Nintendo 64

The Nintendo 64, commonly called the N64, is Nintendo's third home video game console. 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. 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). The Nintendo 64 cost $199 at launch in the United States.

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). The first published photos from the event were presented on the web via coverage by Game Zero magazine two days after the event. 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.

During the developmental stages the N64 was referred to by its code name, Project Reality. The name Project Reality came from the speculation within Nintendo that this console could produce CGI on par with then-current supercomputers. 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.

Introduction

The "Ultra 64" logo from Cruis'n USA

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. In fact, the hardware had nothing to do with what was finally released; the arcade games used hard drives and TMS processors. 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.

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. 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). The Vectrex in fact had introduced analog joysticks, while the first to feature four controller ports was the Bally Astrocade. Regardless, the Nintendo 64 was the first popular system to have these features.

The system was designed by Silicon Graphics Inc., and features their trademark dithered 32-bit graphics. The early N64 development system was an SGI Indy equipped with an add-on board that contained a full N64 system.

Some of Nintendo's most notable games for the N64 are:

  • Mario Kart 64
  • Mario Party
  • Paper Mario
  • Star Fox 64
  • Super Smash Bros.
  • Super Mario 64
  • The Legend of Zelda: Ocarina of Time
  • The Legend of Zelda: Majora's Mask
  • Wave Race 64
  • Banjo-Kazooie

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. Apart from Nintendo's own in-house development, Rareware produced a steady stream of titles for the N64. Some of their more popular titles include:

  • Blast Corps.
  • Banjo-Kazooie and its sequel Banjo-Tooie
  • Conker's Bad Fur Day
  • Diddy Kong Racing
  • Donkey Kong 64
  • GoldenEye 007
  • Jet Force Gemini
  • Killer Instinct Gold
  • Perfect Dark


The last Nintendo 64 game to be released in the United States was Tony Hawk's Pro Skater 3 on August 20, 2002 while Mario Party 3 released on 16 November 2001 was the last title Europe would see.

In G4's recent 'Top 10 Games Consoles' feature, the Nintendo 64 was voted number one against other consoles.

Cartridges vs. discs

The cartridge for Mario Kart 64

The Nintendo 64 was the last mainstream home video game console to use ROM cartridges to store its games. Nintendo's choice had several advantages:

  1. ROM cartridges have very fast load times in comparison to disc based games. This can be observed from the loading screens that appear in many PlayStation games but are virtually non-existent in N64 versions.
  2. 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 as used on the PlayStation.
  3. It is possible to add specialized support chips (such as coprocessors) to ROM cartridges, as was done on some SNES games.
  4. Most cartridges store individual profiles and game progress on the cartridge itself, eliminating the need for separate and expensive memory cards. Storing data at first required a cartridge battery whose energy would diminish over time, though the battery generally lasted for years, and in subsequent games EEPROMs were used instead.

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. 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. 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. Sony reportedly kept the name for their later 32-bit system to spite Nintendo. Nintendo sued Sony over the PlayStation name, although they later settled. Nintendo later approached the Dutch electronics giant Philips to develop a Super NES CD-ROM drive, but that deal also went nowhere.

Graphically, benefits of the Nintendo cartridge system were mixed. 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. 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.

At that time, competing systems from Sony and Sega (the PlayStation and Saturn, respectively) were using CD-ROM discs to store their games. These discs are much cheaper to manufacture and distribute, resulting in lower costs to third party game publishers. 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. The cartridge vs. disc debate came to an infamous climax during the release of Final Fantasy VII. 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. This incident provided a highly-publicized denunciation of Nintendo's cartridge-based system which caused negative publicity for Nintendo.

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. Publishers had to pass these higher expenses to the consumer so N64 games tended to sell for slightly higher prices than PlayStation games did. While most PlayStation games rarely exceeded $50, N64 titles could reach $80.

Despite the controversies, the N64 still managed to support many popular games, giving it a long life run. N64 took second place for its generation of consoles while the PlayStation finished first, with 40% and 51% of the market respectively. 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. The N64 also secured its share of the mature audience thanks to GoldenEye 007, Resident Evil 2, Shadow Man, Doom 64 and Quake II.

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. 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.

Hardware

Specifications

  • Processor: 93.75 MHz NEC VR4300 (info), based on MIPS R4300i series 64-bit RISC CPU
    • L1 cache: 24 KB (split: 16 KB instruction, 8 KB data)
    • Bus Width: 32-bit address and data
    • Instruction Set: MIPS R4000 64-bit
    • Addressable Memory Space: 4 GB (Virtual 1 TB)
    • Bandwidth: 250 MB/s
    • Operations: 93 MIPS (millions of instructions per second)
    • On-chip memory management unit (MMU)
    • 4.6 million transistors
    • Manufactured by NEC using 0.35µm transistor fabrication process
  • RAM: 4 MB RDRAM (upgradeable to 8 MB with 4MB Expansion Pak)
    • Bandwidth: 562.5 MB/s
    • Data path: Custom 9-bit Rambus at 500 MHz (max)
  • Graphics: SGI 62.5MHz RCP (Reality Coprocessor) contains two sub-processors:
    • RSP (Reality Signal Processor) controls 3D graphics and sound functions
    • RDP (Reality Drawing Processor) handles all pixel drawing operations in hardware, such as:
      • Z-buffering (maintains 3D spatial relationships, is Mario in front of the tree or vice-versa?)
      • Anti-aliasing (smoothes jagged lines and edges)
      • Texture mapping (placing images over shapes, for example mapping a face image to a sphere creates head)
        • Trilinear Filtered Mipmap Interpolation (increases texture map rendering speed)
        • Perspective correction
        • Environment mapping
    • Resolution: 256x224 to 640x480 pixels flicker-free, interlaced
    • Colors: 16.7 million (32,768 on-screen)
    • 150,000 polygon/s (all RDP features enabled)
  • Sound: 16-bit ADPCM Stereo
    • Channels: 100 PCM (max, 16-24 avg.)
    • Sampling: 48 kHz (max, 44.1 kHz is CD-quality)
  • Media: 4 MB to 64 MB (32-Mbit to 512-Mbit) cartridges
  • Dimensions: 10.23 x 7.48 x 2.87 inches (260 x 190 x 73mm) WxDxH
    • Weight: 2.4 lb (1.1 kg)
  • Controller: 1 analog stick; 2 shoulder buttons; one digital cross pad; six face buttons, 'start' button, and one digital trigger.

Architecture and Development

The CPU was primarily used for game logic, such as input management, some audio, and AI, while the RCP did everything else. The RDP component basically just read a FIFO buffer and rasterized polygons. 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.

In a typical N64 game the RSP would do transforms, lighting, clipping, triangle setup, and some of the audio decoding. Nintendo 64 was one of the few consoles without a dedicated audio chip so these tasks fell on the RSP and/or CPU. It was relatively common to do audio on the main CPU to increase the graphics performance. Workload on N64 could be arranged almost in any way the programmer saw fit. 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.

The RSP is completely programmable, through microcode (µcode). 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. 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. Programming RSP microcode was said to be quite difficult because the N64 µcode tools were very basic, with no debugger, and poor documentation. 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. 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. Several companies were able to create custom microcode programs that ran their software far better than SGI's generic software (i.e. Factor 5, Boss Game Studios, and Rare).

Two of the SGI microcodes

  • Fast3D microcode: < ~100,000 polygons per second
  • Turbo3D microcode: 500,000-600,000 polygons per second with PSX quality. Nintendo never allowed this code to be used in shipping games.
Conker's superior texturing

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. One major flaw was the limited texture cache of 4KB. This made it extremely difficult to load large textures into the rendering engine, especially textures with high color depth. This was the primary cause of N64's blurry texturing, secondary to the blurring caused by the trilinear filtering and limited ROM storage. To make matters worse, because of how the renderer was designed, if mip mapping was used the texture cache was effectively halved to 2KB. 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). 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. Conker's Bad Fur Day is possibly the best example of this ingenuity.

There were other challenges for developers to work around. 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. 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. 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 game also used custom microcode to improve the RSP's capabilities.

The unified memory subsystem of Nintendo 64 was another critical weakness for the machine. The RDRAM was incredibly high latency memory (640 ns read) and this mostly cancelled out its high bandwidth advantage. 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. Game developers also said that the N64's memory controller setup was fairly poor, and this magnified the situation somewhat. 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. There was no memory prefetch or read under write functionality either.

Still, with these drawbacks to the hardware, the machine was architecturally superior in nearly every way to the PlayStation. It was, however, far more difficult to program for and to reach peak performance/quality.

Battle for Naboo's draw distance

One of the best examples of rewritten µcode on N64 was with Factor 5's Indiana Jones and the Infernal Machine. 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 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. For starters, the Z-buffer could not be used because it alone used up a huge amount of the console's texture fillrate. 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. 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. They took advantage of the cartridge as a texture streaming source to squeeze as much detail into each environment, and work around RAM limitations. 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. Factor 5's microcode allowed almost unlimited realtime lighting, and significantly boosted the polygon count. 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.

Factor 5 also showed ingenuity with their Star Wars games, Rogue Squadron and Battle for Naboo, where their team again used custom microcode. In Rogue Squadron the team tweaked the microcode for a landscape engine to create the alien worlds. 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. Naboo enjoyed an impressive draw distance and large amounts of snow and rain even with the high resolution, thanks to their efforts.

Accessories

A Nintendo-brand Controller Pak
  • Controller Pak - a memory card that plugged into the controller and allowed the player to save game progress and configuration. The original models from Nintendo offered 256KB Flash RAM, split into 123 pages, but third party models had much more, often in the form of compressed memory. The number of pages that a game occupied varied. A Controller Pak was initially useful or even necessary for the earlier N64 games. Over time, the Controller Pak lost ground to the convenience of a back-up battery (or flash memory) found in some cartridges. 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)
The 4MB memory Expansion Pak
  • Expansion Pak - a memory expansion that plugged into the console's memory expansion port. It contained 4MB of RAM. 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. Supporting games usually offered higher video resolutions when it was present, or in the case of Perfect Dark, unlocked 100% of game play. The expansion pack was shipped with some games and also available separately. 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.
  • Rumble Pak - an accessory that plugged into the controller and vibrated during game play. It has (since its release in 1997 alongside Star Fox 64) become a built-in standard for the current generation console controllers.
Transfer Pak
  • Transfer Pak - an accessory that plugged into the controller and allowed the Nintendo 64 to transfer data between Game Boy and N64 games. Pokémon Stadium is a game that relies heavily on the Transfer Pak. Rare's Perfect Dark was initially going to be compatible with the Transfer Pak in order to use pictures taken with the Game Boy Camera in the game but this function was scrapped.
The N64 Disk Drive
  • 64DD - The official N64 Disk Drive attachment was a commercial failure and was consequently never released outside of Japan. It featured networking capabilities similar to the (SNES) Satellaview.
  • Adapters to play Game Boy games - there is an unofficial adaptor to play Game Boy cartridges, similar to the Super Game Boy and an official adapter, able to play Game Boy Color games (never released).

Colored/Special Systems

iMac-inspired translucent colored N64s
Standard
Funtastic Series
Banana
Gold
Pokémon Pikachu Nintendo 64
Clear Blue and Red

Digital rights management

Each Nintendo 64 cartridge contains a so-called lockout chip to prevent manufacturers from creating unauthorized copies of the games. Unlike previous versions, the N64 lockout chip contains a seed value which is used to calculate a checksum of the game's boot code. To discourage playing of copied games by piggybacking a real cartridge, Nintendo produced five different versions of the chip. If the chip did not match the game's boot code, the game would not run.

Backup/development units:

  • Doctor V64 and Doctor V64jr, by Bung Enterprises Ltd
  • Z64, by Harrison Electronics
  • CD64, by Success Compu.

Screenshots

Market Share

With 32 million Nintendo 64 units sold worldwide [2], Nintendo was unsuccessful in recapturing the preceding SNES's market share and the fifth generation was taken over by the PlayStation which had sold over 100 million units worldwide. But the N64 guaranteed the second place in the market, easily outselling the Sega Saturn (10 million).


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But the N64 guaranteed the second place in the market, easily outselling the Sega Saturn (10 million). Also See Clipper (automobile). With 32 million Nintendo 64 units sold worldwide [2], Nintendo was unsuccessful in recapturing the preceding SNES's market share and the fifth generation was taken over by the PlayStation which had sold over 100 million units worldwide. The new Packard company aims to be the only "ultra-luxury" car manufacturer in North America, aiming for spots above the niches currently occupied by Cadillac, Lincoln, and Mercedes-Benz, and competing with such marques as Aston Martin, Rolls-Royce, and -- particularly -- Maybach, a fellow-resurrection from decades past. Backup/development units:. Interest in the prototype has been gathering, and buzz around the car rose steadily following its showing at the Pebble Beach Concours d'Elegance in 2003. If the chip did not match the game's boot code, the game would not run. A new company bearing the name was started up soon after 2000 and produced at least one prototype new Packard.

To discourage playing of copied games by piggybacking a real cartridge, Nintendo produced five different versions of the chip. Their last major development was the "Torsion-Level" suspension, a four-wheel torsion-bar suspension that balanced the car's height like an air-bag suspension, which its American competitors of the time could not get to work and ceased offering. Unlike previous versions, the N64 lockout chip contains a seed value which is used to calculate a checksum of the game's boot code. However, they built their own automatic transmission (unlike Ford) which, although it had some advantages over Buick's, had its own deficiencies. Each Nintendo 64 cartridge contains a so-called lockout chip to prevent manufacturers from creating unauthorized copies of the games. After WWII, they were one of the last US firms to produce a high-compression V-8 engines, the "352", named for its 352 cubic inch (5.8 L) displacement, but it had no problems. Naboo enjoyed an impressive draw distance and large amounts of snow and rain even with the high resolution, thanks to their efforts. This was doubled into their twelve-cylinder engine that they called the "Twin Six." They also built a low-compression straight eight, but never a sixteen-cylinder engine.

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. Their early success was with a six-cylinder, copied by a certain British firm. In Rogue Squadron the team tweaked the microcode for a landscape engine to create the alien worlds. Packard had an engineering staff that always designed good, well-made engines. Factor 5 also showed ingenuity with their Star Wars games, Rogue Squadron and Battle for Naboo, where their team again used custom microcode. Daimler-Benz, which was under a distribution agreement with Studebaker-Packard, threatened to pull out of the 1958 marketing agreement, which would have cost Studebaker-Packard more in revenue than they could have made from the badge-engineered Packard. 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. In the Early 1960s, Studebaker-Packard was approached by French car maker Facel-Vega about the possibility rebadging the company's Facel-Vega Excellence sedan as a "Packard" for sale in North America.

Factor 5's microcode allowed almost unlimited realtime lighting, and significantly boosted the polygon count. Studebaker pulled the Packard nameplate from the the marketplace in 1958to focus instead on its compact Lark. 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. These badge engineered Studebakers were derisively referred to as Packardbakers by the press and consumers and failed to sell in sufficient numbers to keep the marque afloat. They took advantage of the cartridge as a texture streaming source to squeeze as much detail into each environment, and work around RAM limitations. In 1957 and 1958, a Studebaker-based car bearing the Packard Clipper nameplate appeared on the market, but sales were slow. 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. The company severely in debt, its creditors ordered the old Packard plants to close on August 15, 1956.

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. Packard had been selling engines and transmissions to American Motors, but a parts dispute with Romney ended this arrangement in April of 1956. For starters, the Z-buffer could not be used because it alone used up a huge amount of the console's texture fillrate. This set the stage for a disastrous 1956, which saw production drop to its lowest levels since World War I. 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. Packard's up-again and down-again sales continued, with a profitable year in 1955 thanks to the introduction of Packard's first V-8 engines that model year--although a complete retooling for the 1955 models resulted in products so poorly made that hundreds of cars had to be repaired by dealers before they could be sold to the public. 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. George Mason died in 1954, and George Romney killed any hope for a merger with AMC.

One of the best examples of rewritten µcode on N64 was with Factor 5's Indiana Jones and the Infernal Machine. Studebaker-Packard was devastated by the loss of millions of dollars in Studebaker's Pentagon contracts after the Korean war ended, which contracts were awarded to GM after that war. It was, however, far more difficult to program for and to reach peak performance/quality. The latter merger never happened. Still, with these drawbacks to the hardware, the machine was architecturally superior in nearly every way to the PlayStation. The newly combined company had plans to merge into American Motors after AMC and Studebaker-Packard had achieved financial stability. There was no memory prefetch or read under write functionality either. Initially, Packard's executive team had hoped Studebaker's larger network of dealers would help increase sales.

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. On October 1, 1954, Packard merged with Studebaker creating the Studebaker-Packard Corporation. Game developers also said that the N64's memory controller setup was fairly poor, and this magnified the situation somewhat. 1953 brought about a short-term reversal of fortune and prospects looked better, but 1954 was again a down year for Packard. 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. Packard was reluctant. The RDRAM was incredibly high latency memory (640 ns read) and this mostly cancelled out its high bandwidth advantage. Nash Motors president George Mason appraoched Packard about a merger in the early 1950s, believing that the days for independent car manufacturers were numbered.

The unified memory subsystem of Nintendo 64 was another critical weakness for the machine. And the post-war seller's market ended in 1951, the industry slumping as a whole in 1952. This game also used custom microcode to improve the RSP's capabilities. Although startling at first, the influence of what were nicknamed "whales" soon vanished. 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. However, the design chosen was of the "bathtub" style predicted during the war as the destined future of automobiles. 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 firm introduced its first post-war body in 1948, prior to its competition in the major firms (Cadillac, Lincoln, and Chrysler).

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. By the end of World War II, Packard was in excellent financial condition but suffered from a shortage of raw materials needed to manufacture automobiles again. There were other challenges for developers to work around. They also built 1350, 1400, and 1500 horsepower V-12 marine engines that powered American PT boats (each boat had three) and some of Britain's patrol boats. Conker's Bad Fur Day is possibly the best example of this ingenuity. It was the fastest non-jet fighter plane ever built, and could fly higher than any of its contemporaries, allowing its pilots a greater degree of survivability in combat situations. 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 Packard engine powered the famous P-51 Mustang fighter, known as the "Cadillac of the Skies" by G.I.s in WWII.

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). During World War II, Packard again built airplane engines, licensing the Merlin engine from Rolls-Royce and simplifying and improving it. To make matters worse, because of how the renderer was designed, if mip mapping was used the texture cache was effectively halved to 2KB. Packard produced its final hand-built car in 1939. This was the primary cause of N64's blurry texturing, secondary to the blurring caused by the trilinear filtering and limited ROM storage. Car production tripled that year and doubled again in 1936. This made it extremely difficult to load large textures into the rendering engine, especially textures with high color depth. In 1935, it introduced its first sub-$1,000 car.

One major flaw was the limited texture cache of 4KB. In the 1930s, devastated by the Great Depression, Packard started mass-producing cars. 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. By World War I, Packard was also producing engines for aircraft and boats. Two of the SGI microcodes. Kahn also designed The Packard Proving Grounds at Utica, Michigan, which is being developed into a historical site. Factor 5, Boss Game Studios, and Rare). It was later subdivided by eighty-seven different companies.

Several companies were able to create custom microcode programs that ran their software far better than SGI's generic software (i.e. The 3.5 million ft2 (325,000 m²) plant covered over 35 acres (142,000 m²) and straddled East Grand Boulevard. 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. The last Packards rolled off the assembly line on June 25, 1956. 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. Its skilled craftsmen practiced over eighty trades. Programming RSP microcode was said to be quite difficult because the N64 µcode tools were very basic, with no debugger, and poor documentation. At its opening, it was considered the most modern automobile manufacturing facility in the world.

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. The Packard factory, designed by Albert Kahn, included the first use of reinforced concrete for industrial construction in Detroit. 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. Joy became general manager and later chairman of the board. The RSP is completely programmable, through microcode (µcode). On October 2, 1902, Ohio Automobile Company became Packard Motor Car Company, with James as president, and was moved to Detroit. 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. Impressed by its reliability, he visited the Packards and soon enlisted a group of investors that included his brother-in-law, Truman Handy Newberry.

Workload on N64 could be arranged almost in any way the programmer saw fit. The brothers needed more capital and unexpectedly found it when Henry Bourne Joy, a member of one of Detroit's oldest and wealthiest families, bought a Packard. It was relatively common to do audio on the main CPU to increase the graphics performance. Packard automobiles developed a following not only in the United States, but also abroad, with many heads of state owning them. Nintendo 64 was one of the few consoles without a dedicated audio chip so these tasks fell on the RSP and/or CPU. While Henry Ford was producing cars that sold for $440, Packard concentrated on upscale cars that started at $2,600. In a typical N64 game the RSP would do transforms, lighting, clipping, triangle setup, and some of the audio decoding. The company, which they called the Ohio Automobile Company, quickly introduced a number of innovations in its designs, including the modern steering wheel and the first production 12-cylinder engine.

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. There are several versions of the story, but by 1899, the brothers were building automobiles in their native Warren, Ohio. The RDP component basically just read a FIFO buffer and rasterized polygons. James Ward Packard and William Dowd Packard were unhappy with the automobiles they had purchased from other makers, and James, a mechanical engineer, had some ideas how to improve on the designs. The CPU was primarily used for game logic, such as input management, some audio, and AI, while the RCP did everything else. . 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. Packards were advertised with the slogan "Ask the Man who Owns One".

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. The brand went off the market in 1958 but its cars are still highly sought after by collectors today. The N64 also secured its share of the mature audience thanks to GoldenEye 007, Resident Evil 2, Shadow Man, Doom 64 and Quake II. Packard was a United States based brand of automobile. 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. Ultramatic, Packards self-developed automatic transmission (1950-1956). N64 took second place for its generation of consoles while the PlayStation finished first, with 40% and 51% of the market respectively. Packard Clipper Constellation.

Despite the controversies, the N64 still managed to support many popular games, giving it a long life run. Packard Station Sedan. While most PlayStation games rarely exceeded $50, N64 titles could reach $80. 1957 and 1958 Packards. Publishers had to pass these higher expenses to the consumer so N64 games tended to sell for slightly higher prices than PlayStation games did. Packard Twin Six/Twelve. 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. Packard Six.

This incident provided a highly-publicized denunciation of Nintendo's cartridge-based system which caused negative publicity for Nintendo. Packard Patrician. 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. Packard Hawk (1958). disc debate came to an infamous climax during the release of Final Fantasy VII. Packard Four Hundred. The cartridge vs. Packard Executive.

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. Packard Super Eight. These discs are much cheaper to manufacture and distribute, resulting in lower costs to third party game publishers. Packard Light Eight. At that time, competing systems from Sony and Sega (the PlayStation and Saturn, respectively) were using CD-ROM discs to store their games. Packard Eight

    . 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. Packard Clipper.

    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. Packard Cavalier. Graphically, benefits of the Nintendo cartridge system were mixed. Packard Caribbean. Nintendo later approached the Dutch electronics giant Philips to develop a Super NES CD-ROM drive, but that deal also went nowhere. Packard 400. Nintendo sued Sony over the PlayStation name, although they later settled. Packard 300.

    Sony reportedly kept the name for their later 32-bit system to spite Nintendo. Packard 200. 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. Packard 180. 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. Packard 120. 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. Packard 110.

    Nintendo's choice had several advantages:. The Nintendo 64 was the last mainstream home video game console to use ROM cartridges to store its games. In G4's recent 'Top 10 Games Consoles' feature, the Nintendo 64 was voted number one against other consoles.
    The last Nintendo 64 game to be released in the United States was Tony Hawk's Pro Skater 3 on August 20, 2002 while Mario Party 3 released on 16 November 2001 was the last title Europe would see.

    Some of their more popular titles include:. Apart from Nintendo's own in-house development, Rareware produced a steady stream of titles for the N64. 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. Some of Nintendo's most notable games for the N64 are:.

    The early N64 development system was an SGI Indy equipped with an add-on board that contained a full N64 system. The system was designed by Silicon Graphics Inc., and features their trademark dithered 32-bit graphics. Regardless, the Nintendo 64 was the first popular system to have these features. The Vectrex in fact had introduced analog joysticks, while the first to feature four controller ports was the Bally Astrocade.

    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). 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. 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. In fact, the hardware had nothing to do with what was finally released; the arcade games used hard drives and TMS processors.

    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. . 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. The name Project Reality came from the speculation within Nintendo that this console could produce CGI on par with then-current supercomputers.

    During the developmental stages the N64 was referred to by its code name, Project Reality. 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. The first published photos from the event were presented on the web via coverage by Game Zero magazine two days after the event. 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).

    The Nintendo 64 cost $199 at launch in the United States. 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). 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. The Nintendo 64, commonly called the N64, is Nintendo's third home video game console.

    CD64, by Success Compu. Z64, by Harrison Electronics. Doctor V64 and Doctor V64jr, by Bung Enterprises Ltd. 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).

    It featured networking capabilities similar to the (SNES) Satellaview. 64DD - The official N64 Disk Drive attachment was a commercial failure and was consequently never released outside of Japan. 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. 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

      . Media: 4 MB to 64 MB (32-Mbit to 512-Mbit) cartridges. Sampling: 48 kHz (max, 44.1 kHz is CD-quality). Channels: 100 PCM (max, 16-24 avg.).

      Sound: 16-bit ADPCM Stereo

        . 150,000 polygon/s (all RDP features enabled). Colors: 16.7 million (32,768 on-screen). Resolution: 256x224 to 640x480 pixels flicker-free, interlaced.

        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:

            . RSP (Reality Signal Processor) controls 3D graphics and sound functions.

            Graphics: SGI 62.5MHz RCP (Reality Coprocessor) contains two sub-processors:

              . Data path: Custom 9-bit Rambus at 500 MHz (max). Bandwidth: 562.5 MB/s. RAM: 4 MB RDRAM (upgradeable to 8 MB with 4MB Expansion Pak)
                .

                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

                  . Storing data at first required a cartridge battery whose energy would diminish over time, though the battery generally lasted for years, and in subsequent games EEPROMs were used instead. Most cartridges store individual profiles and game progress on the cartridge itself, eliminating the need for separate and expensive memory cards.

                  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.