Moto GuzziMoto Guzzi is an Italian motorcycle manufacturer that was established in 1921 in Mandello del Lario by the Como Lake at the foot of the alps in northern Italy. HistoryFrom the '30s it was the biggest, and until the '60s, it was the dominant marque amongst Italian motorcycle manufacturers. The engineer, and co-founder, Carlo Guzzi's first design was a horizontal single, that in a number of guises dominated the first 45 years of the company's history. From the beginning the company used racing to promote their brand. Moto Guzzi won 3,329 official races, 14 World Championships and 11 times the Tourist Trophy. Until the mid '40s, the traditional horizontal four stroke single cylinder 500 cc engines outfitted with one overhead and one side valve were the most performance orientated machines that Moto Guzzi sold to the general public. At the same time the official racing team and private racers were furnished with all sorts of racing machines which included a plethora of overhead cam, multiple valve configurations and cylinder designs, culminating in the mythic 500 cc dohc V8 that ended the Guzzi racing era in 1957, when the factory withdrew from racing for financial reasons. The period after World War 2, was difficult in Mandello del Lario as elsewhere in post war Europe. The solution was production of cheap lightweights. The '46 "Motoleggera", a 65 cc lightweight motorcycle became hugely popular in postwar Italy. A 4 stroke 175 cc scooter known as the "Galetto" was a stable seller as well. Though relatively modest for Guzzis, these, and all other models were relatively upmarket and high quality in their corner of the market. Similarity to BMWHistorically, much of Moto Guzzi's production has gone to the Italian army and police. The horizontal single, and from the seventies the V2, has been the official motorcycle of Italy. 1960 to presentThe company currently specializes in 90° V-twin engines. The original V-twin was designed in the early '60s by engineer Giulio Cesare Carcano, designer of the fabulous V8 racer. The air-cooled, transverse V-twin, pushrod engine started out with 700 cc displacement and 45 hp. This engine was designed to win a competition for a new police bike sponsored by the Italian government. The sturdy V-twin easily won and saved the firm from extinction. This original engine has been continuously developed into the 1200 cc 80 hp versions offered today (2006). In 1979 a small block version was introduced as the V50. This design was the basis for the 750 Breva and Nevada engines. Popular modelsThe company has produced over fifty models since its inception. One of it's most famous machines has been the Le Mans. This model was a further development of the 1971 750 V7 Sport designed by Guzzi engineer Lino Tonti. The V7 Sport was planned as the first five speed, 200 kg, 200 kmph, production motorcycle. With it's disc brakes and additional displacement, the 850 Le Mans lived up to the promise of the V7 Sport. When the Le Mans debuted in 1976 it was among the 5 best performing road bikes available. Six versions of the Le Mans have been produced, designated I, II, III, IV, V and V11 Le Mans. The I, II and III are 850 cc, the IV and V are 1000 cc and the V11 Le Mans is 1064 cc. The first two models had rounded barrels while the latter have squared barrels. All models have shaft drive. Early models use 36 or 40 mm Dellorto carburetors but the late model V11 Le Mans are fuel injected. All the machines in this series are highly regarded for their styling and performance. In the '80s and '90s the California models were the biggest sellers. The first model appeared in 1972, and was based on a model sold to the L.A. police deparment. The combination of European performance and manouverability coupled with laid back American styling has secured this model its cult following all over the world. Engine reliability and speedAlthough many regard Guzzis as old fashioned, it has been observed that a well maintained Guzzi engine can prove to be highly reliable. Several machines have clocked over 200,000 miles with basic maintenance. The service interval of the older models is 3000 km and if this schedule is maintained the engine, partly due to its simplicity, will last. After 1975 (from late T models) all models were equipped with a proper oil filter, which helps considerably on longevity, compared to the early models which merely had a sieve. Later models have improved greatly on the service intervals (today between 8,000-10,000 km). OwnershipAfter financial troubles since the late '60s, the factory was bought by the Argentinian industrialist Alejandro de Tomaso in 1972. A period of increasing control by an American investment group in the '90s was put to an end by the takeover by a competitive manufacturer, Aprilia, in 2000. In 2004 the Piaggio group took over Aprilia forming Europe's biggest two wheel manufacturer. The investments made by recent owners seem to bear fruit, as new models are now (2006) appearing at a rate not seen in recent years. The 2004 Breva 750, 2005 Breva 1100 and Griso 1100, 2006 Norge 1200 are all-new motorcycles with competitive engineering and design, allthough the strong heritage/image seems to be the key to survival for the small Italian manufacturer by the romantic Como lake. ProductionMost important production models
Actual production rangeMoto Guzzi California Special
Racing models(not complete)
At the end of 1957 Moto Guzzi, Gilera and Mondial (the most important Italian Racing motorcycles manufacturers) agreed to stop participation to competitions.
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The investments made by recent owners seem to bear fruit, as new models are now (2006) appearing at a rate not seen in recent years. To discourage playing of copied games by piggybacking a real cartridge, Nintendo produced five different versions of the chip. In 2004 the Piaggio group took over Aprilia forming Europe's biggest two wheel manufacturer. Unlike previous versions, the N64 lockout chip contains a seed value which is used to calculate a checksum of the game's boot code. A period of increasing control by an American investment group in the '90s was put to an end by the takeover by a competitive manufacturer, Aprilia, in 2000. Each Nintendo 64 cartridge contains a so-called lockout chip to prevent manufacturers from creating unauthorized copies of the games. After financial troubles since the late '60s, the factory was bought by the Argentinian industrialist Alejandro de Tomaso in 1972. Naboo enjoyed an impressive draw distance and large amounts of snow and rain even with the high resolution, thanks to their efforts. Later models have improved greatly on the service intervals (today between 8,000-10,000 km). Then for Naboo they took what they learned from Rogue and pushed the machine even farther to make the game run at 640x480, and implement enhancements for both particles and the landscape engine. After 1975 (from late T models) all models were equipped with a proper oil filter, which helps considerably on longevity, compared to the early models which merely had a sieve. In Rogue Squadron the team tweaked the microcode for a landscape engine to create the alien worlds. The service interval of the older models is 3000 km and if this schedule is maintained the engine, partly due to its simplicity, will last. Factor 5 also showed ingenuity with their Star Wars games, Rogue Squadron and Battle for Naboo, where their team again used custom microcode. Several machines have clocked over 200,000 miles with basic maintenance. In the end, the game was more feature filled than the PC version (quite a feat) and was one of the most advanced games for Nintendo 64. Although many regard Guzzis as old fashioned, it has been observed that a well maintained Guzzi engine can prove to be highly reliable. Factor 5's microcode allowed almost unlimited realtime lighting, and significantly boosted the polygon count. The combination of European performance and manouverability coupled with laid back American styling has secured this model its cult following all over the world. They wrote microcode for realtime lighting, because the SGI code was poor for this task, and they wanted to have more lighting than even the PC version had used. police deparment. They took advantage of the cartridge as a texture streaming source to squeeze as much detail into each environment, and work around RAM limitations. The first model appeared in 1972, and was based on a model sold to the L.A. The tool would analyze each texture and try to choose the best texture format to work with the machine and look as good as possible. In the '80s and '90s the California models were the biggest sellers. To work around the 4KB texture cache the programmers came up with custom texture formats and tools to help the artists make the best possible textures. All the machines in this series are highly regarded for their styling and performance. For starters, the Z-buffer could not be used because it alone used up a huge amount of the console's texture fillrate. Early models use 36 or 40 mm Dellorto carburetors but the late model V11 Le Mans are fuel injected. The machine was taxed to the limit running at 640x480 though, so they absolutely needed to scrape every last bit of performance they could out of N64. All models have shaft drive. In this game the Factor 5 team decided they wanted the game to run in high resolution mode (640x480) because of how much they liked the crispness it added. The first two models had rounded barrels while the latter have squared barrels. One of the best examples of rewritten µcode on N64 was with Factor 5's Indiana Jones and the Infernal Machine. The I, II and III are 850 cc, the IV and V are 1000 cc and the V11 Le Mans is 1064 cc. It was, however, far more difficult to program for and to reach peak performance/quality. Six versions of the Le Mans have been produced, designated I, II, III, IV, V and V11 Le Mans. Still, with these drawbacks to the hardware, the machine was architecturally superior in nearly every way to the PlayStation. When the Le Mans debuted in 1976 it was among the 5 best performing road bikes available. There was no memory prefetch or read under write functionality either. With it's disc brakes and additional displacement, the 850 Le Mans lived up to the promise of the V7 Sport. The R4300 CPU was the worst off component because it had to go through the RCP to access main memory, and could not use DMA (the RCP could) to do so, so its RAM access performance was quite poor. The V7 Sport was planned as the first five speed, 200 kg, 200 kmph, production motorcycle. Game developers also said that the N64's memory controller setup was fairly poor, and this magnified the situation somewhat. This model was a further development of the 1971 750 V7 Sport designed by Guzzi engineer Lino Tonti. A high latency memory subsystem creates delays in how fast the processors can get the data they need, and how fast they can alter this data. One of it's most famous machines has been the Le Mans. The RDRAM was incredibly high latency memory (640 ns read) and this mostly cancelled out its high bandwidth advantage. The company has produced over fifty models since its inception. The unified memory subsystem of Nintendo 64 was another critical weakness for the machine. This design was the basis for the 750 Breva and Nevada engines. This game also used custom microcode to improve the RSP's capabilities. In 1979 a small block version was introduced as the V50. In fact, World Driver Championship was one of the most polygon-loaded N64 games and frequently would push past Sony Playstation's typical in-game polygon counts. This original engine has been continuously developed into the 1200 cc 80 hp versions offered today (2006). Most Nintendo 64 games were actually fillrate limited, not geometry limited, which is ironic considering the great concern for N64's low ~100,000 polygon per second rating during its time. The sturdy V-twin easily won and saved the firm from extinction. Z-Buffering significantly crippled the RDP's fillrate so managing the Z-depth of objects, so things would appear in the right order and not on top of each other, was put on the programmer instead of the hardware to get maximum speed. This engine was designed to win a competition for a new police bike sponsored by the Italian government. There were other challenges for developers to work around. The air-cooled, transverse V-twin, pushrod engine started out with 700 cc displacement and 45 hp. Conker's Bad Fur Day is possibly the best example of this ingenuity. The original V-twin was designed in the early '60s by engineer Giulio Cesare Carcano, designer of the fabulous V8 racer. Creative developers towards the end of N64's lifetime managed to use tricks such as multi-layered texturing and heavily clamped small texture pieces to simulate larger textures. The company currently specializes in 90° V-twin engines. To put this in perspective, this cache could be quickly filled with even small textures (a 64x64 4-bit/pixel texture is 2KB and a 128x64 4-bit/pixel texture is 4KB). The horizontal single, and from the seventies the V2, has been the official motorcycle of Italy. To make matters worse, because of how the renderer was designed, if mip mapping was used the texture cache was effectively halved to 2KB. Historically, much of Moto Guzzi's production has gone to the Italian army and police. This was the primary cause of N64's blurry texturing, secondary to the blurring caused by the trilinear filtering and limited ROM storage. Though relatively modest for Guzzis, these, and all other models were relatively upmarket and high quality in their corner of the market. This made it extremely difficult to load large textures into the rendering engine, especially textures with high color depth. A 4 stroke 175 cc scooter known as the "Galetto" was a stable seller as well. One major flaw was the limited texture cache of 4KB. The '46 "Motoleggera", a 65 cc lightweight motorcycle became hugely popular in postwar Italy. The Nintendo 64 had some glaring 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. The solution was production of cheap lightweights. Two of the SGI microcodes. The period after World War 2, was difficult in Mandello del Lario as elsewhere in post war Europe. Factor 5, Boss Game Studios, and Rare). At the same time the official racing team and private racers were furnished with all sorts of racing machines which included a plethora of overhead cam, multiple valve configurations and cylinder designs, culminating in the mythic 500 cc dohc V8 that ended the Guzzi racing era in 1957, when the factory withdrew from racing for financial reasons. Several companies were able to create custom microcode programs that ran their software far better than SGI's generic software (i.e. Until the mid '40s, the traditional horizontal four stroke single cylinder 500 cc engines outfitted with one overhead and one side valve were the most performance orientated machines that Moto Guzzi sold to the general public. Some developers noted that the default SGI microcode ("Fast3D") was actually quite poorly profiled for use in games (it was too accurate), and performance suffered as a result. Moto Guzzi won 3,329 official races, 14 World Championships and 11 times the Tourist Trophy. As a result, it was extremely easy to make mistakes that would be very hard to track down; mistakes that could cause seemingly random bugs or glitches. From the beginning the company used racing to promote their brand. Programming RSP microcode was said to be quite difficult because the N64 µcode tools were very basic, with no debugger, and poor documentation. The engineer, and co-founder, Carlo Guzzi's first design was a horizontal single, that in a number of guises dominated the first 45 years of the company's history. However, Nintendo was quite unwilling to share the microcode tools with developers until the end of N64's lifecycle when they shared this information with a select number of companies. From the '30s it was the biggest, and until the '60s, it was the dominant marque amongst Italian motorcycle manufacturers. By altering the microcode run on the device it can perform different operations, create new effects, be better tuned for speed or quality, among other possibilities. . The RSP is completely programmable, through microcode (µcode). Moto Guzzi is an Italian motorcycle manufacturer that was established in 1921 in Mandello del Lario by the Como Lake at the foot of the alps in northern Italy. This created a fascinating system that was quite flexible and moldable to the game's needs, but it also assumed the programmer would be able to properly profile the code to optimize usage of each part of the machine. MGS-01 Corsa (1225 cc) 2004 -. Workload on N64 could be arranged almost in any way the programmer saw fit. Otto Cilindri (500 cc) 1955 - 1957. It was relatively common to do audio on the main CPU to increase the graphics performance. Bialbero (350 cc) 1954 - 1957. Nintendo 64 was one of the few consoles without a dedicated audio chip so these tasks fell on the RSP and/or CPU. Bialbero (250 cc) 1953 - 1955. In a typical N64 game the RSP would do transforms, lighting, clipping, triangle setup, and some of the audio decoding. Quattro Cilindri (500 cc) 1952 - 1954. The RSP was the transform portion of the RCP, although it was really just a DSP, similar to a MIPS R4000 core, designed to work with 8-bit integer vector operations. Gambalunghino (250 cc) 1949 - 1952. The RDP component basically just read a FIFO buffer and rasterized polygons. Gambalunga (500 cc) 1946 - 1951. The CPU was primarily used for game logic, such as input management, some audio, and AI, while the RCP did everything else. Dondolino (500 cc) 1946 - 1951. The Nintendo Revolution uses "12cm discs" for storage, which are just encrypted DVDs, thus making it the first Nintendo console to use a standardized storage format. Bicilindrica (500 cc) 1933 - 1951. In 2001, the Nintendo 64 was replaced by the disc-based Nintendo GameCube, although even with this system they refused to use mainstream CD/DVD technology, opting for the DVD-based but incompatible GameCube Optical Disc. Albatros (250 cc ) 1928 - 1933. The N64 also secured its share of the mature audience thanks to GoldenEye 007, Resident Evil 2, Shadow Man, Doom 64 and Quake II. 250 cc Compressore 1938. Much of this success was credited to Nintendo's strong first-party franchises, such as Mario and Zelda, which had strong name brand appeal yet appeared exclusively on Nintendo platforms. 250 cc SS 1928 - 1933. N64 took second place for its generation of consoles while the PlayStation finished first, with 40% and 51% of the market respectively. C 4V (500 cc) 1924 - 1927. Despite the controversies, the N64 still managed to support many popular games, giving it a long life run. Norge 1200 (1134 cc) 2005 -. While most PlayStation games rarely exceeded $50, N64 titles could reach $80. Griso (1064 cc) 2005 -. Publishers had to pass these higher expenses to the consumer so N64 games tended to sell for slightly higher prices than PlayStation games did. Breva V1100 (1064 cc) 2005 -. The cost of producing an N64 cartridge was far higher than producing a CD: one gaming magazine at the time cited average costs of twenty-five dollars per cartridge, versus 10 cents per CD. Breva V750 i.e. (744 cc) 2002 -. This incident provided a highly-publicized denunciation of Nintendo's cartridge-based system which caused negative publicity for Nintendo. V11 - V11 Le Mans (1064 cc) 1998 -. Despite the fact that all six previous Final Fantasy games had been published on Nintendo systems, the series' producer, Squaresoft, chose to release Final Fantasy VII on the Sony PlayStation. California Vintage (1064 cc) 2005 -. disc debate came to an infamous climax during the release of Final Fantasy VII. California - California EV (1064 cc). The cartridge vs. Stone - Stone Touring (1064 cc). As a result many game developers which had traditionally supported Nintendo game consoles were now developing games for the competition because of the higher profit margins found on CD based platforms. Nevada Classic 750 i.e. (744 cc). These discs are much cheaper to manufacture and distribute, resulting in lower costs to third party game publishers. V11 Sport (1064 cc) 1998 - 2001. At that time, competing systems from Sony and Sega (the PlayStation and Saturn, respectively) were using CD-ROM discs to store their games. Quota 1100 ES (1064) 1998 - 2001. Later cartridges such as Resident Evil 2 featured more ROM space, which demonstrated that N64 was capable of detailed in-game graphics when the media permitted, but this performance came late in the console war and at a high price. V10 Centauro (992 cc) 1998 - 2001. While N64 games generally had higher polygon counts, the limited storage size of ROM carts limited the amount of available textures, resulting in games which had a plain and flat-shaded look. 1100 Sport (1064 cc) 1994 - 1997. Graphically, benefits of the Nintendo cartridge system were mixed. Daytona 1000 IE (992 c) 1991 - 1999. Nintendo later approached the Dutch electronics giant Philips to develop a Super NES CD-ROM drive, but that deal also went nowhere. Nevada 350 (346,2 cc) 1991 - 2001. Nintendo sued Sony over the PlayStation name, although they later settled. 1000 GT (949 cc) 1987 - 1993. Sony reportedly kept the name for their later 32-bit system to spite Nintendo. California III (948,8 cc) 1987 - 1993. In addition to the CD-ROM add on, Sony would release a combination Super NES/CD-ROM system in one unit, which would have been called the PlayStation. Le Mans 1000 (948,8 cc) 1984 - 1988. Nintendo later backed out of the contract due to Sony's insistence that they would receive all licensing revenue for games released on CD-ROM. V65 Lario (643,4 cc) 1984 - 1989. While Nintendo chose the cartridge format for the N64, the company originally signed a contract with Sony in 1988 to develop a CD-ROM drive add-on for the SNES. 850 T5 (844,05 cc) 1983 - 1987. Nintendo's choice had several advantages:. V35 Custom (346,2 cc) 1982 - 1987. The Nintendo 64 was the last mainstream home video game console to use ROM cartridges to store its games. V65 (643,4 cc) 1982 - 1987. In G4's recent 'Top 10 Games Consoles' feature, the Nintendo 64 was voted number one against other consoles. California II (948,8 c) 1981 - 1987. Le Mans III (844 cc) 1980 - 1985. Some of their more popular titles include:. V50 Monza (490,29 cc) 1980 - 1985. Apart from Nintendo's own in-house development, Rareware produced a steady stream of titles for the N64. V1000 Idroconvert (948,8 cc) 1971 - 1980. Super Mario 64 is still considered to have set the standard for 3D platform games and is considered by many to be one of the greatest games ever published. V35 (346,2 cc) 1977 - 1980. Some of Nintendo's most notable games for the N64 are:. V50 (490,29) 1977 - 1979. The early N64 development system was an SGI Indy equipped with an add-on board that contained a full N64 system. 1000 SP (948,8 cc) 1977 - 1985. The system was designed by Silicon Graphics Inc., and features their trademark dithered 32-bit graphics. V850 Le Mans (844,05 cc) 1975 - 1980. Regardless, the Nintendo 64 was the first popular system to have these features. Nuovo Falcone 500 (499 cc) 1971 - 1976. The Vectrex in fact had introduced analog joysticks, while the first to feature four controller ports was the Bally Astrocade. V7 750 Sport (748,39 cc) 1971 - 1973. The first game console to bill itself as "64-bit" was actually the Atari Jaguar (although the truth of this is disputed, as the Jaguar merely had two 32-bit processors- albeit its graphics processor was 64-bit). V7 Special 750 (757,49 cc) 1968 - 1974. Nintendo touted many of the system's more unusual features as groundbreaking and innovative, but many of these features had in fact been implemented before. V7 700cc (703,72 cc) 1967 - 1977. Killer Instinct was the most advanced game of its time graphically, featuring pre-rendered movie backgrounds which were streamed off the hard drive and animated as the characters moved horizontally. Trotter Special M (48,89 cc) 1966 - 1973. In fact, the hardware had nothing to do with what was finally released; the arcade games used hard drives and TMS processors. Dingo 4 marce (48,89 cc) 1963 - 1976. After first announcing the project, two companies, Rareware (UK) and Midway (USA), created the arcade games Killer Instinct and Cruis'n USA which claimed to use the Ultra 64 hardware. Dingo 3 marce (48,89 cc) 1963 - 1976. . Stornello 125 cc (123,1 cc) 1960 - 1975. Once unveiled to the public the name changed to Nintendo Ultra 64, referring to its 64-bit processor, and Nintendo dropped "Ultra" from the name on February 1, 1996, just five months before its Japanese debut. Lodola Sport (175 cc) 1956 - 1966. The name Project Reality came from the speculation within Nintendo that this console could produce CGI on par with then-current supercomputers. Zigolo (98 cc) 1953 - 1966. During the developmental stages the N64 was referred to by its code name, Project Reality. Cardellino 73 cc (73 cc) 1956 - 1965. Official coverage by Nintendo soon followed a few weeks later on the nascent Nintendo Power website, and then in volume #85 of their print magazine. Galletto 160 cc (159,5 cc) 1950 - 1966. The first published photos from the event were presented on the web via coverage by Game Zero magazine two days after the event. Falcone (498,4 cc) 1950 - 1967. The N64 was first publicly introduced on November 24, 1995 as the Nintendo Ultra 64 at the 7th Annual Shoshinkai Software Exhibition in Japan (though preview pictures from the Nintendo "Project Reality" console had been published in American magazines as early as June, 1993). Astore (498,4 cc) 1949 - 1953. The Nintendo 64 cost $199 at launch in the United States. Motoleggera 65 cc (64 cc) 1946 - 1954. It was released with only two launch games in Japan and North America (Super Mario 64 and PilotWings 64) while Europe had a third launch title in the form of Star Wars: Shadows of the Empire (which was released earlier in the other markets). Dondolino 500 cc (499 cc) 1946 - 1951. The N64 was released on June 23, 1996 in Japan, September 29, 1996 in North America and Puerto Rico, 1 March 1997 in Europe/Australia and September 1, 1997 in France. Airone (246 cc) 1939 - 1957. The Nintendo 64, commonly called the N64, is Nintendo's third home video game console. Alce (498,4 cc) 1939 - 1945. CD64, by Success Compu. GTS (498,4 cc) 1934 - 1940. Z64, by Harrison Electronics. GT 17 500 cc (499 cc) 1932 - 1939. Doctor V64 and Doctor V64jr, by Bung Enterprises Ltd. Sport 15 (498,4 cc) 1931 - 1939. Adapters to play Game Boy games - there is an unofficial adaptor to play Game Boy cartridges, similar to the Super Game Boy and an official adapter, able to play Game Boy Color games (never released). Sport 14 (498,4 cc) 1929 - 1930. It featured networking capabilities similar to the (SNES) Satellaview. GT "Norge" (498,4 cc) 1928 - 1930. 64DD - The official N64 Disk Drive attachment was a commercial failure and was consequently never released outside of Japan. Sport 15 (498,4 cc) 1923 - 1928. Rare's Perfect Dark was initially going to be compatible with the Transfer Pak in order to use pictures taken with the Game Boy Camera in the game but this function was scrapped. Normale (498,4 cc) 1921 - 1924. Pokémon Stadium is a game that relies heavily on the Transfer Pak. Transfer Pak - an accessory that plugged into the controller and allowed the Nintendo 64 to transfer data between Game Boy and N64 games. It has (since its release in 1997 alongside Star Fox 64) become a built-in standard for the current generation console controllers. Rumble Pak - an accessory that plugged into the controller and vibrated during game play. Mad Catz marketed its own version of Expansion Pak called the High Rez Pack doing the same job for less money, though there were reports of overheating due to inferior quality. The expansion pack was shipped with some games and also available separately. Supporting games usually offered higher video resolutions when it was present, or in the case of Perfect Dark, unlocked 100% of game play. Only a few games such as Perfect Dark and Star Wars: Rogue Squadron supported the expansion, while games such as Donkey Kong 64 and The Legend of Zelda: Majora's Mask required it for play. It contained 4MB of RAM. Expansion Pak - a memory expansion that plugged into the console's memory expansion port. Games by Konami were particularly notorious as they often required the controller Pak to save even though the games could have easily contained three or more save-slots (such as in the case of Holy Magic Century). Over time, the Controller Pak lost ground to the convenience of a back-up battery (or flash memory) found in some cartridges. A Controller Pak was initially useful or even necessary for the earlier N64 games. The number of pages that a game occupied varied. The original models from Nintendo offered 256KB Flash RAM, split into 123 pages, but third party models had much more, often in the form of compressed memory. Controller Pak - a memory card that plugged into the controller and allowed the player to save game progress and configuration. Nintendo never allowed this code to be used in shipping games. Turbo3D microcode: 500,000-600,000 polygons per second with PSX quality. Fast3D microcode: < ~100,000 polygons per second. Controller: 1 analog stick; 2 shoulder buttons; one digital cross pad; six face buttons, 'start' button, and one digital trigger. Weight: 2.4 lb (1.1 kg). Dimensions: 10.23 x 7.48 x 2.87 inches (260 x 190 x 73mm) WxDxH
Sound: 16-bit ADPCM Stereo
Environment mapping. Perspective correction. Trilinear Filtered Mipmap Interpolation (increases texture map rendering speed). Texture mapping (placing images over shapes, for example mapping a face image to a sphere creates head)
Anti-aliasing (smoothes jagged lines and edges). Z-buffering (maintains 3D spatial relationships, is Mario in front of the tree or vice-versa?). RDP (Reality Drawing Processor) handles all pixel drawing operations in hardware, such as:
Graphics: SGI 62.5MHz RCP (Reality Coprocessor) contains two sub-processors:
Manufactured by NEC using 0.35µm transistor fabrication process. 4.6 million transistors. On-chip memory management unit (MMU). Operations: 93 MIPS (millions of instructions per second). Bandwidth: 250 MB/s. Addressable Memory Space: 4 GB (Virtual 1 TB). Instruction Set: MIPS R4000 64-bit. Bus Width: 32-bit address and data. L1 cache: 24 KB (split: 16 KB instruction, 8 KB data). Processor: 93.75 MHz NEC VR4300 (info), based on MIPS R4300i series 64-bit RISC CPU
It is possible to add specialized support chips (such as coprocessors) to ROM cartridges, as was done on some SNES games. While unauthorized interface devices for the PC were later developed, these devices are rare when compared to a regular CD drive as used on the PlayStation. ROM cartridges are difficult and expensive to duplicate, thus resisting piracy (albeit at the expense of lowered profit margin for Nintendo). This can be observed from the loading screens that appear in many PlayStation games but are virtually non-existent in N64 versions. ROM cartridges have very fast load times in comparison to disc based games. Perfect Dark. Killer Instinct Gold. Jet Force Gemini. GoldenEye 007. Donkey Kong 64. Diddy Kong Racing. Conker's Bad Fur Day. Banjo-Kazooie and its sequel Banjo-Tooie. Blast Corps.. Banjo-Kazooie. Wave Race 64. The Legend of Zelda: Majora's Mask. The Legend of Zelda: Ocarina of Time. Super Mario 64. Super Smash Bros.. Star Fox 64. Paper Mario. Mario Party. Mario Kart 64. |