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 v2.00 Last Modified: June 20, 1995 Created and Maintained by Scott McCall (Cap Scott) E-Mail: szm+@pitt.edu [or] capscott@aol.com The most recent version of this FAQ file (NU64-CAP.FAQ) can ALWAYS be found on my Web page. Or, you can get it from me via e-mail. It can also be found on America Online in the Critics' Choice section (Keyword: CRITIC), and it will be posted in rec.games.video.nintendo every now and then. Finally, you may get the file by FTP, courtesy of GamePro magazine's Andy Eddy. Just FTP to ftp.netcom.com and cd /pub/vi/vidgames/faqs. Keep in mind though, I will *not* be putting EVERY single revision on AOL or in the FTP site. COPYRIGHT NOTICE: ----------------- This document is Copyright (C) 1995 Scott McCall. Feel free to distribute the FAQ in whole ONLY. If you would like to print or include any part of this FAQ in any publication, you must get permission from me via e-mail. DISCLAIMER: ----------- I am not responsible for any damage this file may cause (I don't see how it could cause any though :-). Nor am I responsible for grammatical errors or typos in the FAQ. Everything in the FAQ below is known to be FACT at the time of this writing (see date above), unless otherwise stated. So, 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://www.pitt.edu/~szm/nu64-cap.htm *Most* (not all) of the specs were copied with permission of the Game Guru E-Zine staff, from Game Guru's NINTENDO ULTRA 64 FAQ and PORTFOLIO v1.1. If you have any questions regarding Game Guru, then please send e-mail to the Chief Editor/Founder/Publisher of Game Guru, Michael Hrusecky at: vygx21b@prodigy.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. NEEDED: ------- Any Ultra Famicon info direct from Japan. Anything else you want to know about the NU64? Are the Robotech pics in the July Die Hard Game Fan real? ============================================================================== 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 delayed? 3.2. I've been hearing rumors it might come out earlier, are they true? 3.3. So why is Japan getting the system first? 3.4. Since Nintendo dropped out of the WCES, will the NU64 be delayed again? [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? [6]. Why did Nintendo make the Ultra 64 cartridge-based instead of CD-based? 6.1. How much are the games going to cost? 6.2. How can Nintendo compete with the storage capacity of CD-ROM? 6.3. How can the Ultra 64 compete with the CD-quality sound? [7]. So, is Nintendo going to release a CD-ROM add-on for the NU64? [8]. What is the Nintendo Ultra 64 "Dream Team"? 8.1. Who are the players in the Nintendo Ultra 64 "Dream Team"? 8.2. What are these companies doing for the Nintendo Ultra 64? [9]. What games have been officially announced for Nintendo Ultra 64? 9.1. Are there any games that haven't been announced but are confirmed? 9.2. What's this I hear about 100:1 compression? 9.3. What about 800 Megabit games? 9.4. What game is going to be the pack-in for the NU64? 9.5. Now that KI is coming for the SNES, what will the NU64 version be like? 9.6. What will Mortal Kombat 3 be like on Nintendo Ultra 64? 9.7. Do KI and Cruis'n represent how games will look like on the Ultra 64? [10]. Where is all the Japanese support for 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 R4300i, but I heard it was a Custom R4200? [12]. What do the Nintendo Ultra 64 controllers look like? [13]. Will Nintendo Ultra 64 have/use memory cards? [14]. Will there be a converter to play my SNES games on the NU64? [15]. Are there any pictures available for Nintendo Ultra 64? [16]. Where can I find information on the NU64? [17]. 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. It is also the world's first and only *TRUE* 64-bit Video Game system. 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 "Project Reality" 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 on November 24, 25, and 26, 1995 in Makuhari, 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. [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 were supposed to get the Ultra Famicon (the Japanese NU64) on December 1, 1995. But, neither one of these release dates may be the case now. [3.1] Why was Nintendo Ultra 64 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 low 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. Nintendo Ultra 64 is delayed in North America and Europe so they have extra time to complete games. With new SNES games like KI, Yoshi's Island & DKC2, 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 Japanese games. The extra time will be used to translate the games into English. 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 Killer Instinct, Yoshi's Island and Donkey Kong Country 2: Diddy's Kong Quest will make Nintendo FAR more money this Christmas than the NU64 ever could. As, Nintendo already has a huge installed base of SNES' for which they can sell software on (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. [3.2] I've been hearing rumors it might come out earlier, are they true? A: There have been many rumors that Nintendo Ultra 64 will come out earlier. Some RUMORS include: Rumor #1) "The announcement of a April 1996 release date before E3 was something of a head fake to try to mess up Sega's and Sony's plans." TRUTH 1: If this were the case, why would they give Sony and Sega one week to -------- counteract this announcement? It doesn't make sense. Rumor #2) "The NU64 will be released early if Nintendo feels the pinch from Sony and Sega." TRUTH 2: Nintendo most certainly would like the release the NU64 in the U.S. -------- this year, but the games won't be ready in time. And, the Dollar still might be too weak. So, there is no way they will release it early without the games to go with it (especially Japanese games) and the less than $250 price they promised. Rumor #3) "They delayed the NU64 so they can include a CD-ROM drive with the system." TRUTH 3: This is complete, utter nonsense. Now why on earth would they change -------- their minds and include a CD-ROM drive, when they have been preaching for the past year about how CD-ROM would be too slow for the complex 3-D graphics that the NU64 will have? [it is the truth though..] Although the above rumors sound very truthful, they are just that, RUMORS... Nintendo has officially denied all of the above at all official levels. Bottom line? Expect a cartridge-based Nintendo Ultra 64 in the Spring of '96. [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. [3.4] Since Nintendo dropped out of the WCES, will the NU64 be delayed again? A: Although this is NOT official, I would have to say yes. Nintendo has never released a system before debuting it at an Electronics show. And, most of the Japanese think that the Ultra Famicon (the Japanese's NU64) won't make it out in Japan until Spring of '96. Why won't it make it out in Japan this year? Because there will be some killer Super Famicon titles coming out this year in Japan, and a new Nintendo system would hurt the sales of those games. So, judging from the information above, it sounds like the NU64 could be delayed another couple of months. Although the Nintendo Ultra 64 will still be shown this November in Japan, they are basically showing it to stop the sales of the Playstation and Saturn. Unfortunately, it doesn't work that way in America. :-) I'm predicting a June release for the American NU64. [4.0] When will Nintendo Ultra 64 be officially unveiled? A: Nintendo will officially unveil Nintendo Ultra 64 at its annual Video Game Exhibition on November 24, 25, and 26, 1995 in Makuhari, Japan. They was supposed to debut it at the January WCES, but Nintendo announced that they are no longer supporting the show. Expect the American debut of the Nintendo Ultra 64 at the 1996 E3 show in May. [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 originally announced price). The FACTS are: it will cost $250 (or less) *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: Here, yet again, is another EGM screw-up. 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... [6.0] Why did Nintendo make the Ultra 64 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, but some of the newer games are now showing much longer access times. 2) By opting for a cartridge-based system (instead of a CD-ROM drive), they cut at least $50 off the price of the system. 3) 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] 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 Megabits, they mean BEFORE compression. The finished, compressed game will fit onto 32 Megabit carts (at first). So, how much do you pay for 32 Meg games? Expect to pay anywhere from $50 to $80 for NU64 games. Games from Bigger companies (like Nintendo and Acclaim) should be on the lower end of the scale ($50-$60). Games from smaller companies (like Mindscape and Gametek) will probably be on the upper end of the scale ($65 - $80). [6.2] How can Nintendo compete with the storage capacity of CD-ROM? A: There are actually several ways Nintendo will be able to compete with the storage capacity of CD-ROM. Anyway, the massive storage space of CD-ROMs really haven't been used except 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? 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... Ok, here's some techniques Nintendo will use to squeeze every last drop of space out of cartridges: Compression. Nintendo has been able to compress pre-rendered graphics very well with Rare's advanced compression techniques (look at DKC, DKC2 & KI). DKC used 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 3:1 or 4:1. 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. Won't un-compressing the data mean LOAD TIME? No. Nintendo hired Rambus, Inc. to develop a custom version of their 500 MHz Bus for the NU64. The 500 MHz Bus can transfer up to 500 Megabytes Per Second. With such a high rate of speed, the Bus can transfer the compressed information from the Game Pak to the CPU almost instantaneously. Then, the super fast processors and co-processors of the NU64 can un-compress the information quickly, resulting in load time that is not more than you would see on the Super Nintendo. Real-time rendering. Nintendo Ultra 64 (along with the other next generation systems) can do real-time rendering. Although the NU64 can pull new data MUCH faster off of the cartridge than CD-ROM for quicker drawing. This technique will be ESPECIALLY useful for Nintendo and their cartridge-based Ultra 64. First of all, Rendering is a technique creates objects on the screen from data. That means the NU64 will read this data from the program and draw the object on-the-fly in real-time. What's the advantage to this? It means they don't have to store graphics on the ROM, as the graphics will be drawn by the program during the game. This will become commonplace on the NU64 because most of the games announced are going to be 3-D. [6.3] How can the Ultra 64 compete with the CD-quality sound? A: The Nintendo Ultra 64 will have very high-quality sound samples stored in ROM, which is already built-in to the system. By using a certain technique (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 the sound won't have to be stored on the ROM. And, since the original samples were of high-quality, all the music and sound effects will sound great! [7.0] So, is Nintendo going to release a CD-ROM add-on for the NU64? A: No. Nintendo of America President Arakawa said in an interview with a Japanese magazine that Nintendo plans to launch a Mini-Disc drive as "bulky media" sometime after the Ultra 64's launch. The MD (short for Mini-Disc) can hold around 120 Megabytes, will have eight times faster access than CD-ROM and offers recording capabilities. [8.0] What is the Nintendo Ultra 64 "Dream Team"? A: The Nintendo Ultra 64 "Dream Team" is a self-proclaimed title (by Nintendo) that is used to represent companies that signed on with Nintendo for the Ultra 64 to develop exclusive games or provide exclusive technologies for use with Nintendo Ultra 64. [8.1] 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 - Mindscape - Nintendo - Paradigm Simulations - Rare - Sierra Online - Software Creations - Spectrum Holobyte - Virgin Interactive - Williams Entertainment [8.2] 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. 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. 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 exclusive version of Doom which will be developed by the original Doom creators, id Software. The sprites will be 3-D rendered, unlike the 2-D sprites of the previous Doom games. [9.0] What games have been officially announced for Nintendo Ultra 64? A: These games below are either official or have been confirmed from multiple sources including, but not limited to: World Wide Web Pages, Company Personnel & Announcements made at Electronic Trade Shows. Any other games that are NOT listed below is just purely speculation. OFFICIAL List of Nintendo Ultra 64 Games ---------------------------------------- Killer Instinct 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 [9.1] Are there any games that haven't been announced but are confirmed? A: Confirmed... but not by a Press Release yet ------------------------------------------- Final Fantasy by Squaresoft Frank Thomas Big Hurt Baseball by Acclaim Star Wars by LucasArts Ace Driver games by Namco Mission: Impossible by Ocean [9.2] 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 graphics (look at DKC). [9.3] 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. [9.4] 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, Pilotwings 2, etc.). [9.5] Now that KI is coming for the SNES, what will the NU64 version be like? A: As you probably heard, Killer Instinct is coming to the Super NES. So, now that it is coming for the SNES, what will the Ultra 64 version be like? On America Online, Nintendo is asked for suggestions for "KI 2" (as they called it). As it stands now, NU64 KI should *AT LEAST* be a pixel-perfect port of the arcade version (FMV included). They will also make it even better, since Rare didn't expect the final NU64 chipset to be so powerful. I can't really say exactly what will be included, but I would expect a few more characters, character reflections and foreground objects. [9.6] 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. All that is known is that it will be upgraded from the current version out in the arcades now. What does that mean? Does it mean that the game will be based on the September upgrade..? Or will the graphics be upgraded too? Or what? It is unknown at the present time... [9.7] 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 Central Processing Unit (CPU). And, 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. [10.0] 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? Anyways, don't worry though, as there are PLENTY of Japanese developers working on games, but just haven't been announced yet. [11.0] What are the specs for Nintendo Ultra 64? A: These specs are *NOT* official. The final specs may be different from the ones below. They are here to give you an idea of the power of the NU64. Again, the specs are subject to change. Current as of 6/20/95. Thanks goes to Game Guru for most of these specs! Nintendo Ultra 64 Specs ======================= Physical Dimensions: -------------------- + Unavailable; approximately the size of the Sega Saturn Video and Resolution: --------------------- + Maximum resolution of 1024 x 768 + Palette of 16.8 million colors + Can display up to 16.8 million colors on-screen at one time (*** INFO) + True 24-bit Photographic image capable 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 + Enhanced 3-prong feed + Controller specs not available Custom CPU: ----------- + 64-bit MIPS R4300i RISC CPU running at 100 MHz + Unit contains 7 co-processors + 64-bit RISC "Reality Immersion" Graphics Processor (GPU) utilizing Reality Immersion Technology; functional at 100MHz + 24-bit DSP; clocked at over 50 MHz + Others functioning at over 20 MHz Clock Speed: ------------ + 100 MIPS 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 Memory: ------- + 1 Megabyte Video RAM + 2 Megabyte Dynamic RAM + 1 Megabyte Sound RAM + Rambus DRAM subsystem capable of transferring up to 500 Megabytes per second + Custom Rambus Bus runs at 500 MHz Audio: ------ + Stereo 16-bit + 64 PCM Channels + Sampled at 44.1 KHz Video Output: ------------- + RF + S-Video + Composite Video + HDTV Compatible with future adapter System games: ------------- + Begin at 100 megs using Silicon Graphics-patented compression algorithm (compressed onto 32 meg ROMs) + Prices range from $55-$80 + Use "FastROM" technology + Use "MegaROM" technology + 64 Meg ROMs arriving by Summer/Fall 1996 Extra Features: --------------- + Real-time: Textured Mapping, Morphing, Scaling and Rotation, Skewing, Shading and Transparency + Real-time Anti-aliasing + Real-time Tri-linear mip map interpolation + Real-time Load management + Real-time Rendering + Exceeding PAL and HDTV television standards + Utilizes newly developed SGI/Alias on-board audio/video compression algorithm 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* NU64-specific Development Systems now available *NOTE* The Reality Immersion Graphics Processor (GPU) 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. *INFO* (from Ian CR Mapleson) "The console can, at any time in any resolution, draw upon a _pallette_ of 16.8 million colors. ie. unlike most PCs and desktop computers, the machine does not use a color map. Note that no resolution has a sufficient number of pixels do display ALL 16.8m colors at once, it is just that the console is not restricted to _which_ colors it can use. eg. An 8bit system will often have a 4096 color map, allowing a maximum of 4096 different colors to be selected from the 16.8m possibilities at any one time. 24 bit systems don't have this restriction and so, for an resolution x by y, the display could show up to x * y different colors from the 16.8m set at once. In practice, a display would have to be (assuming a widescreen ratio of 1:2.35 as used in the movies) 2672x6279 resolution in order to display ALL 16.8 million colors at once. (16777216, or 2 to the power of 24)." [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. Transparency means you can see through an object. Anti-aliasing 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 backgrounds in parallax backgrounds of 3-D games. Rendering means to create an image from data. [11.2] I heard the Ultra 64 runs at 500 MHz, is this true? A: No! 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 105.58 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 R4300i, but I heard it was a Custom R4200? A: If you read the technical reports of the R4300i and the R4200, you would find out that there are *too many* differences between the two for one to say that the R4300i is a "custom" R4200. "Custom" implies moderate modifications to an existing design. But the R4300i, 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. Most of all, the R4200 is a 32 bit chip, but the R4300i is a 64 bit chip. ^^^ Thanks goes to Ian CR Mapleson for this above info which convinced me that the main CPU in the NU64 is probably a R4300i. ^^^ [12.0] What do the Nintendo Ultra 64 controllers look like? A: No one really know yet. But, there is a reason for that. The NU64 controllers are said to be so unique and innovative, that Nintendo doesn't want to give away their design just yet. Though one thing is certain: A lot of people have stated that the controllers look like the Sega Saturn controllers (6 buttons on the front and 2 buttons on top), but this is completely untrue. How could that be innovative? Duh! [13.0]. 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. [14.0]. 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. [15.0]. Are there any pictures available for Nintendo Ultra 64? A: Yes and no. There is a picture of what the Nintendo Ultra 64 system will look like (and a cartridge in the same picture). There is also a picture of the NU64 logo. The June issue of Nintendo Power had a nice picture of the NU64 system and logo. You can also find the system & logo pic on my Web Page, Nintendo's AOL area, Nintendo's Web Page, and plenty of other places. So, are there any pictures of games? Again, yes and no. There are some Robotech "game shots" going around, but those are just from the 30 second Quicktime demo which may or may not even be part of the game. There are also a handful of Onyx Workstation Demo pics around the 'net. They are supposed to provide a representation of what the NU64 will be able to do. I recently came across some "Ultra 64 Lion King" pics on AOL. All they were though was scanned-in pics from the movie! And, the July issue of Die Hard Game Fan has some pics of Robotech Academy (the official name). But, I don't have any idea whether they are from the actual game or not. [16.0]. Where can I find information on the NU64? A: First of all, here are some World Wide Web sites: Cap Scott's Nintendo Ultra 64 Web Page: http://www.pitt.edu/~szm/nu64-cap.htm Nintendo's GRAPHICAL Home Page: http://www.nintendo.com/high/high.html Nintendo's *Text* Home Page: http://www.nintendo.com/low/low.html 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 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. There may a Nintendo Ultra 64 (moderated) Mailing List soon... be on the lookout for it. Read Nintendo Power. [17.0] How can I reach Nintendo? A: Consumer Service: 1-800-255-3700 Mon-Sat = 4am PST to Midnight PST Sun = 6am PST to 7pm PST Internet E-Mail: Nintendo@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: -------- In some way or another, the following have helped me with information, whether they know it or not. :-) PERSON or MAG | E-MAIL ADDRESS | WHAT THEY CONTRIBUTED ------------------------------------------------------------------------------ Game Guru E-Zine | vygx21b@prodigy.com | Specs, Skewing Anthony on AOL | Changes daily :-) | Various Information Nintendo Power | Nintendo@www.nintendo.com | "Dream Team" Info Next Generation | ngonline@aol.com | "Why not CD-based?" People of USENET | N/A | Info and Misinfo :-) batstones | batstone@mcs.com | Morph, Render, Trnsprncy Michael Portuesi | portuesi@lipstick.esd.sgi.com | Texture Mapping, Shading Matt Smith | izzy1lj@mvs.oac.ucla.edu | Scaling Ian CR Mapleson | mapleson@cee.hw.ac.uk | Found errors, R4300i Kelly Bradley | hbradley@ponder.csci.unt.edu | Certain info Vito Fiore | vitof81@aol.com | More delay info Dr. Donut | jp000034@pop3.interramp.com | Japanese info (inc. MD) [end NU64-CAP.FAQ] Cap Scott -- Scott McCall (Cap Scott) E-Mail: szm+@pitt.edu [or] capscott@aol.com Author of "Online People's Choice Awards for the Best/Worst Video Games of All Time!" and 'Cap Scott's Nintendo Ultra 64 FAQ' Cap Scott's Ultra 64 Web Page: http://www.pitt.edu/~szm/nu64-cap.htm