Intelligent Gamer Online Presents: C a p S c o t t ' s N I N T E N D O U L T R A 6 4 F A Q Frequently Asked Questions List v3.00 Last Modified: September 17, 1995 Created and Maintained by Scott McCall (Cap Scott) E-Mail: capsc...@nauticom.net [or] capsc...@aol.com When we asked Ultra 64 developers for their views on the power of Nintendo's upcoming system, they told us that the most accurate information out there could only be found in one place: Cap Scott's Ultra 64 FAQ. Intelligent Gamer Online is proud to host Cap Scott's FAQ within our site and hopes that you find the information contained within to be enlightening. - Jer Horwitz, Senior Editor, Intelligent Gamer Online The most recent version of this FAQ file (NU64-CAP.FAQ) can ALWAYS be found on my Web page or can be sent to you from me via e-mail. Please specify attachment (you must be able to decode MIME format) or included in e-mail. It can also be found in Cap Scott's FTP Site. Just FTP to ftp.nauticom.net and cd /pub/users/capscott. Cap Scott's NU64 FAQ can also be found on America Online in the Critics' Choice section (Keyword: CRITIC) and in the Video Games Forum (Keyword: VIDEO GAMES), in the 'Nintendo II' section. It will also be posted in rec.games.video.nintendo every now and then. Keep in mind though, I will NOT be putting *every* single revision on AOL. Now you can find the HTML version (the language of the World Wide Web) on mine and Simon Booth's Web Page (his is "The Nintendo Ultra 64 UnOfficial Homepage")! The HTML version is quite nice as words are emphasized with italics and boldface. And, the font sizes are different. Simon did one helluva conversion! Check it out! Keep in mind that the HTML version is to provide a nicer version of the FAQ to view and that your copy won't look like that when you download it. COPYRIGHT NOTICE: ----------------- This document is Copyright (C) 1995 Scott McCall. Certain information contained within this document is Copyright (c) GuruNet 1994-1995. Also portions of the file are Copyright (C) 1995 Intelligent Gamer Online. Feel free to distribute the FAQ in whole ONLY, providing that no money is made from the distribution of it, and that it is NOT modified in any way. But, you may print *part(s)* of this FAQ in any free- or money-based publication, if you get permission from me, or the respective authors, first, via e-mail. And that we are credited properly in the publication. DISCLAIMER: ----------- This document is provided "AS IS", and the authors are not responsible for any damage this file may cause. To insure legitimacy, you should get the file from one of the places mentioned above. Everything in the FAQ below is known to be as ACCURATE as possible at the time of this writing (see date above), unless otherwise stated. If you find any inaccuracies, please e-mail me right away. And, if you read about something somewhere else that you do not see here, then there is a good chance it is just rumor or misinformation. NOTICE: ------- Most of the information outlined below can be found on my Web Page: Cap Scott's Nintendo Ultra 64 Web Page: --------------------------------------- http://igonline.escape.com/capscott/nu64-cap.htm A lot of the information contained within this FAQ was copied with permission of GuruNet Electronic Publications, from GuruNet's Nintendo Ultra 64 FAQ and Portfolio. If you have any questions regarding GuruNet, then please send e-mail to the Chief Editor/Founder/Publisher of GuruNet, Michael Hrusecky at: vgsm...@aol.com HISTORY: -------- v1.00 (May 28, 1995) = File created and released to the public (on AOL) for the first time. v1.01 (May 28, 1995) = After reading through later in the day, I edited the FAQ somewhat, changed around some sentences that didn't make sense and fixed a couple of errors I found. v1.25 (June 1, 1995) = Simple-to-understand explanations added for the Extra Features of the NU64. Added quite a few more questions. Changed some of the answers to be more precise and clear. Changed various sentences around the FAQ. The FAQ is released on the Internet for the first time. v1.27 (June 2, 1995) = Added 500 MHz DRAM/CPU question. v1.40 (June 6, 1995) = Fixed a couple of errors in the FAQ (Thanks to Ian CR Mapleson for pointing them out :-) Added NU64 Web Sites. Added 'how can they get it out for $250?' question. v1.43 (June 9, 1995) = Changed the Max Colors On-screen spec and made Max Res. spec more clear. Eliminated some WWW sites that are now down. v1.44 (June 9, 1995) = Changed 'where the FAQ can be found' at the beginning. v1.57 (June 10, 1995) = A couple of things I found on AOL caused me to write this revision.. Added two more questions. Added more to a couple of answers. Couple of very small typos/errors fixed. Finished this revision just as midnight went by. :-) This revision will be posted in rec.games.video.nintendo and uploaded to AOL as well. v1.58 (June 11, 1995) = Better definition of Skewing added. v1.60 (June 14, 1995) = Fixed some specs. Fixed answer about the "Ultra 64 being unveiled" to reflect Nintendo's announcement that they are no longer supporting the WCES. v2.00 (June 20, 1995) = Major Update: Added SEVEN more questions. Changed the answer of 'What is Nintendo Ultra 64?'; it now includes most of the little seen press release from August 23, 1993. Added the history of the NU64-- direct from my Web Page ("The Ultra 64 Story"). Added info about the Mini- Disc add-on going to be released for the NU64. The specs are updated to reflect a few minor changes. Added the Dollar/Yen thing as part of why the NU64 was delayed. v2.09 (June 27, 1995) = Added more info about the NU64's sound capabilities. Added a new definition for Anti-Aliasing. Fixed a couple of very small errors. Changed [3.4] to represent to info. v2.09 marks the first time the HTML version (converted very nicely by Simon Booth) will appear on my Web Page (and his). He converted v2.00, and I updated & cleaned up the HTML version to reflect v2.09 of the FAQ. From now on, all updates to the FAQ will be simultaneously done to the Text and HTML versions. Changed question [3.2] to better reflect the answers. The answer to [7.0] changed somewhat. v2.12 (July 5, 1995) = Updated the cart, pic & Japanese info. Added a new question about NU64 ROM sizes. v2.35 (July 14, 1995) = Quite a few corrections. More info on the NU64 delay. Added a new question about a problem with the NU64. Added the latest OFFICIAL Ultra 64 game--Ken Griffey Jr. Baseball. Added a TON of company web sites and a couple of magazine web pages (where I get some of my info from). Finally got the full explanation for the term "Dream Team" (it just came to me while I was updating the Web Page). v2.50 (August 7, 1995) = Updated the FAQ to reflect my new E-Mail and Web Page addresses. Specs update. More info on the "bulky media" add-on. Quite a few answers changed with UPDATED info since they were last answered. Added a new question about the NU64's 100,000 Polygon number. Finally, info on the NU64's controller! And, info on the difference between the digital and analog controls. v2.57 (August 9, 1995) = A couple of grammatical fixes. Updated the info to questions pertaining to initial NU64 ROM sizes [6.1]. Added the name for the Japanese show at which the NU64 will be unveiled [4.0]. The answer to question [6.0] has changed. Also, a few others questions with updated info. v3.00 (September 17, 1995) = Both my FAQ and myself are now part of Intelligent Gamer Online! Full NU64 controller details and a nice ASCII drawing of it! Quite a bit of updated question info. Changed the layout, notices, etc. Added LucasArts Entertainment and their exclusive game -- Shadows of the Empire. Added two new confirmed games (Alien Trilogy and Ultra Mario). Updated Web Page address (now part of IGO). Added something like 4 new questions. Restructured the question layout removing some questions, adding some new ones and moving others. Added definitions for Gouraud and Phong Shading. The latest NU64 specs. And, the very latest on the "Bulky Drive". Also added and took down some WWW sites. Was originally going to be called "v2.78", but after finishing it, I realized that this was a much more major update than previously thought. NEEDED: ------- Any Ultra Famicom info direct from Japan. Anything else you want to know about the NU64? Descriptions of the announced games. ============================================================================== TABLE OF CONTENTS: ------------------ [1]. What is Nintendo Ultra 64? 1.1. What is Reality Immersion Technology? [2]. What is the history of Nintendo Ultra 64? [3]. When is Nintendo Ultra 64 coming out? 3.1. Why was Nintendo Ultra 64 originally delayed? 3.2. I heard it was delayed because of problems, is that true? 3.3. So why is Japan getting the system first? [4]. When will Nintendo Ultra 64 be officially unveiled? [5]. How much is Nintendo Ultra 64 going to cost? 5.1. How can they get it out for $250 when the Main CPU costs $80? 5.2. How much are the games going to cost? [6]. Why did Nintendo make the NU64 cartridge-based instead of CD-based? 6.1. I wonder if Nintendo did make the right decision? 6.2. How can the Ultra 64 compete with the CD-quality sound? [7]. Can you tell me about the Ultra 64's compression and ROM sizes? 7.1. What size ROMs will the games be on? 7.2. How good is their compression? 7.3. Won't compression mean load time as long as CD-ROM games? 7.4. I heard games are limited to 8 Megabytes, is that true? 7.5. What's this I hear about 100:1 compression? 7.6. What about 800 Megabit games? [8]. What is this "Bulky Drive" add-on I hear about for the NU64? [9]. What firms are helping develop hardware and software for the NU64? 9.1. What does "Dream Team" mean? 9.2. Who are the players in the Nintendo Ultra 64 "Dream Team"? 9.3. What are these companies doing for the Nintendo Ultra 64? [10]. What games have been officially announced for Nintendo Ultra 64? 10.1. Are there any games that haven't been announced but are confirmed? 10.2. Where is all the Japanese support for Nintendo Ultra 64? 10.3. What game is going to be the pack-in for the NU64? 10.4. Do KI and Cruis'n represent how games will look like on the NU64? 10.5. Now that KI is out for the SNES, what will the NU64 version be like? 10.6. What will Mortal Kombat 3 be like on Nintendo Ultra 64? [11]. What are the specs for Nintendo Ultra 64? 11.1. What do those Extra Features do? 11.2. I heard the Ultra 64 runs at 500 MHz, is this true? 11.3. You say the Main CPU is a R4300, but I heard it was a R4200? 11.4. I heard the NU64 Sound Processor is 64-bit, is that true? 11.5. How come the NU64 can only do 100,000 Polygons Per Second? [12]. What do the Nintendo Ultra 64 controllers look like? 12.1. What's the difference between analog and digital controls? 12.2. How many buttons are there on the controller? [13]. Will the Ultra Famicom and Nintendo Ultra 64 be compatible? [14]. Will Nintendo Ultra 64 have/use memory cards? [15]. Will there be a converter to play my SNES games on the NU64? [16]. Are there any pictures available for Nintendo Ultra 64? [17]. Where can I find information on the NU64? [18]. How can I reach Nintendo? ============================================================================== [1.0] What is Nintendo Ultra 64? A: Nintendo Ultra 64 is the result of Nintendo and Silicon Graphics joining forces to create world's most advanced video entertainment technology. Silicon Graphics and MIPS Technologies are at the heart of Nintendo's revolutionary 64-bit, 3D platform. Nintendo's Ultra 64 is the first application of Reality Immersion Technology, a new generation of video entertainment that enables players to step inside real-time, three- dimensional worlds. They code-named this new system "Project Reality" (many thought it was named this to prove that it would eventually come out, unlike the mysterious Super NES CD-ROM; the official response was that it was called this because it would be the first application of Reality Immersion Technology.) The worldwide Joint Development and License Agreement teams Nintendo's industry-leading expertise in video game development with Silicon Graphics' renowned visual computing technologies that enabled filmmakers to create the unprecedented special effects for such movies as "Terminator 2" and "Jurassic Park." The Ultra 64 will be Nintendo's next-generation system featuring realistic graphics, high-fidelity audio and record-setting speed. At the heart of the system will be a version of the MIPS Multimedia Engine, a chip-set consisting of a 64-bit MIPS RISC microprocessor, a graphics co-processor chip and Application Specific Integrated Circuits (ASICs). For the first time, leading-edge MIPS RISC microprocessor technology will be used in the video entertainment industry creating new levels of speed, realism and excitement. The graphics co-processor and ASICs provide the specialized audio, video and graphics capabilities. The same MIPS RISC microprocessor family today powers computers ranging from PCs to supercomputers. "People's imaginations are fueled by visual imagery," said James Clark, chairman of Silicon Graphics. "The same principles that enable the world's leading scientists and engineers to visualize complex information will revolutionize video entertainment in the home. Together, Silicon Graphics and Nintendo make a dramatic step forward in this mission." The Joint Development and License Agreement represents a long-term, worldwide business relationship between Nintendo and Silicon Graphics. Under the agreement, Nintendo will pay Silicon Graphics royalties for use of the licensed 3D technology. This unique product will be available specifically from Nintendo. Application software will be supplied by Nintendo and its current and future authorized licensees. "We have always said we will only introduce new hardware when it delivers dramatically improved value for our customers," said Howard Lincoln, Nintendo's senior vice president. "Our work with Silicon Graphics enables us to actually skip a generation by driving straight through to true 64-bit, 3D video entertainment. Nintendo's [Ultra 64] dissolves the current limits of video play, causing the world to challenge its notion of what a video game can be." "By pooling the best and brightest talent from both our companies, [Nintendo Ultra 64] will propel Silicon Graphics' leading digital media technologies into homes everywhere," said Edward R. McCracken, president and CEO of Silicon Graphics. "Nintendo's financial and technical investment combined with Silicon Graphics' engineering resources will enable our two companies to continue leading the visual computing and home entertainment industries in the '90s." "The Nintendo name is synonymous with the very best in video game entertainment," said Lincoln. "While Nintendo continues to be excited with the tremendous untapped potential of our current NES, Game Boy and 16-bit Super NES platforms, today's announcement unveils a whole new future dimension in video entertainment." Silicon Graphics' recently introduced Indy desktop computer provides an ideal authoring system for current Nintendo developers wanting to create applications for the [Nintendo Ultra 64] platform. Indy also supports the Indigo Magic user environment, the world's first Media User Interface (MUI), a media-rich, point-and-click interface that will enable developers to further enhance their home entertainment software. [1.1] What is Reality Immersion Technology? A: Reality Immersion Technology uses the world's most advanced graphics and computing capabilities to allow video game players to directly and intimately interact with virtual game environments. This new generation of entertainment creates infinitely evolving worlds that instantly and continuously react to the commands and whims of the individual players. With Reality Immersion Technology, video game players, for the first time ever, actually become part of the game itself. [2.0] What is the history of Nintendo Ultra 64? A: The Ultra 64 Story (direct from my Web Page): --------------------------------------------- On August 23, 1993, Nintendo announced the development of an advanced 64-Bit Video Game system with Silicon Graphics. Silicon Graphics is best known for their 3-D animation of the dinosaurs in Jurassic Park and the morphing animation in Terminator 2. This new system code-named "Project Reality", which would appear in late 1995, was to take advantage of the advanced MIPS RISC microprocessor which runs at more than 100 MHz and would be compatible with HDTV. This would make "Project Reality" the first application of Reality Immersion Technology. Reality Immersion Technology is a new generation of video entertainment that enables players to step inside real-time, three- dimensional worlds. On March 30, 1994, it was revealed that Rare and Williams were the first software partners. It was also revealed that Rare has been working with Nintendo for some time on games and "Project Reality". Also announced was that WMS Industries (parent of Williams Entertainment) entered a long-term, worldwide contract to manufacture and distribute all arcade games using Nintendo's 64-bit technology. On May 2, 1994, Dundee, Scotland-based DMA Design was announced as the 2nd official games developer. They will dedicate their resources to support the launch of the Nintendo Ultra 64. On May 5, 1994, Nintendo's announcement that "Project Reality" would be cartridge-based brought on lots of heat from the gaming community. Nintendo maintained that CD-ROM was too slow for the complex 3-D graphics that the "Project Reality" would have. On June 9, 1994, it was announced that Alias Research is creating customized 3-D graphics development tools for Nintendo Ultra 64. On June 23, 1994, Nintendo finally officially named "Project Reality" to Ultra 64. During the Summer CES, Nintendo debuted the first two Ultra 64 games behind closed doors. Killer Instinct (which only uses a 64-Bit processor) and Cruis'n USA (which uses NO part of the NU64; it's a 32-Bit Williams arcade board) were the titles. Also on this day, Acclaim signed on as the SNES publisher to develop for the Ultra 64. On July 18, 1994, it was announced that Nintendo would use Rambus Inc.'s high-speed memory technology to make fluid three-dimensional imagery possible. The 500 MHz Rambus technology is a major leap in performance in contrast to the slower speeds of 30 MHz to 66 MHz in most current personal computers (although current cheap DRAM technology can't take full advantage of the Rambus technology.) On October 5, 1994, Williams Entertainment announced that they were developing a new version of Doom exclusively for play on the Ultra 64. It will have new game play levels, additional characters and enhanced graphics. On October 11, 1994, it was announced that Multigen, Inc. would make their 3-D development technology (for real-time 3-D interaction with the video game) part of the Ultra 64 development kit. On November 21, 1994, Paradigm Simulations announced that they are working on a 3-D game with Shigeru Miyamoto, which will be available simultaneously with the launch of the Ultra 64. On January 4, 1995, it was announced that Nintendo and GTE Interactive Media were to explore new technologies. It was a deal to jointly develop, market, publish and distribute video games. On January 5, 1995, it was announced at the Winter CES show that SGI had completed the design and testing of the Ultra 64. And, that it was ready for mass production. Also, on this date, Spectrum Holobyte announced that they would develop and publish a Top Gun game to be completed in time for the launch of the Nintendo Ultra 64. On February 7, 1995, Software Creations was announced to be doing the sound environment for the Ultra 64. They also are working on a 3-D game for the system. On February 10, 1995, Nintendo announced, in a Compuserve online conference, that Sierra Online would release Red Baron. On February 15, 1995, Angel Studios was announced to be creating a game for the Ultra 64 with guidance from Shigeru Miyamoto and his team. On February 24, 1995, Gametek announced that they are working on a Robotech game for the Ultra 64. And that it will take advantage of Reality Immersion Technology. On March 23, 1995, Virgin Interactive Entertainment was announced to be the latest member of the "Dream Team". Their action game will possess a real-time, 3-D environment with bench-mark play mechanics. On May 5, 1995, Nintendo announced that the final chipset for the NU64 was completed by SGI. They also announced that they will launch the industry's only true 64-bit platform in April of 1996, in both North America and Europe, with a number of revolutionary new games, all exclusive to Nintendo Ultra 64. Nintendo will officially unveil Nintendo Ultra 64 at its annual Video Game Exhibition (Shoshinkai) on November 24, 25, and 26, 1995 in Tokyo, Japan. On May 11, 1995, Mindscape was announced as the latest member of the "Dream Team". They will be creating an Action Basketball Game For Nintendo's 64-Bit Home Video Game System called Monster Dunk. On July 7, 1995, Nintendo announced that Ken Griffey Jr. was going to star in two new Baseball games (one for the Super NES and one for the NU64). They also said the NU64 version won't appear until late '96 or early '97. And, both of the Baseball games will be developed by Rare using motion capture technology. On August 29, 1995, it was announced in Nintendo Power that LucasArts Entertainment was the newest member of the "Dream Team". This exclusive game, called Shadows of the Empire, will extend the original Star Wars universe with a new plot and new characters. [3.0] When is Nintendo Ultra 64 coming out? A: Nintendo Ultra 64 was originally scheduled to come out in the fall of 1995. As most of you know, the NU64 was delayed until April 1996 in North America and Europe. And, the Japanese are supposed to get the Ultra Famicom (the Japanese NU64) in December of 1995. Although the Asahi Evening News (in Japan) recently reported that Nintendo executive Hiroshi Imanishi has brushed aside any doubts of the Ultra Famicom being delayed until '96: "Starting Nov. 24, in Tokyo, we will display 100 64-bit machines and 10 kinds of software that we plan to sell initially," he said. "Some software makers and distribution industry officials are opposing our plan to release the new model toward the year end because they are eager to sell more than 1 million games for the Super Family Computer by then. Nevertheless, we will release the new model within the year." [3.1] Why was Nintendo Ultra 64 originally delayed? A: The most important reason why the NU64 was delayed is because of the Dollar being at an all-time low against the Yen. Since the system is going to be manufactured in Japan, and some of the system's components will be from Japan, it will make the system price much higher because of the weak Dollar. Nintendo of America is hoping that the Dollar will rise back to its original price (which was about 100 to 110 Yen = $1 U.S.) by the time next Spring rolls around. The good news is -- as of September 16, 1995, $1 U.S. equals 103.20 Yen! Another reason the NU64 is delayed in North America and Europe is to give the developers extra time to complete games. First of all, developers either just received their NU64 development kits in July (or August) or haven't even received them yet. All work up to this point was done with emulators. Also, with new SNES games like Killer Instinct, Super Mario World 2: Yoshi's Island and Donkey Kong Country 2: Diddy's Kong Quest, and the new 32-bit gaming systems, Nintendo needs extra time to make the Ultra 64 games look like 64-bit games. Plus, NCL (Nintendo of Japan) didn't want to release the NU64 outside of Japan without any Miyamoto games. Yet another reason the NU64 is delayed is because Nintendo of America still wants to capitalize off the success of the Super NES. Super Nintendo games like KI, SMW2 & DKC2 will make Nintendo FAR more money this Christmas than the NU64 ever could. As Nintendo already has a huge installed base of SNES' which they can sell software for (in the video gaming industry, you make money on software not hardware). Whereas, they would be building the NU64's user base from scratch, meaning very little money from hardware. And there probably wouldn't be more than a handful of games for the NU64 this year anyway. Plus, Nintendo also has to launch and market the Virtual Boy. Two major hardware releases in one year is a little too much... [3.2] I heard it was delayed because of problems, is that true? A: Yes, they did have a problem with the NU64. But, it's not any of the rumors you've heard. Apparently, there was a problem with the NU64's cartridge port. Not to worry though, as the problem has been fixed. [3.3] So why is Japan getting the system first? A: Even though Nintendo Ultra 64 was developed mostly in America with Silicon Graphics (Nintendo Company Ltd. did work on it though), NCL still has the final say on the NU64. Nintendo has traditionally debuted all the new systems in Japan and test market them there. Nintendo Ultra 64 will be no exception. Plus, they don't have to worry about the weak Dollar for a release in Japan. [4.0] When will Nintendo Ultra 64 be officially unveiled? A: Nintendo will officially unveil Nintendo Ultra 64 (or Ultra Famicom, as it will be known to the Japanese) at the Shoshinkai show in Tokyo, Japan on November 24, 25 & 26, 1995. They were also supposed to debut the NU64 in America at the January WCES, but Nintendo announced that they are no longer supporting the show. Intelligent Game Online reported that the American debut of Nintendo Ultra 64 will be at a special Media Showing either in late November (after the Japanese showing) or in December. [5.0] How much is Nintendo Ultra 64 going to cost? A: Many people have tried to start rumors that the NU64 will be more than $250. The FACTS are: it will cost *LESS THAN* $250 **and** include a pack-in game! More than likely, there will be two controllers packed-in as well (it's a Nintendo tradition), along with the necessary hook-up cables. [5.1] How can they get it out for $250 when the Main CPU costs $80? A: EGM stated that the main processor in the NU64 costs $80. This is ABSOLUTELY NOT TRUE!!! The main CPU in the NU64 costs $35. Why so cheap? Because they expect to sell tens of millions of Ultra 64's. And, don't forget, that there is NOT an expensive CD-ROM drive included... [5.2] How much are the games going to cost? A: Since many people hear that the NU64 will have games that are hundreds of megabits big, they immediately assume "Neo-Geo cart prices". They miss one little detail though. When they say a game will be 100-200 Megabits (or more), they mean BEFORE compression. The finished, compressed game will fit onto 64 Megabit carts (at first). Remember, 64 Megabit ROMs will be the same price as 32 Megabit ROMs by April, 1996. So, how much can you expect to pay? Anywhere from $50 to $80 for NU64 games. Games from Bigger companies (like Nintendo) should be on the lower end of the scale ($50-$65). Games from smaller companies (like Mindscape and Gametek) will probably be on the upper end of the scale ($65 - $80). [6.0] Why did Nintendo make the NU64 cartridge-based instead of CD-based? A: There are actually several reasons for this: 1) The official response is CDs are a lot slower than silicon-based ROMs. Access speed wise, ROMs are 2 million times faster. Transfer speed wise, ROMs are 1600 times faster. Technically yes, ROMs are a lot faster. Some of the first PSX and Saturn games have had short access times (because they were small enough to fit on cartridges to begin with), but some of the newer games are now showing much longer access times. And, the NU64 wouldn't be able to produce the vivid, 3-D real-time worlds for you to interact within if it has to access the CD-ROM... 2) Nintendo has big networking plans for the NU64. To achieve this, Nintendo needs a writable medium. Meaning, CD-ROMs would not be very useful for Nintendo. This is also why they are releasing a writable add-on for the NU64. 3) By opting for a cartridge-based system (instead of a CD-ROM drive), they cut at least $100 or $150 off the price of the system. 4) Nintendo secretly wants to keep control of their cartridge market. Since cartridges cost about $20 to make, it means nice profits for Nintendo. If Nintendo would have released a CD-only system, they would lose out on the profits of manufacturing cartridges, as CDs cost less than $2 to make. [6.1] I wonder if Nintendo did make the right decision? A: With developers reporting that they can not fit the games they want onto the supplied 64 Megabit ROMs, many people are using this for system advocacy. The truth is -- whether it hurts or not -- is that CD-ROMs are too slow and are not (cheaply) writable. Those two downfalls obviously don't warrant the cost of extra RAM and a CD-ROM drive. Nintendo Ultra 64 games are going to be state-of-the-art 3-D games done in real-time, with anti-aliasing and tri- linear mip map interpolation used on all the objects, in which the player CHOOSES where they want to go and are not bound by any directional limitations. To do this quickly would require a fast CD-ROM drive and a lot RAM. It still might be too slow then. And, of course, as we all know, those two factors would really drive up the cost of the system. Quite honestly though, what has the massive storage space of CD-ROMs really been used for? Pretty much for FMV (Full Motion Video) and CD-quality sound, with a few notable exceptions [games]. I mean, you don't really want FMV do you? Common now -- even if you say you do want it -- more than likely, you will skip through it after playing the game a few times. And, CD-quality sound... well, it sure would be nice to have, and the NU64 *can* reproduce CD-quality sound, but with the limited space of cartridges, can they afford to have CD-quality sound on ROMs? Don't worry, they'll do just fine. Take a look at the awesome sound of Super NES games! [6.2] How can the Ultra 64 compete with the CD-quality sound? A: The Nintendo Ultra 64 has two known ways so far to do high-quality sound, without using up a lot of memory. The first technique they can use is -- other consoles can do this too, to some extent -- they can take a single sound sample and digitally manipulate it to sound like a totally different instrument. By manipulating the samples in real-time, they can save tons of memory, as all the sounds won't have to be stored on the cart's ROM. Also, the system has a built-in "BIOS" that operate with Sound Tool, the sound development system created by Software Creations. The actual sound data is recorded at a lower frequency rate, but as it passes through, it goes through a "exaggeration" state, if you will. It's quality is enhanced and amplified. Keeping it at a low frequency rate saves a lot of needed memory space. [7.0] Can you tell me about the Ultra 64's compression and ROM sizes? A: Sure! The NU64 compression ratios and ROM sizes are the most often confused and debated facts when people discuss the Ultra 64. Read on for the FACTS on this particular subject... [7.1] What size ROMs will the games be on? A: The first generation of Nintendo Ultra 64 games will be compressed onto anywhere from 24 to 64 Megabit ROM carts (3 to 8 Megabytes). Although, just about all the games will be compressed onto 64 Megabit (8 Megabyte) ROMs. Further down the road, you will see 128 Megabit or higher ROMs. That is, when they're cheap enough to use. [7.2] How good is their compression? A: Nintendo has been able to compress pre-rendered SGI graphics very well. For example, with Rare's advanced compression techniques (look at DKC, DKC2 & KI), they use a special form of internal data compression which has been known to compress data as high as 19:1, depending on various technicalities. The actual finished game, compressed to something like 3.5:1. With the NU64, Silicon Graphics has developed an even more advanced compression technique that can compress the actual finished game as high as 8:1. For audio, they use either ADPCM or 80PCM compression which gets upwards of 4:1 for sound compression. Keep in mind though that this form of audio compression is already used for Saturn and PSX games. [7.3] Won't compression mean load time as long as CD-ROM games? A: No! Nintendo hired Rambus, Inc. to develop a custom version of their Bus for the NU64. Rambus technology is based on a breakthrough DRAM architecture and 500 MHz processor-to-memory interface, representing the most significant change in processor-memory architecture since the introduction of DRAM over two decades ago. The clock actually runs at 250 MHz, but the significant event speed is 500 MHz since the system acts on both the rising and falling edge of the clock. With such a high rate of speed, the Bus can transfer the compressed information from the Game Pak to the CPU almost instantaneously. From there, you have *TWO* 100 MHz processors and 6 other co-processors which can uncompress the information quickly, resulting in load time that is not more than you would see on any Super Nintendo game. [7.4] I heard games are limited to 8 Megabytes, is that true? A: Nintendo has told their developers that their games must fit onto a 64 Megabit (8 Megabyte) ROM. Why? Quite simply, any size ROM bigger than that is too expensive right now. But, this has NOTHING to do with compression. It's quite probable that companies will get 150 or 200 Megabits (18 or 25 Megabytes) of data COMPRESSED onto their supplied 64 Megabit (8 Megabyte) ROMs. Also keep in mind that this 64 Megabit (8 Megabyte) ROM limit is *NOT* forever. It will only last until ROM prices come down. This may not sound too good, but do you remember what size ROMs Super Nintendo games were on at first? The first SNES games were 4 and 8 Megabits, with the majority being on 8 Megabit ROMs. Then, less than a year after the SNES' release, came a 16 Megabit Street Fighter II in 1992. In 1993, a 20 Megabit Street Fighter II Turbo came out. Next, in early 1994, Super Metroid -- a 24 Megabit game -- came out. Followed by a 32 Megabit Super Street Fighter II in the middle of the year. Now, 32 Megabit games are the standard. And, there are games with even bigger ROM sizes on the horizon. [7.5] What's this I hear about 100:1 compression? A: 100:1 compression is a RUMOR started by someone. Nintendo has never claimed 100:1 compression. They have claimed 8:1 compression though, which is a realistic claim for compressing pre-rendered SGI graphics (look at DKC). [7.6] What about 800 Megabit games? A: 800 Megabit (100 Megabyte) games was an estimation made by Nintendo awhile back. But, keep in mind, that 800 Megabit claim was using an 8:1 compression ratio, meaning the game couldn't fit onto anything less than a 100 Megabit ROM cart. They *NEVER* said they could fit 800 Megabits onto a 32 (or 64) Megabit ROM cart. [8.0] What is this "Bulky Drive" add-on I hear about for the NU64? A: Nintendo of America President Arakawa first announced about the "bulky media" add-on in an interview with a Japanese magazine (Dengeki Superfamicom published by Media Works -- released through Shufu-no-Tomo -- No. 10, June 23 issue released on June 9. Interview with Pres. Arakawa on pages 7 and 8) that Nintendo plans to launch a custom-built Magnetic Storage drive as "bulky media" sometime after the Ultra 64's launch. The preliminary specs call for a 4" inch disc feed, for approximately 100-150 Megabyte *writable* mini-discs. The system is design to use the NU64's core engine for major data processing. It's unknown how much RAM the unit will incorporate, but it is suspected to have 2 Megabytes. The drive is currently designed to transfer over 2 megabytes of data per second. That's 8 times faster than the CD-ROM drives used in the PSX, Saturn, 3DO, etc. And, four times faster than a standard quad-speed (4x) CD-ROM (accessing 600 KB/sec.) Earlier speculation on a possible 128-bit graphics processor (GPU) are openly denied. The price is set to be around $230. Depending on costs, it could be as low as $200. It is suggested that the "Bulky Drive" will be released about a year (or less) after the NU64 is released. These specs are only PARTIALLY CONFIRMED and can change at any point. ^^^ Spec Information above Copyright (c) GuruNet 1994-1995 ^^^ The specs above were copied with permission of GuruNet Electronic Publications, from GuruNet's Nintendo Ultra 64 FAQ and Portfolio. If you have any questions then please send e-mail to the Chief Editor/Founder/Publisher of GuruNet, Michael Hrusecky at: vgsm...@aol.com [9.0] What firms are helping develop hardware and software for the NU64? A: The information in this section [9.0] is Copyright (c) GuruNet 1994-1995. The companies listed below are finalized: Hardware Development Firms ~~~~~~~~~~~~~~~~~~~~~~~~~~ Nintendo Co. Ltd. NEC Toshiba Nintendo of America Silicon Graphics Rambus Software Development Firms ~~~~~~~~~~~~~~~~~~~~~~~~~~ Nintendo of Japan Software Creations Nintendo of America Alias Research MultiGen DMA Design [9.1] What does "Dream Team" mean? A: The Nintendo Ultra 64 "Dream Team" is a self-proclaimed title (by Nintendo) that is used to represent American and European companies that have signed on with Nintendo of America to develop exclusive games to be launched with the release of the system and/or provide technologies exclusively for use with Nintendo Ultra 64. It should also be noted that the games which are exclusive to Nintendo Ultra 64 (the ones that will be available with the system's launch) have only been announced by Press Releases. Meaning, Mortal Kombat 3 is not one of the exclusive games. But, if "Dream Team" publishers are planning the same game (which was announced to be exclusively for Nintendo Ultra 64) for another system(s), then the NU64 version must have a different title and must be different from the other versions. You should also keep in mind that every single NU64 game is **NOT** going to be exclusive to Nintendo Ultra 64. Only the ones that were announced by Nintendo of America via Press Release. [9.2] Who are the players in the Nintendo Ultra 64 "Dream Team"? A: HARDWARE: - Nintendo - Silicon Graphics - Rambus SOFTWARE TOOLS: - Alias - Multigen - Software Creations EXCLUSIVE DEVELOPERS: - Acclaim - Angel Studios - DMA Design - Gametek - GTE Interactive Media - LucasArts Entertainment - Mindscape - Nintendo - Paradigm Simulations - Rare - Sierra Online - Software Creations - Spectrum Holobyte - Virgin Interactive - Williams Entertainment [9.3] What are these companies doing for the Nintendo Ultra 64? A: Acclaim, best known for the best selling Mortal Kombat and NBA Jam series', is working on Turok: Dinosaur Hunter. Turok is Acclaim's first exclusive NU64 title. Acclaim is going to make use of their motion-capture technology for Turok, also. Turok's story has Turok returning from the past (to the 20th century), but he brings the dinosaurs back with him! Alias, which merged with Wavefront and Silicon Graphics, is making their 3-D graphics software tools, PowerAnimator and CharacterBuilder, part of the NU64 development system. Angel Studios, known for the incredible special effects they did for the movie The Lawnmower Man and Peter Gabriel's MindBlender/Kiss of the Frog video, are working on a Ultra 64 game. The title has not been released yet. DMA Design, of Lemmings and Uniracers fame, are working on their first NU64 game. Nintendo Power says "You can bet that it will feature innovative game play, creative graphics and a wicked sense of humor." Gametek, who recently acquired some top computer development talent will release Robotech Academy as their first NU64 game. GTE Interactive Media, is currently working on an Ultra 64 game. The title has not been released yet. They may also be teaming up with Nintendo to explore the possibility of Network gaming. LucasArts Entertainment, is working on an exclusive NU64 game with Nintendo called Shadows of the Empire. It will be a game that extends the original Star Wars universe with a new plot and new characters. Mindscape, formerly known as Software Toolworks, is working on an exclusive Nintendo Ultra 64 game. It's an Action Basketball game featuring famous monsters called Monster Dunk. Multigen, will make their modeling tools for 3-D simulations, such as OpenFlight, part of the NU64 development kit. Nintendo, will bring their two exclusive arcade hits, Cruis'n USA and Killer Instinct, to the NU64. Plus, Shigeru Miyamoto's development group at EAD (Entertainment, Analysis and Development) is working on some of the first Nintendo games for the system. Paradigm Simulations, long known as the leader in realistic flight simulations, is working with Shigeru Miyamoto, the maker of Mario and Zelda, on a project. Rambus, created a special architecture for the NU64 to allow for a wide, extremely fast bus for transferring information from the Game Pak to the CPU. Rare, creators of the mega-smash hits Donkey Kong Country and Killer Instinct, are working on quite a few new NU64 projects which include: Killer Instinct 2 and Ken Griffey Jr. Baseball. Sierra Online, will release a NU64 version of their PC World War I dogfight simulation, Red Baron. Silicon Graphics co-designed the Nintendo Ultra 64 with Nintendo of America. They completed the chipset for the Ultra 64 this past January. They may also be working on games for the NU64. Software Creations, developers of Ken Griffey Jr. Presents Major League Baseball and Equinox, and the sound developers for Rock 'N Roll Racing, developed Sound Tool, the sound authoring tool to be included with the NU64 development kit. Software Creations is also working on a 3-D NU64 game. The title has yet to be announced. Spectrum Holobyte, is developing a version of Top Gun exclusively for the NU64. It will be a fast-action, arcade-type fighter sim, perfectly suited to the 3-D capabilities of the NU64. Virgin Interactive, is developing an exclusive NU64 game. The yet-to-be announced game will be an innovative action game possessing real-time, three-dimensionality and bench-mark play mechanics. Williams Entertainment, will release an all-new exclusive version of Doom, which will be developed in-house at Williams. The sprites will be 3-D rendered, unlike the 2-D sprites of the previous Doom games. [10.0] What games have been officially announced for Nintendo Ultra 64? A: Below, lies the official list of NU64 games announced by Nintendo of America via Press Releases. NOTE: Titles are tentative and subject to change. OFFICIAL List of Nintendo Ultra 64 "Dream Team" Games ----------------------------------------------------- Killer Instinct 2 by Nintendo Cruis'n USA by Nintendo DMA Design's game Turok: Dinosaur Hunter by Acclaim Ultra Doom by Williams Entertainment Paradigm Simulations' game GTE Interactive Media's game Top Gun: A New Adventure by Spectrum Holobyte Mortal Kombat 3 by Williams Entertainment Red Baron by Sierra Online Software Creations' game Angel Studios' game Robotech Academy by Gametek Virgin Interactive's game Monster Dunk by Mindscape Ken Griffey Jr. Baseball by Nintendo Shadows of the Empire by LucasArts Entertainment [10.1] Are there any games that haven't been announced but are confirmed? A: The games that are listed below were either: announced by Press Releases, shown or talked about at Trade Shows, announced by *reliable* magazines, found on the respective company's Web Page or was confirmed by the companies. Confirmed Games --------------- Final Fantasy by Squaresoft Frank Thomas Big Hurt Baseball by Acclaim Ace Driver games by Namco Mission: Impossible by Ocean SoulStorm by Virtual Hollywood Ultra Mario Bros. by Nintendo Alien Trilogy by Acclaim [10.2] Where is all the Japanese support for Nintendo Ultra 64? A: Quite honestly, I don't know why they haven't announced any Japanese support. It could be because NU64 is mostly an NOA product? Or, maybe the Japanese don't like to announce anything without something to show? Anyway, don't worry though, as there are PLENTY of Japanese developers working on games, but just haven't been announced yet. And, believe it or not, the Japanese games are even FURTHER along than the American games. [10.3] What game is going to be the pack-in for the NU64? A: No one knows what the pack-in game will be yet. But, the game that will be the pack-in, has NOT been announced yet (meaning, it's not KI, Cruis'n USA, etc.). Also, more than likely, the game will be done in-house at Nintendo Co. Ltd. (Nintendo of Japan) and Shigeru Miyamoto will probably be the producer of it. [10.4] Do KI and Cruis'n represent how games will look like on the Ultra 64? A: No! The only part of the Killer Instinct game that is 64-bit, is the Main CPU (Central Processing Unit). Plus, all the extra features that Arcade KI had were done in software. The home NU64 will be able to do the extra features in hardware, resulting in less burden on the CPU. Absolutely NO part of Cruis'n USA is 64-bit. And, NONE of the NU64's built-in hardware features were used in C'USA either. Plus, neither one of these games take advantage of the 64-bit RISC Reality Immersion Graphics Processing Unit. The GPU houses all the special effects that will make the home NU64 games look so amazing! Expect both of these games to be severely *UPGRADED* for their home release. [10.5] Now that KI is coming for the SNES, what will the NU64 version be like? A: Well, KI is not coming to the NU64; Killer Instinct 2 is. :-) Since the NU64's final chipset is much more powerful than Rare though it would be, they have decided to enhance and improve the original KI a lot. Several things are NOT known right now: 1) Will it have all the characters, backgrounds, moves, etc. from the original Killer Instinct? 2) Will they be able to fit the pre-rendered FMV scenes on the cartridge? (I found out that it is possible using MPEG; although MPEG is not built-in, the NU64's CPUs are fast enough to be able to handle the decompression) 3) Is the game going to be a 2-D or 3-D fighter? Actually, all we know is that KI2 is coming to the NU64 and that it will have new characters. Not much else is known other than that. :-) [10.6] What will Mortal Kombat 3 be like on Nintendo Ultra 64? A: With Sony securing the exclusive rights to MK3 for the 32-bit and higher platforms for 6 months, many people wondered what the NU64 version would be like. Apparently, Mortal Kombat 3 for the Nintendo Ultra 64 is going to be based on the MK3 Ultimate arcade upgrade coming soon. Recently, it has been stated that there might not be enough space to fit everything from the new arcade upgrade onto a 64 Megabit ROM. Why? Well, my guess is that the sprites have much more color now. More colorful sprites take up more space. On the other hand, CD-ROM owners who have MK3 will have to sit through a lot of "Loading.. please wait" messages. :-) [11.0] What are the specs for Nintendo Ultra 64? A: Spec Information Copyright (c) GuruNet 1994-1995 The specs are subject to change. They are current as of: 9/14/95. The official, final specs won't be released until after November. Nintendo Ultra 64 Specs ======================= Physical Dimensions: -------------------- + Approximately the size of the Sega Saturn Video and Resolution: --------------------- + Maximum resolution of 1280 x 1024 + Limited by TV Standards + True 24-bit Photographic image capable + Can display images from 16.8 Million Colors Extension Options: ------------------ + One extension port for add-on mechanisms + Cartridge slot supports add-on mechanisms + Controller ports support add-on mechanisms + Memory Expansion option Controller Ports: ----------------- + 4 Controller Ports + 3-prong feed Controllers: ------------ + Includes digital joypad at left + Includes analog circular dishpad in lower middle + Includes six buttons on the right + Includes two buttons on top + Includes one button on the back Custom CPU: ----------- + Custom 64-bit MIPS R4300 RISC CPU running at 100 MHz + FPU-in-CPU data path + 32-bit external bus + 3.3 volt 120-pin PQFP + $35 Volume Sales + 64-bit RISC "Reality Immersion" GPU/DSP utilizing Reality Immersion Technology; functional at 100MHz + Unit contains 7 co-processors Benchmarks: ----------- + 125 MIPS for the Main CPU + 60 SPECint92 for the Main CPU + 45 SPECfp92 for the Main CPU + 100 MFLOPS for the "Reality Immersion" Graphics Processor + 100,000 minimum for real-time generated polygons (using all the special effects) per second (see question [11.4]) Memory: ------- + 3 Megabytes total RAM + Rambus DRAM subsystem capable of transferring up to 500 Megabytes per second + Custom 8-bit Rambus Bus runs at 500 MHz (see question [7.3]) Audio: ------ + Stereo 16-bit + 64 PCM Channels + Sampled at 44.1 KHz Video Output: ------------- + RF + RGB Output + HDTV Compatible System games: ------------- + Games begin at 100-200 Megabits using compression algorithm (compressed onto 32-64 Megabit ROMs; 3:1 Ratio) + 256 Megabit ROM max; downward compatible + Use "FastROM" technology + Use "MegaROM" technology Extra Features: --------------- + Real-time: + Textured mapping + Morphing + Scaling + Rotation + Skewing + Shading + Anti-aliasing + Tri-linear mip map interpolation + Load Management + Transparency + Gouraud Shading + Phong Shading + Utilizes newly developed on-board audio/video de/compression algorithm + MPEG Ready Other: ------ + Chipset completed in 1st week of January 1995 + Chipset debugged by late February + Console design and controllers completed 1st week of May 1995 + *TRUE* unit-specific development systems now available to current Nintendo packagers and developers *NOTE* The Reality Immersion Graphics Processor (GPU/DSP) is a single chip that houses both the NU64's Graphics Unit and the NU64's Audio Processing Unit. This also houses the NU64's graphics effects (see above and below). *ALSO* Reality Immersion Technology is patented by Silicon Graphics, Inc. [11.1] What do those Extra Features do? A: Textured mapping is a process in which a computer takes an image (e.g. a "texture") and wraps it around a 3-D object. Morphing is going from one 3-D object to another, changing its shape and transforming until it reaches the new shape. Scaling means to shrink or enlarge an object. Rotation means to show the playing field from a different angle. Skewing means to distort still and motion images. Shading is the process by which the computer simulates lighting effects on objects in a 3-D scene. Anti-aliasing is the process of surrounding the particular color with "blending" colors so the screen colors appears smooth next to each other and "blend together". This process will eliminate the jagged edges of diagonal lines on a TV or Monitor. Tri-linear mip map interpolation will eliminate the effect of exaggerated pixelation when objects are scaled to large proportions. Load Management will eliminate the "pop-up" effect of parallax backgrounds in 3-D games. Transparency means you can see through an object. Gouraud Shading calculates a color for each vertex on the object and then blends the shading between each pair of vertices to determine the color for the pixels. Phong Shading calculates a color for each pixel in the object which generally results in more color and shading variation and therefore more realism in the rendered scene. Flat Shading gives each side of a polygon a single color. It is the least realistic of the three but also takes the least amount of time to calculate. This is usually the kind of polygons they are talking about when they give benchmarks. It makes your polygon number seem much higher than it really can be used usefully for. [11.2] I heard the Ultra 64 runs at 500 MHz, is this true? A: No! Here, yet again, is *another* EGM screw-up. Thanks to those wonderful guys at EGM, everyone thought the NU64 ran at 500 MHz. This is NOT TRUE! The main processor in the Nintendo Ultra 64 runs at 100 MHz. It's the BUS that runs at 500 MHz. What the Bus does is transfer the information from the Game Pak to the CPU. [11.3] You say the Main CPU is a R4300, but I heard it was a R4200? A: If you read the technical reports of the R4300 and the R4200, you would find out that there are *too many* differences between the two for one to say that the R4300 is a "custom" R4200. "Custom" implies moderate modifications to an existing design. But the R4300, as the tech report makes clear, is a *NEW* design that uses some of the basic concepts of the R4200 as a base, but it also draws some of its pipeline architecture from the R4400 and R8000 range, especially in the way it handles execution scheduling and pipelining. ^^^ Thanks goes to Ian CR Mapleson for this above info which convinced me that the main CPU in the NU64 is probably a R4300. ^^^ [11.4] I heard the NU64 Sound Processor is 64-bit, is that true? A: Nope! The NU64 can only reproduce 16-bit sound. Which, by the way, *is* CD-quality sound. What might have gotten some people confused is the fact that the Sound Processor is part of the 64-bit Reality Immersion Graphics Processor, which doubles as a GPU (graphics) and a DSP (sound). So, it can produce 64-bit graphics, but only 16-bit sound. Understand? :-) [11.5] How come the NU64 can only do 100,000 Polygons Per Second? A: First of all, this is the only number ever even mentioned when it comes to the NU64's polygon rendering abilities. And, it came from an early-1993 press release. But, not many people realize that the 100,000 number is the **minimum** texture-mapped polygon rate using ALL, that's the most important part, *ALL* of the special effects at the same time. George Zachary of Silicon Graphics said: "There is a HUGE difference in the realism between 'over 100,000 real-time anti-aliased, tri-linear mip-mapped interpolated, gouraud-shaded, perspective-correct, z-buffered, lit, blended [and the rest of the poly features] polygons' and Sony's 360K quote. They compare absolutely different numbers." From that quote above, you can see the NU64 is far and away mostly definitely a 3-D polygon monster. [12.0] What do the Nintendo Ultra 64 controllers look like? A: Intelligent Gamer Online (and GuruNet) both report that the controller contains both analog and digital controls within a single handset -- a joypad to the left with digital responsiveness (which is what your standard controller SNES, Genesis, 3DO, Jaguar, etc. control pad is like), a circular dishpad in the lower center with analog controls, and multiple buttons similar to those on a SNES controller. [12.1] What's the difference between analog and digital controls? A: Well, your standard digital controls mean that when you move left a little, you move *entirely* left on the screen. And, analog controls mean that when you move left a little, you move a little left on the screen. Analog control provides varying degrees of control. Analog control will be AWESOME for racing, flying & Doom-type games. Basically, almost all 3-D games. Still don't understand? Well, here's the best example I could think of: Did you ever realize in Doom (or Wolfenstein 3-D) that when you move left or right, you move a predetermined number of degrees (that is, when you're not using a mouse)? And, that it's NOT possible to move at the EXACT point left and right you want to be? How you have to point your gun at the side of an enemy sometimes to shoot it? That's because of digital control. With analog control, you'll be able to shoot those enemies dead-on. Or, if you want, you'll be able to choose which part of their body you want to shoot. As you can see, analog control will be great to have. Also, it should be noted that games can use either analog or digital control or BOTH at the same time. And, don't worry, as it's quite comfortable and easy-to-reach both controls at the same time. (the majority of this drawing was done by the Vega Bros; I merely changed changed a little bit of their layout to make it more accurate) ____ _======_/ \_======_ / _ NINTENDO O \ | _| |_ O O| ||_ _| == O O | | |_| O | | ___ __ ___ | | / \|__|/ \ | | | | | | | | | | | | | | | | | | | |___/ | | \___| \__/ [12.2] How many buttons are there on the controller? A: There are a total of 10 buttons. As you can see above, there's 6 buttons on the right with a SF2-style layout (like the Sega Saturn controller). There are also 2 buttons on the top of the controller, like there were on the Super NES controller. Plus, you can also see the Start button in the middle of the controller. This also marks the first time Nintendo won't be using a Select button. Finally, there is ANOTHER button on the back of the controller (which you can't see in the pic). Apparently, it will be great for Flight Sims. For example, it could act as a machine gun. [13.0] Will the Ultra Famicom and Nintendo Ultra 64 be compatible? A: Well, Ken Lobb of Nintendo of America said during an online meeting that the American version of the NU64 can play games developed for the Ultra Famicom (Japanese unit). But, will they be compatible the OTHER way around? We do not know this yet -- although, if anything, you will probably be able to buy an adapter/converter from a 3rd party for this. [14.0] Will Nintendo Ultra 64 have/use memory cards? A: It is now known to be fact that the NU64 has a "Memory Expansion" [port? slot?] before the cartridge port. Whether or not this is where the memory cards will go (if the system even uses memory cards) is not known at the present time. [15.0] Will there be a converter to play my SNES games on the NU64? A: No. Nintendo will not release a converter to play your Super NES games on the NU64 or vice versa. To build it into the system would drive up the system cost too much. And, releasing a converter would be meaningless for Nintendo to do. All you have to do is hook up the system to another TV or even the same TV. Maybe a 3rd party company will make an unauthorized product though. But, it most definitely would not be endorsed by Nintendo. [16.0] Are there any pictures available for Nintendo Ultra 64? A: Yes and no. There are pictures of the Nintendo Ultra 64's console design, logo, controller (artist's rendition) and motherboard available. There are also numerous Silicon Graphics Workstation demo pics around. So, are there any ACTUAL pics of Ultra 64 games out there? Yes -- but it is just one small pic of Robotech Academy. You cannot tell from the pic whether it's the actual gameplay, or just a rendered cinema, but whatever it is, it looks amazing! Check out page 113 of the July issue of Nintendo Power for the pic. [17.0] Where can I find information on the NU64? A: First of all, here are some World Wide Web sites: Nintendo Ultra 64 Fan Pages --------------------------- Cap Scott's Nintendo Ultra 64 Web Page: http://igonline.escape.com/capscott/nu64-cap.htm The Ultra 64 (Ian Mapleson's Page): http://www.cee.hw.ac.uk/~mapleson/sgistuff/ultra64/ultra64.html The Nintendo Ultra 64 UnOfficial Homepage: http://www4.ncsu.edu/eos/users/s/sgbooth/www/u64page.html Company Web Pages ----------------- Nintendo's GRAPHICAL Home Page: http://www.nintendo.com/high/high.html Nintendo's *Text* Home Page: http://www.nintendo.com/low/low.html Silicon Graphics: http://www.sgi.com/ Silicon Graphics (European Mirror): http://www-europe.sgi.com/ Alias/Wavefront: http://www.alias.com/ MIPS Technologies: http://www.mips.com Ocean of America: http://odon.com/ocean Williams Entertainment: http://www.wms.com/williams/ Namco: http://www.namco.com/ Spectrum Holobyte/Microprose: http://www.microprose.com/ Virgin Interactive Entertainment: http://www.vie.com/ Silicon Studios: http://www.studio.sgi.com/ GTE Interactive Media: http://www.im.gte.com/ Square of Japan (in English): http://www.spin.ad.jp/square/ Activision: http://www.activision.com/ Electronic Arts: http://www.ea.com/ Konami: http://www.wtinet.com/wti/konami.htm CPU Information ------------------ R4300 Background Info: http://www.mips.com/HTMLs/R4300i_B.html R4300 Technical Info: http://www.mips.com/HTMLs/r4300i_docs/R4300i_Pr_Ov/Prod_Overview.book.html CPU Info Center at Berkeley: http://infopad.eecs.berkeley.edu/CIC/ You can also find out about Nintendo Ultra 64 via America Online. Log onto the service and type in the keyword NINTENDO or NOA. This will take you to Nintendo Power Source. This area is officially maintained by Nintendo of America and Nintendo Power. Check out the 'rec.games.video.nintendo' Internet USENET Newsgroup for plenty of info and misinfo on the NU64. Read Nintendo Power. [18.0] How can I reach Nintendo? A: Consumer Service: 1-800-255-3700 Mon-Sat = 4am PST to Midnight PST (7am EST to 3am EST) Sun = 6am PST to 7pm PST (9am EST to 10pm EST) Internet E-Mail: ninte...@www.nintendo.com America Online: 1. Type in the Keyword: NOA or NINTENDO 2. Click on "Play It Loud" 3. Click on "Mail Central" Internet via World Wide Web: http://www.nintendo.com/ CREDITS: -------- The following people, in some way or another, helped me with this Ultra 64 FAQ, whether they know it or not. :-) Keep in mind that all names are not listed to protect the innocent. PERSON or MAG | E-MAIL ADDRESS | WHAT THEY CONTRIBUTED ------------------------------------------------------------------------------ GuruNet | vgsm...@aol.com | Specs, Skew, Bulky, Sound Anthony Sullivan | Anthny...@aol.com | Various Information Nintendo Power | Ninte...@www.nintendo.com | "Dream Team" Info Next Generation | ngonl...@imagine-inc.com | "Why not CD-based?" People of USENET | N/A | Info and Misinfo :-) batstones | batst...@mcs.com | Morph, Render, Trnsprncy Michael Portuesi | portu...@lipstick.esd.sgi.com | Textured Mapping, Shading Matt Smith | izzy...@mvs.oac.ucla.edu | Scaling Ian CR Mapleson | maple...@cee.hw.ac.uk | Corrections, R4300, Bus Kelly Bradley | hbrad...@ponder.csci.unt.edu | Lots of info Vito Fiore | vito...@aol.com | More delay info, Games Dr. Donut | jp000...@pop3.interramp.com | Bulky Drive, Jap Info Simon Booth | sgbo...@eos.ncsu.edu | Orig. HTML Conversion Intelligent Gamer | http://igonline.escape.com | Showing, Controller, Info Nick Wallingford | 75457.2...@compuserve.com | Corrections, Info Alex Hutton | cool...@melbpc.org.au | Alien Trilogy John McGregor | s...@psu.edu | Gouruad, Phong Shading Vega Bros. | vegab...@ix.netcom.com | Orig. ASCII Controller [end NU64-CAP.FAQ]