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| name        = Nintendo 64
 
| name        = Nintendo 64
 
| aka          = Project Reality (code name), Ultra 64 (planned product name)
 
| aka          = Project Reality (code name), Ultra 64 (planned product name)
| logo        = Nintendo_64_Logo.png
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| 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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| compatibility=  
 
| compatibility=  
 
| predecessor  = [[Super Nintendo Entertainment System]]
 
| predecessor  = [[Super Nintendo Entertainment System]]
| successor    = [[Gamecube|GameCube]]
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| 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 {{currency|199.99|USD}}, 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.
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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 {{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 =
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The Nintendo 64's [[central processing unit]] (CPU) is the [[NEC]] VR4300, a licensed variant of the [[64-bit computing|64-bit]] [[MIPS Technologies]] [[R4200#R4300i|R4300i]], itself a cost-reduced derivative of the MIPS R4200. Built by NEC on a 0.35&nbsp;[[micrometre|µm]] [[Semiconductor device fabrication|process]], the VR4300 is a [[Reduced instruction set computing|RISC]] 5-stage [[Scalar processor|scalar]] [[Out-of-order execution#In-order processors|in-order execution]] processor, internal 24&nbsp;[[Kilobyte|KB]] direct-mapped [[CPU cache|L1 cache]] (16&nbsp;KB for instructions, 8&nbsp;KB for data). Although a floating-point unit exists as a logical coprocessor, there is no dedicated physical FPU datapath on the VR4300; instead, the integer pipeline is shared for this purpose, meaning that floating-point instructions will stall the pipeline. The 4.6 million [[transistor]] CPU is cooled passively by an [[Aluminium|aluminum]] heatspreader that makes contact with a [[steel]] [[heat sink]] above.
 
The Nintendo 64's [[central processing unit]] (CPU) is the [[NEC]] VR4300, a licensed variant of the [[64-bit computing|64-bit]] [[MIPS Technologies]] [[R4200#R4300i|R4300i]], itself a cost-reduced derivative of the MIPS R4200. Built by NEC on a 0.35&nbsp;[[micrometre|µm]] [[Semiconductor device fabrication|process]], the VR4300 is a [[Reduced instruction set computing|RISC]] 5-stage [[Scalar processor|scalar]] [[Out-of-order execution#In-order processors|in-order execution]] processor, internal 24&nbsp;[[Kilobyte|KB]] direct-mapped [[CPU cache|L1 cache]] (16&nbsp;KB for instructions, 8&nbsp;KB for data). Although a floating-point unit exists as a logical coprocessor, there is no dedicated physical FPU datapath on the VR4300; instead, the integer pipeline is shared for this purpose, meaning that floating-point instructions will stall the pipeline. The 4.6 million [[transistor]] CPU is cooled passively by an [[Aluminium|aluminum]] heatspreader that makes contact with a [[steel]] [[heat sink]] above.
  
With a [[clock rate]] of 93.75&nbsp;MHz, the N64's VR4300 is generally considered to be the most powerful console CPU of the [[History of video game consoles (fifth generation)|fifth generation of video game consoles]]. Except for its narrower 32-bit system bus, the VR4300 retains the computational abilities of the 64-bit MIPS R4200, though few titles take advantage of 64-bit [[Significant figures|data precision]] operations. N64 game titles generally use faster and more compact 32-bit data-operations, as these are 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 came at a premium with contemporary technology. The CPU is constrained by a 250&nbsp;MB/s bus to the system RAM, and in order to access the [[Random-access memory|RAM]], the CPU must go through the [[#Reality Coprocessor|Reality Coprocessor]] (RCP), and can not use [[Direct memory access|DMA]] to do so as the RCP can. This issue is further compounded by the [[RDRAM]]'s high access latency.
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With a [[clock rate]] of 93.75&nbsp;MHz, the N64's VR4300 is generally considered to be the most powerful console CPU of the [[History of video game consoles (fifth generation)|fifth generation of video game consoles]]. Except for its narrower 32-bit system bus, the VR4300 retains the computational abilities of the 64-bit MIPS R4200, though few titles take advantage of 64-bit [[Significant figures|data precision]] operations. N64 game titles generally use faster and more compact 32-bit data-operations,{{self-published source|date=May 2015}} as these are 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 came at a premium with contemporary technology. The CPU is constrained by a 250&nbsp;MB/s bus to the system RAM, and in order to access the [[Random-access memory|RAM]], the CPU must go through the [[#Reality Coprocessor|Reality Coprocessor]] (RCP), and can not use [[Direct memory access|DMA]] to do so as the RCP can. This issue is further compounded by the [[RDRAM]]'s high access latency.
  
Programs [[video game console emulator|emulating]] the Nintendo 64 benefit from the scarcity of 64-bit operations in the game's executable code, especially when running with a 32-bit machine architecture as a host. Most of these emulators perform the majority of calculations at 32-bit precision and [[trap (computing)|trap]] the few subroutines that actually make use of 64-bit instructions.
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Programs [[video game console emulator|emulating]] the Nintendo 64 benefit from the scarcity of 64-bit operations in the game's executable code, especially when running with a 32-bit machine architecture as a host. Most of these emulators perform the majority of calculations at 32-bit precision and [[trap (computing)|trap]] the few subroutines that actually make use of 64-bit instructions.{{self-published source|date=May 2015}}
  
 
== Reality Coprocessor ==
 
== Reality Coprocessor ==
 
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{{Anchor|Reality Co-Processor}}
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{{Main|Reality Coprocessor}}
 
[[File:RCP-NUS 01.jpg|thumb|right|RCP-NUS "Reality Coprocessor"]]
 
[[File:RCP-NUS 01.jpg|thumb|right|RCP-NUS "Reality Coprocessor"]]
  
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The system allows for video output in two formats: [[composite video]] and [[S-Video]]. This is accomplished through the proprietary "MULTI OUT" connector on the rear of the system, which was carried over from the SNES and later reused on the GameCube. Although the [[digital-to-analog converter]] chip used in early models had the capability to produce [[RGB color model|RGB]] video, it was not connected by default for this purpose, and later revisions lacked the pin connections for this purpose entirely.  
 
The system allows for video output in two formats: [[composite video]] and [[S-Video]]. This is accomplished through the proprietary "MULTI OUT" connector on the rear of the system, which was carried over from the SNES and later reused on the GameCube. Although the [[digital-to-analog converter]] chip used in early models had the capability to produce [[RGB color model|RGB]] video, it was not connected by default for this purpose, and later revisions lacked the pin connections for this purpose entirely.  
  
The system came bundled with a [[RCA connector|composite cable]] (labeled Stereo A/V cable by Nintendo). Available separately (and included with the system in the UK) were a [[RF connector|RF]] [[RF modulator|modulator]] and switch set (for connection to older televisions) and an official S-Video cable, although the latter was only sold at retail stores in Japan. In the U.S., the official S-Video cable could only be ordered direct from Nintendo of America, while in PAL territories, no S-Video cable was officially sold altogether. Furthermore, Nintendo omitted several components from the S-Video signal path in PAL consoles, meaning that using an unmodified NTSC S-Video cable will result in an overbright, garish image, or no image at all.
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The system came bundled with a [[RCA connector|composite cable]] (labeled Stereo A/V cable by Nintendo). Available separately (and included with the system in the UK){{Citation needed|date=June 2013}} were a [[RF connector|RF]] [[RF modulator|modulator]] and switch set (for connection to older televisions) and an official S-Video cable, although the latter was only sold at retail stores in Japan. In the U.S., the official S-Video cable could only be ordered direct from Nintendo of America, while in PAL territories, no S-Video cable was officially sold altogether. Furthermore, Nintendo omitted several components from the S-Video signal path in PAL consoles, meaning that using an unmodified NTSC S-Video cable will result in an overbright, garish image, or no image at all.
  
The system supports [[standard-definition television|standard-definition]] resolutions up to [[480i]] ([[576i]] for PAL units). Few games make use of this mode, and most of those which do also require use of the [[Nintendo 64 accessories#Expansion Pak|Expansion Pak]] RAM upgrade. Most games instead use the system's [[Low-definition television|low-definition 240p]] (288p for PAL models) modes. A number of games also support widescreen display ratios using either [[anamorphic widescreen]] or [[Letterboxing (filming)|letterboxing]]. Games with support for this include ''[[Banjo-Tooie]]'', ''[[Donkey Kong 64]]'', ''[[GoldenEye 007 (1997 video game)|GoldenEye 007]]'', ''[[007: The World Is Not Enough (Nintendo 64)|007: The World Is Not Enough]]'', ''[[Jet Force Gemini]]'', ''[[Perfect Dark]]'', ''[[Starshot: Space Circus Fever]]'', ''[[Turok 2: Seeds of Evil]]'', ''[[Turok 3: Shadow of Oblivion]]'', ''[[Mission: Impossible (1998 video game)|Mission Impossible]]'', ''[[Hybrid Heaven]]'', and ''[[South Park (video game)|South Park]]''.
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The system supports [[standard-definition television|standard-definition]] resolutions up to [[480i]] ([[576i]] for PAL units). Few games make use of this mode, and most of those which do also require use of the [[Nintendo 64 accessories#Expansion Pak|Expansion Pak]] RAM upgrade. Most games instead use the system's [[Low-definition television|low-definition 240p]] (288p for PAL models) modes. A number of games also support widescreen display ratios using either [[anamorphic widescreen]] or [[Letterboxing (filming)|letterboxing]]. Games with support for this include ''[[Banjo-Tooie]]'', ''[[Donkey Kong 64]]'', ''[[GoldenEye 007 (1997 video game)|GoldenEye 007]]'', ''[[007: The World Is Not Enough (Nintendo 64)|007: The World Is Not Enough]]'', ''[[Jet Force Gemini]]'', ''[[Perfect Dark]]'', ''[[Starshot: Space Circus Fever]]'', ''[[Turok 2: Seeds of Evil]]'', ''[[Turok 3: Shadow of Oblivion]]'', ''[[Mission: Impossible (1998 video game)|Mission Impossible]]'', ''[[Hybrid Heaven]]'', and ''[[South Park (video game)|South Park]]''.{{Citation needed|date=May 2015}}
  
 
== 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. 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.
 
[[Category:Nintendo consoles]]
 

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