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This part of my page is dedicated to the Nintendo 64 Hardware. I have tried my best to find the the most information I could about the system. So, continue forth and bring you knowledge about this great system to a higher level.

Choose what you want to learn about and the information will appear.
  • The System
  • The Controller
  • The Cartridges

  • The System


  • THE CENTRAL PROCESSOR UNIT A MIPS 64bit RISC at 93.75 Mhz (Customized R4300 Series)
  • MEMORY TYPE Rambus 36 MBits of 9-bit DRAM with a maximum transfer speed of 4,500 MBits per second
  • CO-PROCESSOR Reality Co-processor which includes a built in sound processor, graphics processor, and pixel drawing processor running at 62.5 Mhz
  • RESOLUTION 256 by 224 to 640 by 480 dots with flicker free interlace mode support
  • COLOR 32-bit RGBA pixel color frame buffer support, 21-bit color video output
  • Anti-aliasing which smoothes out jagged edges
  • Microcode-Custom CPU control instructinons optimized for audio, lighting, graphic details and other ultra-realistic affects
  • Texture Mapping-Puts a bitmap picture, or texture onto a surface
  • Trilinear MIP-map interpolation-Subtly blends colors and patterns of texture mapsto make objects more realistic, even as they move closer to you
  • Z-Buffer-Keeps stuff in the right place even if your moving quickly. Objects maintain their true spatial relationships


  • Standard RF Output (like previous systems)
  • Stereo Audio/Visual Jack
  • S-Video
  • High Definition Television Compatable


  • Unlimited Chanels (though limited because each channel uses 1% of the CPU's power)
  • 16-bit stereo sound quality
  • ADPCM compression
  • Wavetable synthesis quality music
  • Quality of sound- Cd quality (44.1 Khz)


  • Add on port on underside of system for the 64DD
  • Cartridge port supports add-ons
  • Controller ports support add-ons(hmm...8 player?)
  • Memory Expansion slot on the top of the system for the add-on ram to come with the 64DD
  • A MODEM JACK which is located at the back of the system

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    The Controller


  • The controller has 3 grip sticks
  • Center Stick has an analogue stick, which is sensitive to the nearest 1 degree
  • The center stick also contains a Start button located above the analogue stick
  • Left stick has the old failthful D-Pad
  • Right stick has 6 buttons, all the buttons can be used to control character action but the 4 yellow C buttons are mainly for controlling camera angles
  • The L and R buttons are again located at the top of the control pad
  • At the rear of the controller an interchangeable cartridge slot is located- the cartridges can hold up to 2MB
  • The middle stick also has a button on the back of it, called the Z button

    Return to the System Parts List

    The Cartridges


  • Storage Format
  • ROM cartridges that use JPEG compression
  • The games will be compressed to fit on cartridges starting at 64 Mbits up to 96Mbits
    Compare the 64 Mbit to 96 Mbit cartridges to SNES cartridges that maxed out at 32 Mbits

    Return to the System Parts List

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