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{{Infobox information appliance | {{Infobox information appliance | ||
| name = Nintendo 64 | | name = Nintendo 64 | ||
− | | aka = Project Reality (code name), Ultra 64 (planned product name) | + | | aka = Project Reality {{small|(code name)}}, Ultra 64 {{small|(planned product name)}} |
− | | logo = Nintendo_64_Logo.png | + | | logo = [[File:Nintendo_64_Logo.png|frameless|upright=0.5]] |
| image = Nintendo-64-wController-L.jpg | | image = Nintendo-64-wController-L.jpg | ||
| caption = A [[charcoal]] grey Nintendo 64 console and grey [[Nintendo 64 controller|controller]] | | caption = A [[charcoal]] grey Nintendo 64 console and grey [[Nintendo 64 controller|controller]] | ||
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| type = [[Home video game console]] | | type = [[Home video game console]] | ||
| generation = [[History of video game consoles (fifth generation)|Fifth generation]] | | generation = [[History of video game consoles (fifth generation)|Fifth generation]] | ||
− | | releasedate = JP | + | | releasedate = {{Video game release|JP|June 23, 1996|BRA|September 29, 1996|EU|March 1, 1997|AUS|March 1, 1997}} |
− | | lifespan = | + | | lifespan = {{start date |1996}}–{{end date|2002}} |
| price = | | price = | ||
− | | discontinued = WW | + | | discontinued = {{Video game release|WW|April 30, 2002}} |
− | | unitssold = '''Worldwide:''' 32.93 million<br />'''Japan:''' 5.54 million<br />'''Americas:''' 20.63 million<br />'''Europe & Australia:''' 6.75 million | + | | unitssold = '''Worldwide:''' 32.93 million<ref name="sales" /><br />'''Japan:''' 5.54 million<br />'''Americas:''' 20.63 million<br />'''Europe & Australia:''' 6.75 million |
| unitsshipped = | | unitsshipped = | ||
− | | media = [[Nintendo 64 Game Pak]]<br />Magnetic disc ([[64DD]]) | + | | media = [[Nintendo 64 Game Pak]]<br />Magnetic disc {{small|([[64DD]])}} |
| os = | | os = | ||
| power = Switching power supply, 12V and 3.3V DC | | power = Switching power supply, 12V and 3.3V DC | ||
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| compatibility= | | compatibility= | ||
| predecessor = [[Super Nintendo Entertainment System]] | | predecessor = [[Super Nintendo Entertainment System]] | ||
− | | successor = [[ | + | | successor = [[GameCube]] |
}} | }} | ||
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The '''Nintendo 64''', stylized as '''NINTENDO<sup>64</sup>''' and abbreviated as '''N64''', is [[Nintendo]]'s third [[home video game console]] for the international market. Named for its [[64-bit computing|64-bit]] [[central processing unit]], it was released in June 1996 in Japan, September 1996 in North America and Brazil, March 1997 in Europe and Australia, and September 1997 in France. It is the last major home console to use the [[ROM cartridge|cartridge]] as its primary storage format until Nintendo's seventh console, the [[Nintendo Switch]], released in 2017. The console was discontinued in mid-2002 following the launch of its successor, the [[GameCube]], in 2001. | The '''Nintendo 64''', stylized as '''NINTENDO<sup>64</sup>''' and abbreviated as '''N64''', is [[Nintendo]]'s third [[home video game console]] for the international market. Named for its [[64-bit computing|64-bit]] [[central processing unit]], it was released in June 1996 in Japan, September 1996 in North America and Brazil, March 1997 in Europe and Australia, and September 1997 in France. It is the last major home console to use the [[ROM cartridge|cartridge]] as its primary storage format until Nintendo's seventh console, the [[Nintendo Switch]], released in 2017. The console was discontinued in mid-2002 following the launch of its successor, the [[GameCube]], in 2001. | ||
− | Codenamed "Project Reality", the Nintendo 64 design was mostly complete by mid-1995, but its launch was delayed until 1996, when [[Time (magazine)|''Time'']] named it Machine of the Year. It was launched with three games: ''[[Super Mario 64]]'' and ''[[Pilotwings 64]]'' (worldwide) and ''[[Saikyō Habu Shōgi]]'' (exclusive to Japan). As part of the [[History of video game consoles (fifth generation)|fifth generation of gaming]], the system competed primarily with the [[PlayStation (console)|Sony PlayStation]] and the [[Sega Saturn]]. The [[suggested retail price]] at its United States launch was {{ | + | Codenamed "Project Reality", the Nintendo 64 design was mostly complete by mid-1995, but its launch was delayed until 1996, when [[Time (magazine)|''Time'']] named it Machine of the Year.<ref name="Fisher"/> It was launched with three games: ''[[Super Mario 64]]'' and ''[[Pilotwings 64]]'' (worldwide) and ''[[Saikyō Habu Shōgi]]'' (exclusive to Japan). As part of the [[History of video game consoles (fifth generation)|fifth generation of gaming]], the system competed primarily with the [[PlayStation (console)|Sony PlayStation]] and the [[Sega Saturn]]. The [[suggested retail price]] at its United States launch was {{USD|199.99}}, and 32.93 million units were sold worldwide. The console was released in a range of colors and designs over its lifetime. In 2015, [[IGN]] named it the 9th greatest video game console of all time. |
− | = Specifications = | + | = Specifications == |
== Hardware == | == Hardware == | ||
+ | {{Main|Nintendo 64 technical specifications}} | ||
+ | [[File:Nintendo-N64-Motherboard-Top.jpg|link=File:Nintendo-N64-Motherboard-Top.jpg|thumb|right|The Nintendo 64 motherboard, showing CPU, RCP, and RDRAM]] | ||
− | The Nintendo 64's [[central processing unit]] (CPU) is the [[NEC]] VR4300. ''[[Popular Electronics]]'' said it had power similar to the [[Pentium]] processors found in desktop computers. Except for its narrower 32-bit system bus, the VR4300 retained the computational abilities of the more powerful 64-bit MIPS R4300i, though software rarely took advantage of 64-bit [[Significant figures|data precision]] operations. Nintendo 64 games generally used faster (and more compact) 32-bit data-operations, as these were sufficient to generate 3D-scene data for the console's RSP (Reality Signal Processor) unit. In addition, 32-bit code executes faster and requires less storage space (which is at a premium on the Nintendo 64's cartridges). | + | 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=May 20, 2006}}</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. Nintendo 64 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=July 26, 1997 |accessdate=May 20, 2006}}</ref>{{Self-published inline|date=November 2015}} as these were sufficient to generate 3D-scene data for the console's RSP (Reality Signal Processor) unit. In addition, 32-bit code executes faster and requires less storage space (which is at a premium on the Nintendo 64's cartridges). |
− | In terms of its [[random-access memory]] (RAM), the Nintendo 64 is 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 [[megabyte]]s of [[Rambus]] [[RDRAM]]. The RAM is expandable to 8 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. | + | In terms of its [[random-access memory]] (RAM), the Nintendo 64 is 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.<ref>{{cite magazine|last=|first= |title=Total Recall: The Future of Data Storage|magazine=[[Next Generation (magazine)|Next Generation]]|issue=23 |publisher=[[Imagine Media]] |date=November 1996|page=43|quote=The current trend now, with both the M2 and N64, is back towards a unified memory system.}}</ref> The memory itself consists of 4 [[megabyte]]s of [[Rambus]] [[RDRAM]]. The RAM is expandable to 8 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. |
− | Audio may be processed by the Reality Coprocessor or the CPU and is output to a DAC with up to 48.0{{nbsp}}[[kHz]]sample rate. | + | Audio may be processed by the Reality Coprocessor or the CPU and is output to a DAC with up to 48.0{{nbsp}}[[kHz]]sample rate.<ref name="NGen12"/> |
− | The system allows for video output in two formats: [[composite video]] and [[S-Video]]. The composite and S-Video cables are the same as those used with the preceding [[Super Nintendo Entertainment System|SNES]] and succeeding [[GameCube]] platforms. | + | The system allows for video output in two formats: [[composite video]]<ref>{{cite web |url=https://www.nintendo.com/consumer/systems/nintendo64/hook_avtotv.jsp |title=Nintendo Support: Nintendo 64 AV to TV Hookup |accessdate=February 28, 2010 |publisher=Nintendo}}</ref> and [[S-Video]]. The composite and S-Video cables are the same as those used with the preceding [[Super Nintendo Entertainment System|SNES]] and succeeding [[GameCube]] platforms. |
− | The Nintendo 64 supports [[Millions of colors|16.8 million colors]]. The system can display resolutions from 320 × 240 up to 640 × 480 pixels. Most games that make use of the system's higher resolution 640 x 480 mode require use of the [[Expansion Pak]] RAM upgrade; several do not, such as Acclaim's ''NFL Quarterback Club'' series and EA Sports's second generation ''Madden'', ''FIFA'', ''Supercross'', and ''NHL'' games. The majority of games use the system's low resolution 320 × 240 mode. A number of games also support a video display ratio of up to [[16:9]] using either [[anamorphic widescreen]] or [[Letterboxing (filming)|letterboxing]]. | + | The Nintendo 64 supports [[Millions of colors|16.8 million colors]].<ref>{{Cite book|url=https://books.google.com/books?id=wZnpAgAAQBAJ&pg=PA262&lpg=PA262&dq=The+Nintendo+64+supports+16.8+million+colors&source=bl&ots=ih_RQ-HQLt&sig=yIBz-xVZ-eCmWBUxX-FV27ZfQtE&hl=en&sa=X&ved=2ahUKEwj7nu-bx8LfAhUIU98KHdz_DaUQ6AEwFXoECA4QAQ#v=onepage&q=The%20Nintendo%2064%20supports%2016.8%20million%20colors&f=false|title=Vintage Game Consoles: An Inside Look at Apple, Atari, Commodore, Nintendo, and the Greatest Gaming Platforms of All Time|last=Loguidice|first=Bill|last2=Barton|first2=Matt|date=2014-02-24|publisher=CRC Press|year=|isbn=9781135006518|location=|page=262|language=en}}</ref> The system can display resolutions from 320 × 240 up to 640 × 480 pixels. Most games that make use of the system's higher resolution 640 x 480 mode require use of the [[Expansion Pak]] RAM upgrade; several do not,<ref name=IGN-Pak>{{cite news|url=http://www.ign.com/articles/1998/12/16/nintendo-64-expansion-pak|title=Nintendo 64 Expansion Pak|author=IGN Staff|publisher=IGN|date=December 15, 1998|accessdate=August 7, 2015}}</ref> such as Acclaim's ''NFL Quarterback Club'' series and EA Sports's second generation ''Madden'', ''FIFA'', ''Supercross'', and ''NHL'' games. The majority of games use the system's low resolution 320 × 240 mode.<ref name=IGN-Pak/> A number of games also support a video display ratio of up to [[16:9]] using either [[anamorphic widescreen]] or [[Letterboxing (filming)|letterboxing]]. |
− | The Nintendo 64 is one of the first gaming consoles to have four controller ports. According to Shigeru Miyamoto, Nintendo opted to have four controller ports because the Nintendo 64 is the company's first console which can handle a four player [[Split screen (computer graphics)|split screen]] without significant slowdown. | + | The Nintendo 64 is one of the first gaming consoles to have four controller ports. According to Shigeru Miyamoto, Nintendo opted to have four controller ports because the Nintendo 64 is the company's first console which can handle a four player [[Split screen (computer graphics)|split screen]] without significant slowdown.<ref>{{cite magazine|last= |first= |title=Shigeru Miyamoto: The Master of the Game|magazine=[[Next Generation (magazine)|Next Generation]]|issue=14 |publisher=[[Imagine Media]] |date=February 1996|pages=45–47}}</ref> |
− | + | {{further information|Nintendo 64 programming characteristics}} | |
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− | == | + | == Color variants == |
− | [[File: | + | [[File:N64-Console-Orange.jpg|thumb|A Nintendo 64 console and controller in Fire-Orange color]] |
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− | + | 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=January 14, 2009}}</ref> and the controller is light gray (later releases in the U.S. and in Australia included a bonus second controller in Atomic Purple). Various colorations and special editions were released. | |
− | + | Most Nintendo 64 game cartridges are gray in color, but some games have a colored cartridge.<ref>{{cite web |title=Nintendo 64 |url=http://gameconsoles.co.uk/game-consoles/nintendo-64/ |archiveurl=https://web.archive.org/web/20071106132228/http://gameconsoles.co.uk/game-consoles/nintendo-64/ |archivedate=November 6, 2007 |accessdate=January 14, 2009}}</ref> Fourteen games have black cartridges, and other colors (such as yellow, blue, red, gold and green) 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=January 14, 2009}}</ref> | |
− | == | + | == Programming characteristics == |
+ | {{Main|Nintendo 64 programming characteristics}} | ||
+ | The programming characteristics of the Nintendo 64 present unique challenges, with distinct potential advantages. ''[[The Economist]]'' described effective programming for the Nintendo 64 as being "horrendously complex".<ref>"Nintendo Wakes Up." The Economist August 3, 1996: 55-. ABI/INFORM Global; ProQuest Research Library. Web. May 24, 2012.</ref> As with many other game consoles and other types of embedded systems, the Nintendo 64's architectural optimizations are uniquely acute, due to a combination of oversight on the part of the hardware designers, limitations on 3D technology of the time, and manufacturing capabilities. | ||
− | + | As the Nintendo 64 reached the end of its lifecycle, hardware development chief [[Genyo Takeda]] repeatedly 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="It's Hip to be Square">{{cite journal | magazine=Newsweek | title=It's Hip to be Square | last1=Croal | first1=N'Gai | last2=Kawaguchi | first2=Masato | last3=Saltzman | first3=Marc | volume=136 | issue=10 | date=September 3, 2000 | page=53 | url=http://www.newsweek.com/its-hip-be-square-159157 | accessdate=February 7, 2015}}</ref> | |
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== Regional lockout == | == Regional lockout == | ||
− | Nintendo initially stated that while the Nintendo 64 units for each region use essentially identical hardware design, [[regional lockout]] chips would prevent games from one region from being played on a Nintendo 64 console from a different region. Following the North American launch, however, they admitted that the cartridges contain no such chips, and the regional lockout is enforced by differing notches in the back of the cartridges. | + | Nintendo initially stated that while the Nintendo 64 units for each region use essentially identical hardware design, [[regional lockout]] chips would prevent games from one region from being played on a Nintendo 64 console from a different region.<ref>{{cite magazine|title=N64 Top 10 List |magazine=[[Electronic Gaming Monthly]] |issue=85|publisher=[[Ziff Davis]] |date=August 1996 |page=17}}</ref> Following the North American launch, however, they admitted that the cartridges contain no such chips, and the regional lockout is enforced by differing notches in the back of the cartridges.<ref>{{cite magazine|title=Launch Puts N64 on Map |magazine=[[Electronic Gaming Monthly]] |issue=89|publisher=[[Ziff Davis]] |date=December 1996 |pages=20-21}}</ref> |
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− | [[ |