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Nintendo 64 is a play console of the company Nintendo. The successor (2001/2002) is Nintendo GameCube.

Emergence & career/development

Nintendo 64 ("„N64 "“) was developed first under the work title "„Project Reality "“, later than "„Ultra 64 "“together with the workstation manufacturer silicone Graphics and appeared in Japan on 23 June 1996 and in the USA on 26 September of the same yearly for 199 US$. Into Germany the console at the 1 came. March 1997 at the price of 399 DM on the market, was reduced however after only eight weeks to 299 DM. To the sales start in this country two plays stood for order: Super Mario 64 and PilotWings 64. In addition the N64 was the world first play console with Antialiasing and 3D-Echtzeitgrafik with bilinearer filtering.

Contrary to other play consoles of this time (Sony PlayStation and Sega Saturn, both 1994) Nintendo used 64 still modules than storage medium, which were limited to maximally 512 MBit (64 MT), whereby the robbery copying problem was gone around and load times was void. In the comparison to the CD-ROM production costs of the modules were appropriate however substantially more highly and due to the comparatively small storage capacity could hardly for vorgerenderte video and audio sequences into the plays be integrated. From this and other reasons as the large expenditure of plays to be developed (SiliconGraphics workstations, cost-intensive coworker training) Nintendo 64 was considered from the outset rather meagerly by other play manufacturers.

Nintendo could not maintain the supremacy in the home console market no more despite some innovative N64-Spiele and dropped back with the user numbers Nintendo 64 clearly behind those the Playstation.

2001 ended the software development for Nintendo 64 after approximately 350 plays and 40 million of sold consoles.

Extensions & periphery

The CONTROLLER, which finds at one of the four connections at the console place, has an unusual form with three grasps: The left grasp offers the tax cross used since NES times and "„L "“- shoulder key, which right grasp most that altogether ten keys and the middle grasp the departure something similar "„Z "“- to button and a then new analog stick, from which most plays made use, since it made a sensitive control possible in 3D-Spielen. Unfortunately the analog stick is also wearing part of the CONTROLLER: In plays such as super Mario 64 one had to turn the stick several times intensively in the circle. As consequence of the wear the return spring of the stick at Kraft and Schleifmaterial lost stored itself off (see also: Movement suitor way). One did not repeat this error with the follow-up console, Nintendo the GameCube, no more. Altogether the form of the CONTROLLER is amazingly well adapted to nearly each kind of hand moulding, which is layout with three grasps however rather unnecessarily, which the PlayStation 2 CONTROLLERs proves. Also must because of the design with plays, which use the analog stick, which are kept always somewhat closer left hand at the body, as the rights, which compared with "“symmetrical"” do not control-learn always is comfortable.

On the lower surface of the CONTROLLER "„a CONTROLLER Pak can be used "“for storing the or "„a Rumble Pak "“for producing shaking effects. The Rumble Pak was sold to 1997 later also individually together with Lylat Wars in a Bundle and. This Force feedback-similar feature was copied together with the analog stick by other manufacturers and is today in each console Gamepad standard. The absence of a Paks, which unites the functions of Rumble and CONTROLLER Pak, is annoying. Around this problem to go around by third manufacturers modules were manufactured, which between memory and vibration could be switched, which represents however none completely perfect solution, particularly since of Nintendo themselves such Pak was not available.

Another extension represents "„the Pak "“, which can be used on the top side of the console to expansion, whereby the main memory is increased from 4 MT to 8 MT. In some plays thereby optionally a higher picture resolution ("„rear-Res "“) can be selected, for some few titles is even compellingly necessary expansion the Pak.

There was from Nintendo besides still "„transfer the Pak "“for transferring Game Boy data into a Nintendo 64-Spiel and "„the Microphone Pak "“never published in Europe for speech recognition and - control.

Further at the end of was brought to 1999 a special floppy disk drive as extension in Japan on the market, "„the 64DD "“. Finally 2004 the entire N64-Hardware in a CONTROLLER was accommodated and published as "„iQue "“exclusively in China.

Emulators

Like already with its two predecessors NES and SNES, is possible it also with Nintendo 64 to copy and play by emulators actually on cartridges the refugees of plays by means of special drive assemblies on the computer. However the emulation turned out from N64-Spielen as more with difficulty than one it e.g. from the predecessors used was. Thus it gives to today no emulator, which one could describe as really good and/or authentically. Particularly regarding the sound emulation problems opened themselves, so that it is normal, unpleasant Knackser and "“gaps"” in music to hear language and sound effects. These fathom themselves mainly through "“Timing problems so mentioned"”, for which picture and clay/tone threaten, to become asynchronous and therefore regularly to be adapted have. In more badly emulated plays this succeeds not in the long run sometimes.

Also diagram errors like e.g. missing/infinitesimal textures or Polygone are not rarity, hold themselves however mostly within limits and do not arise as frequently as the sound problems. The moreover one the plays bring different Systemvorrausetzungen with itself. Thus some simple arranged plays run problem-free on a 800MHz CCU, while others need however a processor with more than 2GHz, in order to run in optimal quality and liquid. A such difference between the plays is relatively singular for consoles.

In the N64-Emulationsszene it was in-patriated to fall back to Plugins regarding the individual components which can be emulated. Like that it is possible, the complete video to exchange audio and CONTROLLER emulation over for problems with plays so possibly fast a solution to cause. Stigmatisiert has itself thereby a programmer named Jabo (member of the Project64 programmer team) the own Plugins published which the best compatibility to supply often. Some programmers specialize regarding their Plugins also in certain of play category or used presentation methods.

Available emulators

  • Project64
  • 1964
  • UltraHLE
  • Nemu64
  • Corn
  • Mupen64
  • SupraHLE
  • UltraHLE 2064
  • Daedalus
  • Apollo
  • TR64
  • TRWin
  • TrueReality

Particularly the two emulators Project64 and 1964 gemausert themselves meanwhile clear favorites, since they offer usually the highest compatibility to the plays. Nothing the despite became it also around the two icons of the N64-Emulation calmly, actualizations is rare. For a halfway good emulation a Systemvorrausetzung should not not be fallen below by a 800MHz CCU, 64MB main memory and one to old diagram map with at least 64MB video RAM. In addition a GamePad (CONTROLLER) is recommended much, which ideal-proves an analog stick possess should.

Technical data

  • Processor: 64-Bit MIPS R4300i RISC (93.75 MHz)
  • Koprozessor: 64-Bit vector processor RCP (62.5 MHz)
    • also: "“Reality immersion"” CO-Processor
    • Integrated: GSP (sound and diagram) and DP (pixel Drawing)
  • Memory: 500 MHz RAM bus DRAM (36Mb/4 MT, with expansion Pak 8 MT)
  • Diagram: to (NTSC) and/or (PAL) pixel dissolution
    • Depth of shade: 32-Bit
    • Abilities (selection):
      • flicker-free Interlace mode
      • Z-Buffering
      • Real time anti- Aliasing
      • Realistic Texture Mapping (trilinear Mip map interpolation, Environment Mapping, Perspektivkorrektur)
  • Sound: ADPCM, 16-Bit Stereo (44.1 kHz)
  • Mass weight: mm, 880 g without power pack

Outstanding plays

  • 1080"° Snowboarding (1998, 128Mb)
  • Banjo Kazooie (1998, 128Mb)/banjo Tooie (2000, 256Mb)
  • Blow Corps (1997, 64Mb)
  • COMMAND & Conquer 64
  • Conker's bath Fur Day (2001, 512Mb)
  • Diddy Kong Racing (1997, 96Mb)
  • Donkey Kong 64 (1999, 256Mb)
  • Extreme g (1997, 64Mb)
  • F-Zero X (1998, 128Mb)
  • GoldenEye 007 (1997, 96Mb, indicated)
  • Hybrid Heaven (1999, 128Mb)
  • Internationally superstar Soccer 64 (1997, 64Mb)/EAT '98/EAT 2000
  • Jet Force Gemini (1999, 256Mb)
  • Ogre Battle 64 (1999, 320Mb)
  • Putting OF Zelda: Majora's MASK, The (2000, 256Mb)
  • Putting OF Zelda: Ocarina OF Time, The (1998, 256Mb)
  • Lylat Wars (1997, 96Mb)
  • Mario Kart 64 (1996, 96Mb)
  • Mario tennis 64 (2000, 256Mb)
  • Mystical Ninja - star ring Goemon (1996, 96Mb)
  • PAPER Mario (2001, 320Mb)
  • Perfect Dark (2000, 256Mb)
  • stage 1-2 (1999-2000, 256-512Mb)
  • Resident Evil 2 (2000, 512Mb, indizert)
  • Star Wars: Rogue Squadron (1998, 128Mb)
  • Super Mario 64 (1996, 64Mb)
  • Super Smash Bros. (1999, 128Mb)
  • Tetrisphere (1997, 64Mb)
  • Turok - Dinosaur Hunter (1997, 64Mb)/Turok 2 - Seeds OF Evil (1998, 256Mb)/Turok 3 - Shadow OF Oblivion (2000, 256Mb)
  • Wave Race 64 (1996, 64Mb)
  • WipEout 64 (1998, 64Mb)
  • World Driver Championship (1999, 128Mb)

Articles in category "Nintendo 64"

We found here 6 articles.

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» Neo geo
» Nintendo 64
» Nintendo Entertainment system
» Nintendo Game & Watch
» Nintendo GameCube
» Nintendo iQue

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