in introducing children to digital technology in the final years of the 20th century. The article concluded by saying the console had already provided "the first glimpse of a future where immensely powerful computing will be as common and easy to use as our televisions."<ref name="Time Machine of the Year">Krantz, MichaelEisenberg, Daniel. "64 Bits Of Magic." Time 148.24 (1996): 73. Military & Government Collection. Web. 24 July 2013.</ref>
{{Main|Nintendo 64 accessories}}


==Programming difficulties==
''[[Popular Electronics]]'' complimented the system's hardware, calling its specifications "quite impressive." It also complimented the controller, saying "We found the controller comfortable to hold, and the controls to be accurate and responsive."<ref name="Popular Will" />
The Nintendo 64 had weaknesses that were caused by a combination of oversight on the part of the hardware designers, limitations on 3D technology of the time, and manufacturing capabilities. One major flaw was the limited texture [[cache]] of 4&nbsp;[[Kilobyte|KB]]. This made it difficult to load anything but small, low [[color depth]] textures into the rendering engine. This small texture limitation caused blurring due to developers stretching small textures to cover a surface, and then the console′s [[bilinear filtering]] would blur them further. To make matters worse, due to the design of the renderer, if [[mipmap]]ping was used, the texture cache was effectively halved to 2&nbsp;KB. Toward the end of Nintendo 64′s lifetime, creative developers managed to use tricks, such as multi-layered texturing and heavily-clamped, small texture pieces, to simulate larger textures. ''[[Perfect Dark]]'', ''[[Banjo-Tooie]]'', and ''[[Conker's Bad Fur Day]]'' are possibly the best examples of this ingenuity, all of which were developed by [[Rare Ltd.|Rare]]. Games often also used plain colored [[Gouraud shading]] instead of texturing on certain surfaces, especially in games with themes not targeting realism (e.g., ''[[Super Mario 64]]'').<ref>{{cite web|title=Super Mario Galaxy|url=http://www.trustedreviews.com/video-games/review/2007/11/29/Super-Mario-Galaxy/p4| accessdate=2009-01-11}}</ref>


There were other challenges for developers to work around. [[Z-buffer]]ing significantly crippled the RDP′s fill rate. Thus, for maximum performance,<ref>{{cite web|title=Hidden Surface Removal| url=http://web.cs.wpi.edu/~emmanuel/courses/cs4731/slides/lecture17.pdf|archiveurl= http://www.webcitation.org/5lbvS80xM|archivedate=2009-11-28|accessdate=2009-01-15}}</ref> most Nintendo 64 games were actually fill-rate limited, not geometry limited, which is ironic considering the great concern for the Nintendo 64′s low polygon per second rating of only about 100,000;<ref>{{cite web|title=Game Dude's Nintendo 64 Specs|url=http://www.gamedude.com/n64spec.html|archiveurl=http://web.archive.org/web/20080804202927/http://www.gamedude.com/n64spec.html|archivedate=2008-08-04|accessdate=2009-01-15}}</ref> however, some of the most polygon-intense Nintendo 64 games, such as ''[[World Driver Championship]]'', frequently pushed past the Sony PlayStation′s typical in-game polygon counts.
The ''[[Los Angeles Times]]'' praised the system's "blistering speed and tack-sharp graphics," as well as its high-quality games, although it lamented the small number of games. It called the console small and light.<ref name="Curtiss wonder">Curtiss, Aaron. "Personal Technology; New Nintendo 64 is a Technical Wonder; Leisure: The Cartridge-Based Game Machine Boasts Blistering Speed and Super-Sharp Graphics." Los Angeles Times (pre-1997 Fulltext): 4. Sep 30 1996. ProQuest. Web. 23 July 2013.</ref>


The unified memory subsystem of Nintendo 64 was another critical weakness for the machine. The [[RDRAM]] had very high access [[Memory latency|latency]],<ref>{{cite web|title=Difference Between RDRAM and DDR|url=http://www.4allmemory.com/index.cfm?fuseaction=faq.details&faq_id=69|accessdate= 2009-01-15}}</ref> which nearly negated its high bandwidth advantage. In addition, game developers commented that the Nintendo 64′s memory controller setup was poor. The R4300 CPU was severely limited at memory access since it had to go through the RCP to access main memory,<ref>{{cite web| title=Nintendo Sixty Four|url=http://tvtropes.org/pmwiki/pmwiki.php/Main/Nintendo64|accessdate= 2009-01-15}}</ref> and could not use [[Direct memory access|DMA]] to do so.
===Legacy===
The Nintendo 64 remains one of the best known video game systems in the world.<ref>{{cite web|url=http://retro.ign.com/articles/914/914568p1.html |title=Nintendo 64 Week: Day Two - Retro Feature at IGN |publisher=Retro.ign.com |date= |accessdate=2013-03-04}}</ref> On the top ten best game consoles episode of [[G4techTV]]'s (now [[G4 (TV channel)|G4]]'s) ''[[Filter (TV series)|Filter]]'', the Nintendo 64 was voted up to #1 by registered users.<ref>{{citation|url=http://www.g4tv.com/videos/9879/filter-face-off-top-10-best-game-consoles |title=Filter Face Off: Top 10 Best Game Consoles |publisher=g4tv.com |date= |accessdate=2013-05-03}}</ref>


One of the best examples of custom microcode on the Nintendo 64 was Factor 5′s N64 port of the ''[[Indiana Jones and the Infernal Machine]]'' PC game. The Factor 5 team aimed for the high resolution mode (640&nbsp;×&nbsp;480)<ref>{{cite web|title=Indiana Jones and the Infernal Machine| url=http://ign64.ign.com/articles/132/132182p1.html|accessdate=2009-01-16}}</ref> because of the crispness it added to the visuals. The machine was taxed to the limit running at 640&nbsp;×&nbsp;480, so they needed performance beyond the standard SGI microcode. The Z-buffer could not be used because it alone consumed the already-constrained texture fill-rate. To work around the 4&nbsp;KB texture cache, the programmers came up with custom texture formats and tools to let the artists use the best possible textures. Each texture was analyzed and fitted to best texture format for performance and quality. They took advantage of the cartridge as a texture [[Stream (computing)|streaming]] source to squeeze as much detail as possible into each environment and work around RAM limitations. They wrote microcode for real-time lighting, since the SGI code was poor for this task and they wanted to have even more lighting than the PC version had used. Factor 5′s microcode allowed almost unlimited real-time lighting and significantly boosted the polygon count. In the end, the game was more feature-filled than the PC version, and unsurprisingly, was one of the most advanced games for Nintendo 64.<ref name=IndyN64IGN/>
==Games==
{{See also|List of Nintendo 64 games|Nintendo Selects#Nintendo 64|l2=List of Nintendo 64 Player's Choice games|Chronology of Nintendo 64 games}}


Factor 5 again used custom microcode with games such as ''[[Star Wars: Rogue Squadron]]'' and ''[[Star Wars: Battle for Naboo]]''. In ''Star Wars: Rogue Squadron'', the team tweaked the microcode for a landscape engine to create the alien worlds. For ''Star Wars: Battle for Naboo'', they used what they learned from ''Rogue Squadron'' and made the game run at 640&nbsp;×&nbsp;480, also implementing enhancements for particles and the landscape engine. ''Battle for Naboo'' had a long [[draw distance]] and large amounts of snow and rain, despite the high resolution.<ref>{{cite web|accessdate=2008-03-27|url=http://ign64.ign.com/articles/087/087646p1.html|title=Interview: Battling the N64 (Naboo)|publisher=IGN64|date=2000-11-10}}</ref>
A total of 387 games were released for the console, though few were exclusively sold in Japan. For comparison, the rival [[PlayStation (console)|PlayStation]] received around 1,100 games, while the earlier NES and SNES had 768 and 725 US games, respectively. However, the Nintendo 64 game library included a high number of critically acclaimed and widely sold games.<ref>{{cite web|accessdate= 2008-03-27|url=http://wayback.archive.org/web/20080509153954/http://ign64.ign.com/index/choice.html|title=IGN N64: Editors' Choice Games| publisher=IGN}}</ref> ''[[Super Mario 64]]'' was the console's best selling game (selling over 11 million copies), receiving much praise from critics and helping to pioneer three-dimensional control schemes. ''[[GoldenEye 007 (1997 video game)|GoldenEye 007]]'' was important in the evolution of the [[first-person shooter]], and has since been named one of the greatest in the genre.<ref name="screwattacktop10">{{cite web|url= http://www.gametrailers.com/video/top-10-screwattack/34978|title=ScrewAttack's Top 10 FPS Games Ever!|publisher=GameTrailers|accessdate=2008-06-12}}</ref> ''[[The Legend of Zelda: Ocarina of Time]]'' set the standard for future 3D [[action-adventure game]]s<ref>{{cite web|title=Legend of Zelda: Ocarina of Time|publisher=[[Metacritic]]|url=http://www.metacritic.com/game/nintendo-64/the-legend-of-zelda-ocarina-of-time| accessdate=2010-02-03}} Metacritic here states that ''Ocarina of Time'' is "[c]onsidered by many to be the greatest single-player video game ever created in any genre..."</ref> and is considered by some to be the greatest game ever made.<ref name="1up_ocarina">{{cite web| title=Ocarina of Time Hits Virtual Console | publisher=1UP.com | url=http://www.1up.com/news/ocarina-time-hits-virtual-console | accessdate=February 2, 2010}} This news article refers to ''Ocarina of Time'' as "the apex of 6-4bit gaming and oft-cited "Best Game Ever Made..."</ref><ref>{{cite web| title=Legend of Zelda: Ocarina of Time | publisher=[[Metacritic]] | url=http://www.metacritic.com/game/nintendo-64/the-legend-of-zelda-ocarina-of-time | accessdate=February 3, 2010}} Metacritic here states that ''Ocarina of Time'' is "[c]onsidered by many to be the greatest single-player video game ever created in any genre..."</ref><ref name="best_games">{{cite web|url=http://www.filibustercartoons.com/games.htm |title=The Best Video Games in the History of Humanity |publisher=Filibustercartoons.com |accessdate=September 12, 2010}}</ref>


===Graphics===
==Game Paks==
Graphically, results of the Nintendo cartridge system were mixed. The N64's graphics chip was capable of [[trilinear filtering]],<ref>{{cite web|title=Nintendo DS vs. Nintendo 64|url= http://purenintendo.com/2008/12/26/nintendo-ds-vs-nintendo-64so-whats-more-powerful/|accessdate= 2009-01-15}}</ref> which allowed textures to look very smooth. This contrasted with the [[Sega Saturn|Saturn]] and [[PlayStation (console)|PlayStation]], which used [[nearest-neighbor interpolation]]<ref>{{cite web|title=Saturn Game Tutorial|url=http://www.rockin-b.de/saturn/saturngametutorial/SaturnGameTutorial.htm|accessdate=2009-01-15}}</ref> and produced more [[Pixelation|pixelated]] textures.

However, the smaller storage size of ROM cartridges limited the number of available textures, resulting in games that had blurry graphics. This was caused by the liberal use of stretched, low-resolution textures, and was compounded by the N64's 4,096-byte limit<ref>{{cite web|title= Nintendo 64|url=http://www.old-computers.com/museum/computer.asp?c=1242&st=2|accessdate=2009-01-15}}</ref> on a single texture. Some games, such as ''Mario Party 2'', use a large amount of [[Gouraud shading]] or very simple textures to produce a cartoon-like image. This fit the themes of many games, and allowed this style of imagery a sharp look. Cartridges for some later games, such as ''[[Resident Evil 2]]'', ''[[Sin and Punishment]]: Successor of the Earth'', and ''[[Conker's Bad Fur Day]]'', featured more ROM space,<ref name="hardware1"/> allowing for more detailed graphics.

===Game Paks===
{{main|Nintendo 64 Game Pak}}
[[File:N64-Game-Cartridge.jpg|thumb|Open and unopened N64 Game Pak]]
[[File:N64-Game-Cartridge.jpg|thumb|Open and unopened N64 Game Pak]]


Nintendo 64 games are [[ROM cartridge]] based. Cartridge size varies<ref name="hardware1">{{cite web|title=The N64 Hardware|url=http://n64.icequake.net/|accessdate=2009-01-15}}</ref> from 4&nbsp;MB to 64&nbsp;MB. ROM cartridges are expensive and time-consuming to manufacture. Many cartridges include the ability to save games internally.
Nintendo 64 games were [[ROM cartridge]] based. Cartridge size varied<ref name="hardware1">{{cite web|title=The N64 Hardware|url=http://n64.icequake.net/|accessdate=2009-01-15}}</ref> from 4&nbsp;MB (32&nbsp;[[megabit|Mbit]]) (e.g. ''[[Automobili Lamborghini]]'' and ''[[Dr. Mario 64]]'') to 64&nbsp;MB (512&nbsp;Mbit) for ''[[Resident Evil 2]]'' and ''[[Conker's Bad Fur Day]]''. Some of the cartridges included internal [[EEPROM]], [[flash memory]], or battery-backed-up RAM for saved game storage. Otherwise, game saves were put onto a separate memory card, marketed by Nintendo as a [[Controller Pak]].<ref>{{cite web|title=Nintendo 64 Week: Day One|url=http://retro.ign.com/articles/914/914358p1.html|accessdate=2008-12-15}}</ref>


The selection of the cartridge for the Nintendo 64 was a controversial decision and a key factor in Nintendo′s being unable to retain its dominant position in the gaming market. Most of the cartridge's advantages did not manifest themselves prominently and they were nullified by the cartridge′s shortcomings, which disappointed customers and developers alike. Especially for the latter, it was costly and difficult to develop for ROM cartridges, as their limited storage capacity (64 MB or a mere 10% of a PlayStation CD-ROMs 640 MB capacity) constrained the game′s content.<ref name="videogameconsolelibrary90"/>
<!-- advantages -->
[[Nintendo]] cited several advantages for making the N64 cartridge-based.<ref name="advantages">{{Cite book|year=1994|title=Nintendo Power August, 1994 - Pak Watch|page=108|publisher=Nintendo}}</ref> Primarily cited was the [[ROM cartridge]]s' very fast load times in comparison to [[Compact disc|disc]]-based games. While loading screens appear in many [[PlayStation (console)|PlayStation]] games, they are rare on the N64. Although vulnerable to long-term environmental damage<ref name="advantages"/> the cartridges are far more resistant to physical damage than compact discs.


Most third-party developers switched to the PlayStation, such as [[Square Co.|Square]] and [[Enix]], whose ''[[Final Fantasy VII]]'' and ''[[Dragon Quest VII]]'' were initially pre-planned for the N64,<ref>{{cite web|title=Elusions: Final Fantasy 64|url=http://www.lostlevels.org/200510/| accessdate=2009-01-11}}</ref> while some who remained released fewer games to the Nintendo 64. [[Konami]] was the biggest example of this, releasing only thirteen N64 games but over fifty on the PlayStation. New Nintendo 64 game releases were infrequent while new games were coming out rapidly for the PlayStation.<ref name="videogameconsolelibrary90"/> Most of the N64′s biggest successes were developed by either Nintendo itself or by second-parties of Nintendo, such as [[Rare Ltd.|Rare]].<ref name="videogameconsolelibrary90"/>
<!-- disadvantages -->
On the downside, cartridges took longer to manufacture than CDs, with each production run (from order to delivery) taking two weeks or more.<ref name="asiaweek-marketshare">{{cite web|author=Bacani, Cesar and Mutsuko, Murakami|archiveurl=http://web.archive.org/web/20051226163418/http://www.asiaweek.com/asiaweek/97/0418/cs1.html|url=http://www.asiaweek.com/asiaweek/97/0418/cs1.html|archivedate= 2005-12-26|title=Nintendo's new 64-bit platform sets off a scramble for market share|publisher=[[Asiaweek]]|date=1997-04-18|accessdate=2007-02-09}}</ref> This meant that publishers of N64 games had to attempt to predict demand for a game ahead of its release. They risked being left with a surplus of expensive cartridges for a failed game or a weeks-long shortage of product if they underestimated a game's popularity.<ref name="asiaweek-marketshare"/> The cost of producing an N64 cartridge was also far higher than for a CD.<ref>{{cite web| title=The Video Game Critic's Console Reviews|url=http://www.videogamecritic.net/n64info.htm| accessdate=2009-01-12}}</ref> Publishers passed these expenses onto the consumer. Comparable games cost at least $10 more on the Nintendo 64 as compared with other platforms.<ref name="Ryan gotta">Ryan, Michael E. "'I Gotta Have This Game Machine!' (Cover Story)." Familypc 7.11 (2000): 112. MasterFILE Premier. Web. 24 July 2013.</ref>


Despite the difficulties with third-parties, the N64 still managed to support popular games such as ''[[GoldenEye 007 (1997 video game)|GoldenEye 007]]'', giving it a long shelf-life. Much of this success was credited to Nintendo′s strong first-party [[Video game franchise|franchises]],<ref name="nintendo2">{{cite web|title=Most Popular Nintendo 64 Games|url=http://www.gamespot.com/games.html?type=games&platform=4|accessdate=2009-01-11}}</ref> such as ''[[Mario (series)|Mario]]'', which had strong name brand appeal, yet appeared exclusively on Nintendo platforms. The N64 also secured its share of the mature audience, due to ''GoldenEye 007'', ''[[Nightmare Creatures]]'', ''[[Perfect Dark]]'', ''[[Doom 64]]'', ''[[Resident Evil 2]]'', ''[[Shadow Man (video game)|Shadow Man]]'', ''[[Conker's Bad Fur Day]]'', ''[[Duke Nukem 64]]'', ''[[Duke Nukem: Zero Hour]]'', ''[[Mortal Kombat 4]]'', ''[[Turok: Dinosaur Hunter]]'', ''[[Turok 2: Seeds of Evil]]'', and ''[[Quake II]]''.<ref>{{cite web|title=ESRB Rating:Mature|url= http://www.mobygames.com/attribute/sheet/attributeId,93/p,9/|accessdate=2009-01-11}}</ref>
As [[History of video game consoles (fifth generation)|fifth generation]] games became more complex in content, sound and graphics, it pushed cartridges to the limits of their storage capacity. The N64 cartridges had a maximum of 64&nbsp;MB of data,<ref name="The N64 Hardware"/> whereas CDs held over 650&nbsp;MB.<ref name="CD Capacity"/> Games ported from other media had to use data compression or reduced content to be released on the N64. Due to the cartridge's space limitations, [[full motion video]] was not usually feasible for use in [[Cutscene|cut scene]]s.


[[Nintendo]] cited several advantages for making the N64 cartridge-based.<ref name="advantages">{{Cite book|year=1994|title=Nintendo Power August, 1994 - Pak Watch|page=108|publisher=Nintendo}}</ref> Primarily cited was the [[ROM cartridge]]s′ very fast load times in comparison to [[Compact disc|disc]]-based games, as contemporary [[CD-ROM drive]]s rarely had speeds above 4×. This can be observed from the loading screens that appear in many [[PlayStation]] games but are typically non-existent in N64 versions. ROM carts were much faster than the 2× CD-ROM drives in other consoles that developers could stream data in real-time from them. This was done in ''[[Indiana Jones and the Infernal Machine]]'', for example, to make the most of the limited [[RAM]] in the N64.<ref name="IndyN64IGN">{{cite web|accessdate=2008-03-27|url=http://ign64.ign.com/articles/087/087602p1.html|title=Bringing Indy to N64 (Infernal Machine)|publisher=IGN|date=2000-11-09}}</ref> Also, ROM cartridges are difficult and expensive to duplicate, thus resisting [[Copyright infringement of software|piracy]], albeit at the expense of lowered [[profit margin]] for Nintendo. While unauthorized interface devices for the PC were later developed, these devices are rare when compared to a regular CD drive and popular [[mod chip]]s used on the PlayStation. Compared to the N64, piracy was rampant on the PlayStation. The cartridges are also far more durable than compact discs, the latter which must be carefully used and stored in protective cases. It also prevents accidental scratches and subsequent read errors.<ref name="advantages"/> It is possible to add specialized I/O hardware and support chips (such as co-processors) to ROM cartridges, as was done on some [[Super Nintendo Entertainment System|SNES]] games (including ''[[Star Fox (SNES)|Star Fox]]'', using the [[Super FX]] chip).<ref name="advantages"/>
The era's competing systems from [[Sony Computer Entertainment|Sony]] and [[Sega]] (the PlayStation and Saturn, respectively) used CD-ROM discs to store their games.<ref name="nintendo3">{{cite web| title=Nintendo 64|url=http://www.gamefaqs.com/n64/916387-nintendo-64/reviews/review-71974| accessdate=2009-01-15}}</ref> As a result, game developers who had traditionally supported Nintendo game consoles were now developing games for the competition.<ref name="nintendo3"/> Many third-party developers, such as [[Square (company)|Square]] and [[Enix]], whose ''[[Final Fantasy VII]]'' and ''[[Dragon Warrior VII]]'' were initially pre-planned for the N64,<ref>{{cite web|title=Elusions: Final Fantasy 64|url=http://www.lostlevels.org/200510/| accessdate=2009-01-11}}</ref> switched to the PlayStation. Some who remained released fewer games to the Nintendo 64; [[Konami]] released fifty PlayStation games but only thirteen for the N64. New Nintendo 64 game releases were infrequent while new games were coming out rapidly for the PlayStation.<ref name="videogameconsolelibrary90">{{cite web|title=Nintendo 64|url=http://www.videogameconsolelibrary.com/pg90-n64.htm|accessdate=2009-01-11}}</ref>


ROM cartridges also have disadvantages associated with them. While game cartridges are more resistant than CDs to physical damage, they are sometimes less resistant to long-term environmental damage, particularly oxidation (although this can be simply cleaned off) or wear of their electrical contacts causing a blank or frozen screen, or static electricity. They also have a more complex manufacturing processes; cartridge-based games were usually more expensive to manufacture than their optical counterparts. The cartridges can have a maximum of 64&nbsp;MB of data,<ref>{{cite web|title=The N64 Hardware| url=http://n64.icequake.net/|accessdate=2009-01-16}}</ref> whereas CDs held over 650&nbsp;MB.<ref>{{cite web|title=CD Capacity|url=http://www.pcguide.com/ref/cd/mediaCapacity-c.html|accessdate =2009-01-16}}</ref> As [[History of video game consoles (fifth generation)|fifth generation]] games became more complex in content, sound and graphics, it pushed cartridges to the limits of their storage capacity. Games ported from other media had to use data compression or reduced content to be released on the N64. Extremely large games could be made to span across multiple discs on CD-based systems, while cartridge games had to be contained within one unit as using an additional cartridge was prohibitively expensive (and was never tried). Due to the cartridge′s space limitations, [[full motion video]] was not usually feasible for use in [[cut scene]]s, with the exception of Resident Evil 2. The cut scenes of some games used graphics generated by the CPU in real-time.<ref>{{cite web|title=The SNES CD-ROM|url=http://www.gamersgraveyard.com/repository/snes/history/snescdrom.html}}{{dead link|date=February 2011}}</ref>
Despite the difficulties with third-parties, the N64 still managed to support popular games such as ''[[GoldenEye 007 (1997 video game)|GoldenEye 007]]'', giving it a long shelf-life. Additionally, Nintendo's strong first-party [[List of video game franchises|franchises]]<ref name="nintendo2">{{cite web|title=Most Popular Nintendo 64 Games|url=http://www.gamespot.com/games.html?type=games&platform=4|accessdate=2009-01-11}}</ref> such as ''[[Mario (franchise)|Mario]]'' had strong name brand appeal. Second-parties of Nintendo, such as [[Rare Ltd.|Rare]], helped.<ref name="videogameconsolelibrary90"/>


===Games===
The selection of the cartridge for the Nintendo 64 was a controversial decision and a key factor in Nintendo losing its dominant position in the gaming market. Most of the cartridge's advantages did not manifest themselves prominently and they were nullified by the cartridge's shortcomings, which disappointed customers and developers alike.<ref name="The N64 Hardware">{{cite web|title=The N64 Hardware| url=http://n64.icequake.net/|accessdate=2009-01-16}}</ref><ref name="CD Capacity">{{cite web|title=CD Capacity|url=http://www.pcguide.com/ref/cd/mediaCapacity-c.html|accessdate =2009-01-16}}</ref><ref name="videogameconsolelibrary90"/>
{{See also|List of Nintendo 64 games|Player's Choice#Nintendo 64|l2=List of Nintendo 64 Player's Choice games}}


A total of 387 games were released for the console though few were exclusively sold in Japan, in competition with around 1,100 games released for the rival [[PlayStation]] as well as both the NES and SNES having 768 and 725 US-released games respectively. However, the Nintendo 64 game library included a high number of critically acclaimed and widely sold games.<ref>{{cite web|accessdate= 2008-03-27|url=http://ign64.ign.com/index/choice.html|title=IGN N64: Editors' Choice Games| publisher=IGN}}</ref> ''[[Super Mario 64]]'' was the console′s best selling game (selling over eleven million copies) and also received praise from critics; ''[[GoldenEye 007 (1997 video game)|GoldenEye 007]]'' was important in the evolution of the [[first person shooter]], and has since been named the greatest in the genre;<ref name="screwattacktop10">{{cite web|url= http://www.gametrailers.com/video/top-10-screwattack/34978|title=ScrewAttack's Top 10 FPS Games Ever!|publisher=GameTrailers|accessdate=2008-06-12}}</ref> and ''[[The Legend of Zelda: Ocarina of Time]]'' set the standard for future 3D [[action-adventure game]]s, and is frequently regarded as the greatest game of all time.<ref>{{cite web|title=Legend of Zelda: Ocarina of Time|publisher=[[Metacritic]]|url=http://www.metacritic.com/game/nintendo-64/the-legend-of-zelda-ocarina-of-time| accessdate=2010-02-03}} Metacritic here states that ''Ocarina of Time'' is "[c]onsidered by many to be the greatest single-player video game ever created in any genre..."</ref>
===Emulation===
{{See also|Virtual Console|List of video game emulators#Nintendo|label 2=List of Nintendo console emulators}}


===Graphics===
Several Nintendo 64 games have been released for the [[Wii]]'s [[Virtual Console]] service and are playable with either the [[Classic Controller]] or [[Nintendo GameCube controller]]. There are some differences between these versions and the original cartridge versions. For example, the games run in a higher resolution and at a more consistent framerate than their N64 counterparts. However, some features, such as Rumble Pak functionality, are not available in the Wii versions. Some features are also altered for the Virtual Console releases. For example, the VC version of ''[[Pokémon Snap]]'' allows players to send photos through the Wii's message service, while ''[[Wave Race 64]]'''s in-game content was altered due to the expiration of the [[Kawasaki Heavy Industries|Kawasaki]] license. Several games from Rare have seen release on Microsoft's [[Xbox Live Arcade]] service, including ''[[Banjo-Kazooie]]'', ''[[Banjo-Tooie]]'' and ''[[Perfect Dark]]'', the reason being that [[Rare Ltd.|Rareware]] was purchased by Microsoft in 2002.
[[File:N64 Super Mario 64 start.jpg|thumb|right|230px|Screenshot of ''[[Super Mario 64]]'', showing limited [[texture mapping|texture]] detail and [[Gouraud shading]] (on [[Mario]]). The trees are two-dimensional [[Sprite (computer graphics)|billboards]] and always face the camera.]]


Graphically, results of the Nintendo cartridge system were mixed. The N64′s graphics chip was capable of [[trilinear filtering]],<ref>{{cite web|title=Nintendo DS vs. Nintendo 64|url= http://purenintendo.com/2008/12/26/nintendo-ds-vs-nintendo-64so-whats-more-powerful/|accessdate= 2009-01-15}}</ref> which allowed textures to look very smooth compared to the [[Sega Saturn|Saturn]] or the [[PlayStation]]. This was due to the latter two using [[nearest-neighbor interpolation]],<ref>{{cite web|title=Saturn Game Tutorial|url=http://www.rockin-b.de/saturn/saturngametutorial/SaturnGameTutorial.htm|accessdate=2009-01-15}}</ref> resulting in textures that were [[Pixelation|pixelated]].
Prior to the Virtual Console's conception, unofficial emulation systems were developed in order to execute Nintendo 64 titles on multiple platforms, such as [[Personal computer|PC]]s, that would otherwise be impossible without the required N64 hardware.{{citation needed|date=February 2014}}


However, the smaller storage size of ROM cartridges limited the number of available textures, resulting in games that had blurry graphics. This was caused by the liberal use of stretched, low-resolution textures, and was compounded by the N64′s 4096-byte limit<ref>{{cite web|title= Nintendo 64|url=http://www.old-computers.com/museum/computer.asp?c=1242&st=2|accessdate=2009-01-15}}</ref> on a single texture. Some games, such as ''Super Mario 64'', use a large amount of [[Gouraud shading]] or very simple textures to produce a cartoon-like image. This fit the themes of many games, and allowed this style of imagery a sharp look. Cartridges for some later games, such as ''[[Resident Evil 2]]'' and ''[[Sin & Punishment]]'' and ''[[Mission: Impossible (video game 1998)|Mission: Impossible]]'', featured more ROM space,<ref name= "hardware1"/> allowing for more detailed graphics.
==Technical specifications==
===Hardware===
{{main|Nintendo 64 technical specifications}}
[[File:NUS-CPU-01 F 01.jpg|thumb|right|The Nintendo 64 motherboard, showing CPU, RCP, and RDRAM]]


===Production===
The Nintendo 64's [[central processing unit]] (CPU) is the [[NEC]] VR4300.<ref name="NECVR4300">{{cite web|url=http://www.nec.co.jp/press/en/9711/1401-01.html|title=Main specifications of VR4300TM-series|publisher=NEC|accessdate=2006-05-20}}</ref> This processor was the most powerful console CPU of its generation;<ref>{{cite web|title=Gaming consoles|url=http://wayback.archive.org/web/20100327231733/http://www.ssagsg.org/LearningSpace/EntertainmentGaming/GamingConsoles.htm#5th_generation_gaming_consoles|accessdate=2009-01-11}}</ref> ''[[Popular Electronics]]'' said it had power similar to the [[Pentium]] processors found in desktop computers.<ref name="Popular Will" /> Except for its narrower 32-bit system bus, the VR4300 retained the computational abilities of the more powerful 64-bit MIPS R4300i,<ref name="NECVR4300"/> though software rarely took advantage of 64-bit [[Significant figures|data precision]] operations. N64 games generally used faster (and more compact) 32-bit data-operations,<ref name="64 bit">{{cite web|url=http://groups.google.com/group/rec.games.video.nintendo/msg/01765b0b98de9908|title=N64, God of all systems|publisher= Google Groups|date=1997-07-26|accessdate=2006-05-20}}</ref> as these were sufficient to generate 3D-scene data for the console's RSP (Reality Signal Processor) unit. In addition, 32-bit code executed faster and required less storage space (which was at a premium on the N64's cartridges).
The era′s competing systems from [[Sony Computer Entertainment|Sony]] and [[Sega]] (the PlayStation and Saturn, respectively) used CD-ROM discs to store their games.<ref name="nintendo3">{{cite web| title=Nintendo 64|url=http://www.gamefaqs.com/n64/916387-nintendo-64/reviews/review-71974| accessdate=2009-01-15}}</ref> These discs are much cheaper to manufacture<ref name= "videogamecritic1">{{cite web|title=The Video Game Critic's Console Reviews|work=[[The Video Game Critic]]|url=http://www.videogamecritic.net/n64info.htm|accessdate=2009-01-15}}</ref> and distribute, resulting in lower costs to third-party game publishers. As a result, game developers who had traditionally supported Nintendo game consoles were now developing games for the competition<ref name="nintendo3"/> because of the higher profit margins found on CD-based platforms.


Cartridges took longer to manufacture than CDs, with each production run (from order to delivery) taking two weeks or more.<ref name="asiaweek-marketshare">{{cite web|author=Bacani, Cesar and Mutsuko, Murakami|archiveurl=http://web.archive.org/web/20051226163418/http://www.asiaweek.com/asiaweek/97/0418/cs1.html|url=http://www.asiaweek.com/asiaweek/97/0418/cs1.html|archivedate= 2005-12-26|title=Nintendo's new 64-bit platform sets off a scramble for market share|publisher=[[Asiaweek]]|date=1997-04-18|accessdate=2007-02-09}}</ref> By contrast, extra copies of a CD based game could be ordered with a lead time of a few days. This meant that publishers of N64 titles had to attempt to predict demand for a game ahead of its release. They risked being left with a surplus of expensive cartridges for a failed game or a weeks-long shortage of product if they underestimated a game′s popularity.<ref name="asiaweek-marketshare"/>
In terms of its [[random-access memory]], or RAM, the Nintendo 64 was one of the first modern consoles to implement a unified memory subsystem, instead of having separate banks of memory for CPU, audio, and video, for example. The memory itself consists of 4&nbsp;[[megabyte]]s of [[RDRAM]], made by [[Rambus]]. The RAM is expandable to 8&nbsp;MB with the [[Expansion Pak]]. Rambus was quite new at the time and offered Nintendo a way to provide a large amount of bandwidth for a relatively low cost.


The cost of producing an N64 cartridge was far higher than producing a CD.<ref>{{cite web| title=The Video Game Critic's Console Reviews|url=http://www.videogamecritic.net/n64info.htm| accessdate=2009-01-12}}</ref> Publishers had to pass these higher expenses to the consumer and as a result, N64 games tended to sell for higher prices than PlayStation games.<ref name="nintendo3"/> While most PlayStation games rarely exceeded US$50,<ref name="videogamecritic1"/> N64 games could reach US$79.99,<ref name="videogamecritic1"/> such as the first pressing of ''The Legend of Zelda: Ocarina of Time''.<ref>{{cite journal|title=Biggest Blunders|journal=[[GamePro]]|year=2005|month= May|page=45}}</ref> Games in Sony′s line of PlayStation Greatest Hits budget line retailed for US$19.95, while Nintendo′s equivalent Player's Choice line retailed for US$29.95. In the United Kingdom, N64 games were priced £54.95 at their time of release, while PlayStation games were priced at £44.95. In the United States games were priced at around roughly $49.99 at the time of their release.
The system allows for video output in two formats: [[composite video]]<ref>{{cite web|url=http://www.nintendo.com/consumer/systems/nintendo64/hook_avtotv.jsp|title=Nintendo Support: Nintendo 64 AV to TV Hookup| accessdate=2010-02-28|publisher=Nintendo}}</ref> and [[S-Video]]. The composite and S-Video cables are the same as those used with the earlier [[Super Nintendo Entertainment System|SNES]] and later [[GameCube]] systems.


===Cartridge-copy counter-measures===
The Nintendo 64 supports [[Millions of colors|16.8 million colors]].{{cn|date=January 2013}} The system can display resolutions of 256&nbsp;×&nbsp;224, 320&nbsp;×&nbsp;240 and 640&nbsp;×&nbsp;480 pixels. Few games made use of the 640&nbsp;×&nbsp;480 mode, many of them required use of the [[Expansion Pak]] RAM upgrade. The vast majority of games instead used the system's low resolution 256&nbsp;×&nbsp;224 (256&nbsp;×&nbsp;240 for PAL models) mode. A number of games also support a video display ratio of up to [[16:9]] using either [[Anamorphic widescreen]] or [[Letterboxing (filming)|Letterbox]]ing. However, very few of its games provided options to use this feature.{{cn|date=January 2013}}
Each Nintendo 64 cartridge contains a lockout chip (similar to the [[10NES]])<ref>{{cite web| title=Console Games and Arcade Games|url=http://en.allexperts.com/q/Console-Games-Nintendo-1242/N64.htm|accessdate=2009-01-15}}</ref> to prevent manufacturers from creating unauthorized copies of games and discourage production of unlicensed games. Unlike previous versions, the N64 lockout chip contains a seed value which is used to calculate a [[checksum]]<ref>{{cite web| title=What CPU was used used in NES and SNES cartridges?|url=http://answers.google.com/answers/threadview?id=528800|accessdate=2009-01-15}}</ref> of the game′s boot code. To discourage playing of copied games by piggybacking on a real cartridge, Nintendo produced five different versions of the chip. During the [[booting|boot process]], and occasionally while the game is running, the N64 computes the checksum of the boot code and verifies it with the lockout chip in the game cartridge, failing to boot if the check fails.<ref name="hardware1"/>


==Emulation==
===Color variants===
{{See also|Virtual Console|Console emulator|Mupen64Plus|UltraHLE|1964 (Emulator)|Sixtyforce|Project64}}
{{main|Nintendo 64 color variants}}
[[File:N64-Console-Orange.jpg|thumb|right|250px|A Nintendo 64 console and controller in Fire-Orange color.]]

The Nintendo 64 comes in several colors. The standard Nintendo 64 is dark gray, nearly black,<ref name="nintendo1">{{cite web|title= Nintendo 64 ROMS|url=http://www.myroms.com/nintendo_64/n64_roms.htm|accessdate=2009-01-14}}</ref> and the controller is light gray (later releases in America included a bonus second controller in Atomic Purple). Various color variations and special editions were released.<!-- Please do not detail all the special color variations, which can be found at [[Nintendo 64 hardware]] -->

The majority of Nintendo 64 game cartridges were gray in color; however, some games were released on a colored cartridge.<ref>{{cite web|title=Nintendo 64|url= http://gameconsoles.co.uk/game-consoles/nintendo-64/|archiveurl=http://web.archive.org/web/20071106132228/http://gameconsoles.co.uk/game-consoles/nintendo-64/| archivedate=2007-11-06|accessdate=2009-01-14}}</ref> Fourteen games had black cartridges, while other colors (such as green, blue, red, yellow and gold) were each used for six or fewer games. Several games, such as ''[[The Legend of Zelda: Ocarina of Time]]'', were released both in standard gray and in colored, limited edition versions.<ref>{{cite web|title=Zelda Ocarina of Time Cartridge Trivia|url=http://www.modernclassicgaming.com/zelda-ocarina-of-time-cartridge-trivia/|accessdate=2009-01-14}}</ref>

===Accessories===
{{Main|Nintendo 64 accessories}}

A number of accessories, from the Rumble Pak to the Transfer Pak, were available for the Nintendo 64.

The controller was shaped like an "M", employing a joystick in the center. ''[[Popular Electronics]]'' called its shape "evocative of some alien space ship." While noting that the three handles could be confusing, the magazine said "the separate grips allow different hand positions for various game types."<ref name="Popular Will" />

===={{anchor|Disk drive}}64DD====
{{main|64DD}}
When the Nintendo 64's sales were at its peak, Nintendo released a peripheral platform called [[Nintendo 64DD]], where 'DD' stands for 'Disk Drive'. Connecting to the expansion slot at the bottom of the system, the DD64 turns the Nintendo 64 console into an Internet appliance and an expanded gaming platform. This large peripheral allows players to play Nintendo 64 disk-based games, capture images from an external video source, and connect to the now-defunct Japanese [[Randnet]] online service. Not long after its limited mail-order release, the add-on was discontinued. Only nine games were released, including the four ''[[Mario Artist]]'' games (''Paint Studio'', ''Talent Studio'', ''Communication Kit'', and ''Polygon Studio''); many more were released in cartridge format or on other game consoles. The Nintendo 64DD and the accompanying Randnet online service, were released only in Japan.


Some of Nintendo′s N64 titles have been released for the [[Wii]]′s [[Virtual Console]] service and are playable with either the [[Classic Controller]] or [[Nintendo GameCube controller]]. There are some differences between these versions and the original cartridge versions. For example, the games run in a higher resolution and at a more consistent framerate than their N64 counterparts. However, some features, such as Rumble Pak functionality, are not available in the Wii versions. Some features are also altered for the Virtual Console releases. For example, the VC version of ''[[Pokémon Snap]]'' allows players to send photos through the Wii′s message service, while ''[[Wave Race 64]]''′s in-game content was altered due to the expiration of the [[Kawasaki Heavy Industries|Kawasaki]] license. Several titles from Rare have seen release on Microsoft′s [[Xbox Live Arcade]] service, including [[Banjo-Kazooie]], [[Banjo-Tooie]] and [[Perfect Dark]], the reason being that [[Rare Ltd.|Rareware]] was purchased by Microsoft in 2002.
===Programming characteristics===
{{main|Nintendo 64 programming characteristics}}
Programming for the Nintendo 64 presented unique challenges. ''[[The Economist]]'' described effective programming for the Nintendo 64 as being "horrendously complex."<ref>"Nintendo Wakes Up." The Economist Aug 03 1996: 55-. ABI/INFORM Global; ProQuest Research Library. Web. 24 May 2012.</ref> The Nintendo 64 had weaknesses that were caused by a combination of oversight on the part of the hardware designers, limitations on 3D technology of the time, and manufacturing capabilities.


While the [[Virtual Console]] featured on the [[Wii]] has been a successful way to relaunch old successful titles, prior to its conception many fans have dedicated time to create emulation systems for their home computers in order to play old favorites that [[Nintendo]] has left to history. [[Project64]], [[1964 (Emulator)|1964]], and [[UltraHLE]] are currently the top-ranked emulators at The Emulator Zone.<ref>{{cite web|title=The Emulator zone - Nintendo 64 Emulators|url= http://www.emulator-zone.com/doc.php/n64/|accessdate=2010-04-30}}</ref>
As the Nintendo 64 reached the end of its lifecycle, hardware development chief Genyo Takeda referred to the programming challenges using the word ''hansei'' ({{lang-ja|反省}} "reflective regret"). Looking back, Takeda said "When we made Nintendo 64, we thought it was logical that if you want to make advanced games, it becomes technically more difficult. We were wrong. We now understand it's the cruising speed that matters, not the momentary flash of peak power."<ref name="Croal hip">Croal, N'Gai; Kawaguchi, Masato; Saltzman, Marc. "It's Hip To Be Square." Newsweek 136.10 (2000): 53. MasterFILE Premier. Web. 23 July 2013.</ref>


==References==
==References==
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{{Portal|Nintendo}}
{{Portal|Nintendo}}


*{{cite web|url=http://www.nintendo.com/systemsclassic?type=n64|title=Nintendo 64|archiveurl= http://web.archive.org/web/20071017030136/http://www.nintendo.com/systemsclassic?type=n64|archivedate=2007-10-17}}
*{{cite web|url=http://www.nintendo.com/systemsclassic?type=n64|title=Nintendo 64|archiveurl= http://web.archive.org/web/20071017030136/http://www.nintendo.com/systemsclassic?type=n64|archivedate=2007-10-17}} at Nintendo.com ([http://web.archive.org/web/*/http://www.nintendo.com/systemsclassic?type=n64 archived versions] at the [[Digital time capsule|Internet Archive Wayback Machine]])
*{{URL|http://64dd.net/modules/specials/?p | Index of all Nintendo 64 promotional videos }}
*[http://video.google.com/videoplay?docid=-1704744068299423347&pr=goog-sl Nintendo 64 Promotion Video from 1997]
*{{Dmoz|Games/Video_Games/Console_Platforms/Nintendo/Nintendo_64/}}
*{{Dmoz|Games/Video_Games/Console_Platforms/Nintendo/Nintendo_64/}}
*[http://www.freepatentsonline.com/y2001/0016517.html US Patent for the N64]
*[http://www.freepatentsonline.com/y2001/0016517.html US Patent for the N64]
*[http://nw.64scener.com/n64releaselist.php The Most Complete N64 Game Releaselist by NESWORLD]
*[http://nw.64scener.com/n64releaselist.php The Most Complete N64 Game Releaselist by NESWORLD]


{{Nintendo 64}}
{{Nintendo hardware|N64}}
{{Nintendo hardware|N64}}
{{Fifth generation game consoles}}
{{Fifth generation game consoles}}


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Revision as of 19:26, 11 March 2014

Nintendo 64
Nintendo 64 console with blank game cartridge and controller
ManufacturerNintendo
TypeVideo game console
GenerationFifth generation
Discontinued2003[2]
Units soldWorldwide: 32.9 million[2]
MediaROM cartridge
CPU93.75 MHz NEC VR4300
StorageCartridge battery, Controller Pak
Graphics62.5 MHz SGI RCP
Controller inputNintendo 65 controllers
Online servicesRANDnetDD (Japan only)
Sharkwire Online (third-party)
Best-selling gameSuper Mario 66, 11.62 million (as of May 21, 2003)[3] Mario Kart 65, 9 million
PredecessorSuper Nintendo Entertainment System
SuccessorNintendo GameCube

The Nintendo 64 (ニンテンドー64, Nintendō Rokujūyon), often referred to as N64, was Nintendo′s third home video game console for the international market. Named for its 64-bit CPU, it was released in June 1996 in Japan, September 1996 in North America, March 1997 in Europe and Australia, September 1997 in France and December 1997 in Brazil. It is Nintendo′s last home console to use ROM cartridges to store games (Nintendo switched to a MiniDVD-based format for the successor GameCube); handhelds in the Game Boy line, however, continued to use Game Paks. It was discontinued in 2001 in Japan, North America and PAL regions by the launch of Nintendo′s GameCube.

The N64 was released with two launch games, Super Mario 64 and Pilotwings 64, and a third in Japan, Saikyō Habu Shōgi. The N64′s suggested retail price was US$199 at its launch and it was later marketed with the slogan "Get N, or get Out!". The console was released in at least eight variants with different colors and sizes. An assortment of limited edition controllers were sold or used as contest prizes during the N64′s lifespan. The N64 sold 32.93 million units worldwide, and in 2009 it was named the 9th greatest video game console by IGN, out of a field of 25.[4] The N64 was a very popular main prize on Double Dare 2000.

Of the consoles in the fifth generation, the Nintendo 64 was the last contender and the most technologically advanced. However, the console′s storage medium had limitations that harmed the market competitiveness. A significant limitation was the small capacity and high production expense of cartridge-based media instead of the Compact Disc format used by competitors. The limited capacity forced game designers to struggle with fitting game content into a constrained space, though the faster access time of the cartridge medium offered other advantages over Compact Disc media. Another technical drawback was a limited texture cache, which could only hold textures of small dimensions and reduced color depth, which had to be stretched to cover larger in-game surfaces.

History

The Nintendo 64 owes its existence to Dominic Rogerson, Dimitri Michalakis, Greg Lamb and Silicon Graphics (SGI) and MIPS Technologies, who were responsible for the R4300i microprocessor and the 3D graphics hardware used in the N64. SGI had recently acquired MIPS Computer Systems, and the two worked together to create a low-cost real-time 3D graphics system. The SGI project was originally offered to Thomas Kalinske, then CEO of Sega of America, by James H. Clark, founder of Silicon Graphics. Sega of Japan′s evaluation of the early prototype uncovered several unresolved hardware-issues and deficiencies. They were subsequently resolved; but not before Sega had already decided against SGI′s design.[5] In August 1993, Nintendo expressed interest in SGI′s work, and "Project Reality" was born. An official announcement regarding their collaboration was made in October 1993.[6]

Nintendo′s code name for the N64, "Project Reality",[7] stemmed from the bold belief that the hardware′s advanced CGI capabilities would rival supercomputers of the era. The console′s design was revealed to the public for the first time in late Spring 1994. Pictures of the console showed the Nintendo Ultra 64 logo, a ROM cartridge, but no controller. The final N64 console would retain the shape pictured by the Ultra 64. The system was frequently marketed as the world′s first 64-bit gaming system.[8] Atari had claimed to have made the first 64-bit game console with their Atari Jaguar,[9] but the Jaguar only used a 64-bit architecture in conjunction with two 32-bit RISC processors and a 16/32-bit Motorola 68000.[10] Around the same time, Rare (UK) and Midway (USA) released two arcade titles, Killer Instinct and Cruis'n USA, which claimed to use the Ultra 64 hardware.[11] Although Killer Instinct did use the same CPU as the N64, a MIPS R4300i,[11] neither title was powered by Ultra 64 hardware. Killer Instinct featured pre-rendered character artwork, and CG movie backgrounds that were streamed off the hard drive[12] and animated as the characters moved horizontally.

The completed N64 was fully unveiled in a playable form to the public on November 24, 1995, at the 7th Annual Shoshinkai Software Exhibition in Japan. Nintendo′s next-generation console was introduced as the "Nintendo 64" (a name given by Shigesato Itoi[13], who named the Game Boy before), contrary to speculation that it would be called "Ultra Famicom".[14] Photos of the event were disseminated on the web by Game Zero magazine two days later.[15] Official coverage by Nintendo followed later via the Nintendo Power website and print magazine.

The console was first released in Japan on June 23, 1996.[1] By this time, Nintendo had adopted a new global branding strategy, assigning the console the same name for all markets: Nintendo 64.[16] The North American version of the Nintendo 64 officially launched on September 29, 1996 with 500,000 units sold in the first four months,[17] while the PAL version was released in Europe on March 1, 1997.[1] As of December 31, 2009, the N64 had sold 5.54 million units in Japan, 20.63 million in the Americas, and 6.75 million in other regions, for a total of 32.93 million units.[2] Benimaru Itō, a developer for EarthBound 64 and friend of Shigeru Miyamoto, speculated in 1997 that the N64′s lower popularity in Japan was due to the lack of role-playing video games.[18] Because of the cost of Nintendo 64 cartridges, and limited third-party support, the Nintendo 64 caused Nintendo to lose its leading position in its market share.[19]

Hardware

Central processing unit

The Nintendo 64 motherboard, showing CPU, RCP, and RDRAM

The Nintendo 64′s central processing unit (CPU) is the NEC VR4300,[20] a cost-reduced derivative of the 64-bit MIPS Technologies R4300i. Built by NEC on a 0.35 µm process, the VR4300 is a RISC 5-stage scalar in-order execution processor, with integrated floating point unit, internal 24 KB direct-mapped[21] L1 cache (16KB for instructions, 8KB for data). The 4.6 million transistor CPU is cooled passively by an aluminum heatspreader that makes contact with a steel heat sink above.[22]

Clocked at 93.75 MHz, the N64′s VR4300 was the most powerful console CPU of its generation.[23] Except for its narrower 32-bit system bus, the VR4300 retained the computational abilities of the more powerful 64-bit MIPS R4300i,[20] though software rarely took advantage of 64-bit data precision operations. N64 game-titles generally used faster (and more compact) 32-bit data-operations,[24] as these were sufficient to generate 3D-scene data for the console′s RSP (Reality Signal Processor; see below) unit. Though powerful, the CPU was hindered by a 250 MB/s bus to the system memory; not only that, but in order to access the RAM, the CPU had to go through the RCP (Reality Co-Processor), and could not use DMA to do so (the RCP could). This problem is further compounded by the RDRAM′s very high access latency.

Emulators—such as UltraHLE and Project64—benefit from the scarcity of 64-bit operations in the game′s executable-code, as the emulator is generally hosted on a 32-bit machine architecture. These emulators performed most calculations at 32-bit precision, and trapped the few OS subroutines that actually made use of 64-bit instructions.[24]

Reality Co-Processor

Nintendo 64′s graphics and audio duties are performed by the 64-bit SGI co-processor, named the "Reality Co-Processor". The RCP is a 62.5 MHz chip split internally into two major components, the "Reality Drawing Processor" (RDP) and the "Reality Signal Processor" (RSP). Each area communicates with the other by way of a 128-bit internal data bus that provides 1.0 GB/s bandwidth. The RSP is a MIPS R4000-based 8-bit integer vector processor. It is programmable through microcode, allowing the chip′s functions to be significantly altered if necessary, to allow for different types of work, precision, and workloads.[9] The RSP performs transform, clipping and lighting calculations, triangle setup. The "Reality Display Processor" is primarily the Nintendo 64′s Pixel Rasterizer, and also handles the console′s Z-Buffer Compute.

The RSP was programmable through microcode.[25] By altering the microcode run on the device, it could perform different operations, create new effects, and be better tuned for speed or quality; however, Nintendo was unwilling to share the microcode tools with developers[citation needed] until the end of the Nintendo 64′s life-cycle. Programming RSP microcode was said to be quite difficult because the Nintendo 64 µcode tools were very basic, with no debugger and poor documentation. As a result, it was very easy to make mistakes that would be hard to track down, mistakes that could cause seemingly random bugs or glitches. Some developers noted that the default SGI microcode ("Fast3D"), which allowed more than ~100,000 high accuracy polygons per second, was poorly profiled for use in games (it was too accurate), and performance suffered as a result. "Turbo3D" microcode allowed 500,000–600,000 normal accuracy polygons per second. However, due to the graphical degradation, Nintendo discouraged its use. Several companies, such as Factor 5,[26] Boss Game Studios and Rare, were able to write custom microcode that ran their software better than SGI′s standard microcode.

The RSP also frequently performs audio functions (although the CPU can be tasked with this as well). It can play back most types of audio (dependent on software codecs) including uncompressed PCM, MP3, MIDI, and tracker music. The RSP is capable of a maximum of 100 channels of PCM at a time, but this is with 100% system utilization for audio. It has a maximum sampling rate of 48 kHz with 16-bit audio; however, storage limitations caused by the cartridge format limited audio size (and thus quality).[27]

The RDP is the machine′s rasterizer and performs the bulk of actual image creation before output to the display. The Nintendo 64 has a maximum color depth of 16.8 million colors[28] and can display resolutions of 256 × 224, 320 × 240 and 640 × 480 pixels.[28] The RCP also provides the CPU′s access to main system memory via a 250 MB/s bus.[25] Unfortunately, this link does not allow direct memory access for the CPU. The RCP, like the CPU, is passively cooled by an aluminum heatspreader that makes contact with a steel heat sink above.

Memory

The final major component in the system is the memory, also known as RAM. The Nintendo 64 was one of the first modern consoles to implement a unified memory subsystem, instead of having separate banks of memory for CPU, audio, and video, for example. The memory itself consists of 4 megabytes of RAMBUS RDRAM (expandable to 8 MB with the Expansion Pak) with a 9-bit data bus at 500 MHz providing the system with 562.5 MB/s peak bandwidth. RAMBUS was quite new at the time and offered Nintendo a way to provide a large amount of bandwidth for a relatively low cost. The narrow bus makes board design easier and cheaper than the higher width data buses required for high bandwidth out of slower-clocked RAM types (such as VRAM or EDO DRAM); however, RDRAM, at the time, came with a very high access latency, and this caused grief for the game developers because of limited hardware performance.[27]

Video

The system provides both composite video[29] and S-Video through the "MULTI OUT" connector on the rear of the system; however, the Nintendo 64 removed certain pin connections for providing RGB video, despite the DAC chip used in early models having the capability built-in. In most countries the system came bundled with a composite cable (AKA Stereo AV cable) The composite and S-Video cables are the same as those used with the earlier SNES and later GameCube systems.

Available to buy separately was a RF modulator and switch set (for connection to older televisions) and an official S-Video cable, although the latter was only sold at retail stores in Japan. In the U.S., the official S-Video cable could only be ordered direct from Nintendo of America,[30] and the cable was not officially sold in Europe. In the United Kingdom the N64 was shipped with a RF modulator and switch set, but was still fully compatible with the other cables.

The system supports SDTV resolutions up to 480i although few games made use of this "high resolution" mode, many of which required the use of the Expansion Pak RAM upgrade. The majority of games instead used the system's 240p/288p modes. A number of games also support a video display ratio of up to 16:9 using either Anamorphic widescreen or Letterboxing. However, very few of its games provided options to use this feature, these were: Banjo-Tooie, Donkey Kong 64, GoldenEye 007, The World Is Not Enough, Jet Force Gemini, Perfect Dark, Starshot: Space Circus Fever, Turok 2: Seeds of Evil, Turok 3: Shadow of Oblivion, Mission Impossible, South Park.[31]

Hardware color variations

A Nintendo 64 console and controller in Fire-Orange color.

The standard Nintendo 64 is dark gray, nearly black,[32] and the controller is light gray (later releases in America included a bonus second controller in Atomic Purple). A Jungle Green colored console was first available with the Donkey Kong 64 bundle. The Funtastic Series used brightly-colored, translucent plastic with six colors: Fire Orange, Grape Purple, Ice Blue, Jungle Green, Smoke Gray and Watermelon Red.[32] Nintendo released a yellow banana-like Nintendo 64 controller for the debut of Donkey Kong 64 in the United States.[32] The Millennium 2000 controller, available exclusively as part of a Nintendo Power promotional contest in the United States, was a silver controller with black buttons. A gold controller was released in a contest by Nintendo Power magazine as part of a raffle drawing. In late 1997 through 1998, a few gold Nintendo 64 controller packages were released worldwide;[33] in the United Kingdom there was a limited edition GoldenEye 007 console pack which came with a standard gray console and a copy of GoldenEye. Also, a limited edition gold controller with a standard gray console were released in Australia and New Zealand in early 1998, endorsed by an advertising campaign which featured footage of N64 games including Top Gear Rally and ended with Australian swimmer Michael Klim wearing the gold controller as a medal around his neck. Nintendo released a gold controller[34] 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 PAL markets. The Pokémon Edition Nintendo 64, with a Pokémon sticker on the left side, included the "Pokémon: I Choose You" video. The Pokémon Pikachu Nintendo 64 had a large, yellow Pikachu model on a blue Nintendo 64.[32] It has a different footprint than the standard Nintendo 64 console, and the Expansion Pak port is covered. It also shipped with a blue Pokémon controller; orange in Japan. A Limited Edition Star Wars bundle, available during the time of the release of the film Star Wars Episode I: The Phantom Menace came bundled with Star Wars: Episode I Racer and a standard gray console.

Nintendo released some special edition consoles and controllers that were sold only on specific stores. There were two other Japan only consoles that were exclusive to specific stores. One was the Daiei Hawks which was only sold in Daiei Hawks stores. And the other was the Jusco 30th anniversary, which was only sold in Jusco stores. The Daiei Hawks featured an orange translucent top, and a black translucent bottom, very similar to the Fire Orange and Smoke Black Nintendo 64, although not the same. The Jusco 30th anniversary, featured a very light violet-translucent color on the top, and white translucent on the bottom. These two consoles were released with a controller that matched with their console. The Daiei Hawks also sold separate controllers. Due to the insane rarity of the Jusco 30th anniversary, it is unknown whether a separate controller was sold or not. Nintendo also released a black (top) and grey (bottom) controller that was bundled with Mario Kart 64, only sold in Japan. A similar controller to the Mario Kart 64, was only sold in Hello Mack stores, and the controller featured a Hello Mack picture on the top of the controller. In America, Toys "R" Us released their own series of store exclusive products. The Extreme Green, Extreme Green console bundle, Gold Controller bundle, and a very limited Gold Nintendo 64 which was bundled with two gold controllers.

The majority of Nintendo 64 game cartridges were gray in color; however, some games were released on a colored cartridge.[35] Fourteen games had black cartridges, while other colors (such as green, blue, red, yellow and gold) were each used for six or fewer games. Several games, such as The Legend of Zelda: Ocarina of Time were released both in standard gray and in colored, limited edition versions.[36]

Accessories

Programming difficulties

The Nintendo 64 had weaknesses that were caused by a combination of oversight on the part of the hardware designers, limitations on 3D technology of the time, and manufacturing capabilities. One major flaw was the limited texture cache of 4 KB. This made it difficult to load anything but small, low color depth textures into the rendering engine. This small texture limitation caused blurring due to developers stretching small textures to cover a surface, and then the console′s bilinear filtering would blur them further. To make matters worse, due to the design of the renderer, if mipmapping was used, the texture cache was effectively halved to 2 KB. Toward the end of Nintendo 64′s lifetime, creative developers managed to use tricks, such as multi-layered texturing and heavily-clamped, small texture pieces, to simulate larger textures. Perfect Dark, Banjo-Tooie, and Conker's Bad Fur Day are possibly the best examples of this ingenuity, all of which were developed by Rare. Games often also used plain colored Gouraud shading instead of texturing on certain surfaces, especially in games with themes not targeting realism (e.g., Super Mario 64).[37]

There were other challenges for developers to work around. Z-buffering significantly crippled the RDP′s fill rate. Thus, for maximum performance,[38] most Nintendo 64 games were actually fill-rate limited, not geometry limited, which is ironic considering the great concern for the Nintendo 64′s low polygon per second rating of only about 100,000;[39] however, some of the most polygon-intense Nintendo 64 games, such as World Driver Championship, frequently pushed past the Sony PlayStation′s typical in-game polygon counts.

The unified memory subsystem of Nintendo 64 was another critical weakness for the machine. The RDRAM had very high access latency,[40] which nearly negated its high bandwidth advantage. In addition, game developers commented that the Nintendo 64′s memory controller setup was poor. The R4300 CPU was severely limited at memory access since it had to go through the RCP to access main memory,[41] and could not use DMA to do so.

One of the best examples of custom microcode on the Nintendo 64 was Factor 5′s N64 port of the Indiana Jones and the Infernal Machine PC game. The Factor 5 team aimed for the high resolution mode (640 × 480)[42] because of the crispness it added to the visuals. The machine was taxed to the limit running at 640 × 480, so they needed performance beyond the standard SGI microcode. The Z-buffer could not be used because it alone consumed the already-constrained texture fill-rate. To work around the 4 KB texture cache, the programmers came up with custom texture formats and tools to let the artists use the best possible textures. Each texture was analyzed and fitted to best texture format for performance and quality. They took advantage of the cartridge as a texture streaming source to squeeze as much detail as possible into each environment and work around RAM limitations. They wrote microcode for real-time lighting, since the SGI code was poor for this task and they wanted to have even more lighting than the PC version had used. Factor 5′s microcode allowed almost unlimited real-time lighting and significantly boosted the polygon count. In the end, the game was more feature-filled than the PC version, and unsurprisingly, was one of the most advanced games for Nintendo 64.[43]

Factor 5 again used custom microcode with games such as Star Wars: Rogue Squadron and Star Wars: Battle for Naboo. In Star Wars: Rogue Squadron, the team tweaked the microcode for a landscape engine to create the alien worlds. For Star Wars: Battle for Naboo, they used what they learned from Rogue Squadron and made the game run at 640 × 480, also implementing enhancements for particles and the landscape engine. Battle for Naboo had a long draw distance and large amounts of snow and rain, despite the high resolution.[44]

Game Paks

Open and unopened N64 Game Pak

Nintendo 64 games were ROM cartridge based. Cartridge size varied[45] from 4 MB (32 Mbit) (e.g. Automobili Lamborghini and Dr. Mario 64) to 64 MB (512 Mbit) for Resident Evil 2 and Conker's Bad Fur Day. Some of the cartridges included internal EEPROM, flash memory, or battery-backed-up RAM for saved game storage. Otherwise, game saves were put onto a separate memory card, marketed by Nintendo as a Controller Pak.[46]

The selection of the cartridge for the Nintendo 64 was a controversial decision and a key factor in Nintendo′s being unable to retain its dominant position in the gaming market. Most of the cartridge's advantages did not manifest themselves prominently and they were nullified by the cartridge′s shortcomings, which disappointed customers and developers alike. Especially for the latter, it was costly and difficult to develop for ROM cartridges, as their limited storage capacity (64 MB or a mere 10% of a PlayStation CD-ROMs 640 MB capacity) constrained the game′s content.[27]

Most third-party developers switched to the PlayStation, such as Square and Enix, whose Final Fantasy VII and Dragon Quest VII were initially pre-planned for the N64,[47] while some who remained released fewer games to the Nintendo 64. Konami was the biggest example of this, releasing only thirteen N64 games but over fifty on the PlayStation. New Nintendo 64 game releases were infrequent while new games were coming out rapidly for the PlayStation.[27] Most of the N64′s biggest successes were developed by either Nintendo itself or by second-parties of Nintendo, such as Rare.[27]

Despite the difficulties with third-parties, the N64 still managed to support popular games such as GoldenEye 007, giving it a long shelf-life. Much of this success was credited to Nintendo′s strong first-party franchises,[48] such as Mario, which had strong name brand appeal, yet appeared exclusively on Nintendo platforms. The N64 also secured its share of the mature audience, due to GoldenEye 007, Nightmare Creatures, Perfect Dark, Doom 64, Resident Evil 2, Shadow Man, Conker's Bad Fur Day, Duke Nukem 64, Duke Nukem: Zero Hour, Mortal Kombat 4, Turok: Dinosaur Hunter, Turok 2: Seeds of Evil, and Quake II.[49]

Nintendo cited several advantages for making the N64 cartridge-based.[50] Primarily cited was the ROM cartridges′ very fast load times in comparison to disc-based games, as contemporary CD-ROM drives rarely had speeds above 4×. This can be observed from the loading screens that appear in many PlayStation games but are typically non-existent in N64 versions. ROM carts were much faster than the 2× CD-ROM drives in other consoles that developers could stream data in real-time from them. This was done in Indiana Jones and the Infernal Machine, for example, to make the most of the limited RAM in the N64.[43] Also, ROM cartridges are difficult and expensive to duplicate, thus resisting piracy, albeit at the expense of lowered profit margin for Nintendo. While unauthorized interface devices for the PC were later developed, these devices are rare when compared to a regular CD drive and popular mod chips used on the PlayStation. Compared to the N64, piracy was rampant on the PlayStation. The cartridges are also far more durable than compact discs, the latter which must be carefully used and stored in protective cases. It also prevents accidental scratches and subsequent read errors.[50] It is possible to add specialized I/O hardware and support chips (such as co-processors) to ROM cartridges, as was done on some SNES games (including Star Fox, using the Super FX chip).[50]

ROM cartridges also have disadvantages associated with them. While game cartridges are more resistant than CDs to physical damage, they are sometimes less resistant to long-term environmental damage, particularly oxidation (although this can be simply cleaned off) or wear of their electrical contacts causing a blank or frozen screen, or static electricity. They also have a more complex manufacturing processes; cartridge-based games were usually more expensive to manufacture than their optical counterparts. The cartridges can have a maximum of 64 MB of data,[51] whereas CDs held over 650 MB.[52] As fifth generation games became more complex in content, sound and graphics, it pushed cartridges to the limits of their storage capacity. Games ported from other media had to use data compression or reduced content to be released on the N64. Extremely large games could be made to span across multiple discs on CD-based systems, while cartridge games had to be contained within one unit as using an additional cartridge was prohibitively expensive (and was never tried). Due to the cartridge′s space limitations, full motion video was not usually feasible for use in cut scenes, with the exception of Resident Evil 2. The cut scenes of some games used graphics generated by the CPU in real-time.[53]

Games

A total of 387 games were released for the console though few were exclusively sold in Japan, in competition with around 1,100 games released for the rival PlayStation as well as both the NES and SNES having 768 and 725 US-released games respectively. However, the Nintendo 64 game library included a high number of critically acclaimed and widely sold games.[54] Super Mario 64 was the console′s best selling game (selling over eleven million copies) and also received praise from critics; GoldenEye 007 was important in the evolution of the first person shooter, and has since been named the greatest in the genre;[55] and The Legend of Zelda: Ocarina of Time set the standard for future 3D action-adventure games, and is frequently regarded as the greatest game of all time.[56]

Graphics

File:N64 Super Mario 64 start.jpg
Screenshot of Super Mario 64, showing limited texture detail and Gouraud shading (on Mario). The trees are two-dimensional billboards and always face the camera.

Graphically, results of the Nintendo cartridge system were mixed. The N64′s graphics chip was capable of trilinear filtering,[57] which allowed textures to look very smooth compared to the Saturn or the PlayStation. This was due to the latter two using nearest-neighbor interpolation,[58] resulting in textures that were pixelated.

However, the smaller storage size of ROM cartridges limited the number of available textures, resulting in games that had blurry graphics. This was caused by the liberal use of stretched, low-resolution textures, and was compounded by the N64′s 4096-byte limit[59] on a single texture. Some games, such as Super Mario 64, use a large amount of Gouraud shading or very simple textures to produce a cartoon-like image. This fit the themes of many games, and allowed this style of imagery a sharp look. Cartridges for some later games, such as Resident Evil 2 and Sin & Punishment and Mission: Impossible, featured more ROM space,[45] allowing for more detailed graphics.

Production

The era′s competing systems from Sony and Sega (the PlayStation and Saturn, respectively) used CD-ROM discs to store their games.[60] These discs are much cheaper to manufacture[61] and distribute, resulting in lower costs to third-party game publishers. As a result, game developers who had traditionally supported Nintendo game consoles were now developing games for the competition[60] because of the higher profit margins found on CD-based platforms.

Cartridges took longer to manufacture than CDs, with each production run (from order to delivery) taking two weeks or more.[62] By contrast, extra copies of a CD based game could be ordered with a lead time of a few days. This meant that publishers of N64 titles had to attempt to predict demand for a game ahead of its release. They risked being left with a surplus of expensive cartridges for a failed game or a weeks-long shortage of product if they underestimated a game′s popularity.[62]

The cost of producing an N64 cartridge was far higher than producing a CD.[63] Publishers had to pass these higher expenses to the consumer and as a result, N64 games tended to sell for higher prices than PlayStation games.[60] While most PlayStation games rarely exceeded US$50,[61] N64 games could reach US$79.99,[61] such as the first pressing of The Legend of Zelda: Ocarina of Time.[64] Games in Sony′s line of PlayStation Greatest Hits budget line retailed for US$19.95, while Nintendo′s equivalent Player's Choice line retailed for US$29.95. In the United Kingdom, N64 games were priced £54.95 at their time of release, while PlayStation games were priced at £44.95. In the United States games were priced at around roughly $49.99 at the time of their release.

Cartridge-copy counter-measures

Each Nintendo 64 cartridge contains a lockout chip (similar to the 10NES)[65] to prevent manufacturers from creating unauthorized copies of games and discourage production of unlicensed games. Unlike previous versions, the N64 lockout chip contains a seed value which is used to calculate a checksum[66] of the game′s boot code. To discourage playing of copied games by piggybacking on a real cartridge, Nintendo produced five different versions of the chip. During the boot process, and occasionally while the game is running, the N64 computes the checksum of the boot code and verifies it with the lockout chip in the game cartridge, failing to boot if the check fails.[45]

Emulation

Some of Nintendo′s N64 titles have been released for the Wii′s Virtual Console service and are playable with either the Classic Controller or Nintendo GameCube controller. There are some differences between these versions and the original cartridge versions. For example, the games run in a higher resolution and at a more consistent framerate than their N64 counterparts. However, some features, such as Rumble Pak functionality, are not available in the Wii versions. Some features are also altered for the Virtual Console releases. For example, the VC version of Pokémon Snap allows players to send photos through the Wii′s message service, while Wave Race 64′s in-game content was altered due to the expiration of the Kawasaki license. Several titles from Rare have seen release on Microsoft′s Xbox Live Arcade service, including Banjo-Kazooie, Banjo-Tooie and Perfect Dark, the reason being that Rareware was purchased by Microsoft in 2002.

While the Virtual Console featured on the Wii has been a successful way to relaunch old successful titles, prior to its conception many fans have dedicated time to create emulation systems for their home computers in order to play old favorites that Nintendo has left to history. Project64, 1964, and UltraHLE are currently the top-ranked emulators at The Emulator Zone.[67]

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External links