Game

How the N64 “confidently signposted our way into the 3D future”

N64

In 1993, Nintendo was a company in an interesting position. While it was undoubtedly a leader in the video game console market, it could no longer boast the virtual monopoly it held during the late Eighties. What’s more, the industry was already planning to transition away from the 16-bit console market, and rival manufacturers were beginning to show their hands. NEC had experienced success in Japan with the PC Engine and had already shown off the 32- bit Tetsujin, while Atari had announced the Jaguar in August 1993 and was gearing up for a holiday test launch. The much-vaunted 3DO, from former Electronic Arts executive Trip Hawkins, was also scheduled to launch for the holiday season and had the backing of electronics giant Panasonic. 

Nintendo wasn’t particularly concerned with most of these companies – at the time, Sega was its biggest rival, having been the first company to bring serious competition to the console market. As the two biggest players in the console market, either of them could have been behind what ultimately became the Nintendo 64. The hardware was primarily engineered by Silicon Graphics, Inc, a huge name in movie special effects technology which had recently bought MIPS Technologies, the designer of the CPUs used in its workstations. 

Having developed a low-cost, power-efficient version of the latest MIPS processors, SGI put together a design proposal for a games console. In September 1993, the rivals had signed the contracts and made their announcements – Nintendo would partner with SGI and launch its 64-bit home console in late-1995, while Sega would use Hitachi’s 32-bit processors and launch in the autumn of 1994. Sony, Nintendo’s former partner on the SNES CD-ROM project, announced its intention to launch a home console of its own the following month.

Taking shape  

N64

(Image credit: Future)

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64 bits  

Donkey Kong 64

(Image credit: Rare)

The CPU was quite powerful for its day, with a high clock speed of 93.75MHz for a performance of 125 million instructions per second – for comparison, the PlayStation does around 30 MIPS. But did the ability to use 64-bit processing actually provide any practical advantages? “Almost none, I would say,” says Goddard. “I’d say it was more of a marketing thing than anything actually usable. A float is 32 bits and a double float is 64 bits, and you don’t need double floats to do any kind of 3D maths usually, especially back then. All games ran in 32-bit mode. 32 bits is what, 4GB of memory? This thing only had 4MB,” he explains. 

“From memory, I think the 64 bits was more marketing spiel than anything else,” concurs Wetrix and Mario Artist: Paint Studio programmer Amir Latif. “It certainly didn’t have a huge amount of RAM to access and the memory bus certainly wasn’t that wide. There was a 32-bit mode and a 64-bit mode, but in reality, we never really touched the 64-bit mode as there were other knock-on effects (for example, pointers become eight bytes instead of four).” 

“There were lots of new things that were being thrown at us that we had to familiarise ourselves with,” says Banjo-Kazooie and Banjo-Tooie programmer Chris Sutherland. “We were previously used to coding things in assembly language, so depending on the processor we were using, whether it was for the Game Boy, the NES, or the SNES, we’d be familiarising ourselves with that processor. So I suppose it was a bit of a leap in terms of moving from assembly language to C, where we were programming on a higher-level language. There were lots of things to consider there, and lots of new things to learn,” he explains. 

“There was a move to three dimensions as well, which is something that we weren’t familiar with, learning things with cameras and things like that,” Sutherland continues. “We were also using different machines, so previously we would be using PCs to develop with, and now we were using these Silicon Graphics Indys which didn’t run Windows, but they ran a version of a Unix-style operating system.” 

A new way 

Banjo-Kazooie

(Image credit: Rare)

Read MoreSuper Mario 64

Memory architecture 

Super Mario 64

(Image credit: Nintendo)

The system’s approach to memory followed a similarly flexible model to the co-processor. Previous consoles had allocated various pools of RAM to different tasks – main memory, video, and audio. The N64 used a unified memory architecture, allowing developers to distribute the system’s 4MB memory between tasks as they saw fit. “Up until that point everybody had to deal with banks and DMA memory between banks, and that was a real pain to do that kind of stuff. Now we had basically everything under one roof, which was just fantastic,” says Goddard. 

“You basically had three areas. You had the ROM, you had the RAM, and then you had the graphics memory – and when I say memory I mean texture memory and vertex memory,” Goddard continues. “So you still had a graphics part of the memory that was separate – it was on-chip cache, but it was great to have everything in RAM – you could access anything, anywhere, without having to worry about what area it was. That was one of the big attractions for that kind of architecture.” 

Although the N64’s memory architecture was not especially fast, Goddard doesn’t recall this being an issue. “It was more the size of the caches that was the problem, they were quite small. It was 4K for the textures and I think something really stupid like 16 vertices. That’s where triangle stripping and all these sort of clever ways of getting the most amount of triangles out of fewer vertices was really important.” Another unusual aspect of the RAM was the ninth bit reserved for graphical functions – something Johnston was keen to exploit in other ways. 

“You might know that the original in-development architecture was only 2 or 2.5MB RAM, all 9-bit DRAM. The CPU only had access to it as eight bits per byte, so I wrote a sketchy driver to (at some hiccup cost) use the ninth bit as extra memory. I mean hey, that’s an extra 280K or so, minus what the frame buffers need – enough for some cached textures or sounds,” Johnston explains. “I proudly showed it off to Acorn, a super-cool ace developer at Nintendo. Some time later, after they’d upped the memory to 4MB I got an email saying you’re welcome and please don’t use the ninth-bit hack job in a shipping game.” Though Johnston’s hack never saw the light of day, it was possibly for the best. “The RCP made really nice use of the ninth bit though, for extra Z-buffer resolution and 5553 RGB+ coverage for their clever and imperfect anti-aliasing, in a world where supersampling wasn’t an option,” he tells us.

Making music  

Excitebike 64

(Image credit: Nintendo)

Read MoreAnimal Forest

The past and the future  

GoldenEye 007

(Image credit: Nintendo)

Read MoreThe Legend Of Zelda: Ocarina Of Time

Link plays the Ocarina of Time

(Image credit: Nintendo)

“I have never approached any game development thinking about the hardware, it’s always what’s the idea and let’s do everything we can to make it real,” says Schuneman. “Of course along the way you discover things that maybe you can or can’t do but then you find a solution around it! Rare was (and I’m sure still is) full of great software engineers who were never satisfied with any limitation, so hardware weaknesses were never a problem and just something to work around.” Mostly, he remembers the people over the hardware. “The amount of world-class game designers (Miyamoto, Iwata, Ken Lobb, all the Rare founders) that I got to interact with over those N64 years was pretty amazing in hindsight, and even a prerelease Ocarina Of Time to learn from.”

As the N64 aged, there were a couple of attempts at expanding its capabilities. The 64DD was a disk drive that used proprietary magnetic disks with a 64MB capacity and some capability to save data. This was actually first shown to the public at the Shoshinkai show in 1996, but was heavily delayed, with little information revealed to the public. According to Latif, who was working on Mario Artist: Paint Studio at Software Creations, it wasn’t just the public that were left in the dark. 

“I actually left the project to help start ZedTwo and work on Wetrix before Mario Artist was finished,” Latif explains. “That project brings back a lot of mixed memories – it just went on for so long, and at various times it didn’t feel like it was ever going to come out. During my time on the project, some three to four years, we never even saw prototype 64DD devkits.” The device finally arrived in Japan in December 1999, and received very little support, with Doshin The Giant, F-Zero X Expansion Kit and SimCity 64 being its most notable games.

Competition

Legend of Zelda: Majora's Mask

(Image credit: Nintendo)

However, the 64DD came bundled with something that wound up being far more important – the Expansion Pak. This plug-in module doubled the RAM of the console, and was supported by dozens of cartridge games. Most games used this to offer high-resolution modes, but some such as San Francisco Rush 2049 included exclusive gameplay content such as extra stages. The most ambitious three were Donkey Kong 64, Perfect Dark and The Legend Of Zelda: Majora’s Mask, which all required the Expansion Pak. 

Artist Mark Stevenson remembers it being beneficial in terms of standard things like level size in Donkey Kong 64, but there were also more creative uses. “One thing I remember that we did use it for was that we had a lot of dynamic lighting in there, which was hard to do and expensive,” he recalls. “One of the engineers wrote a system whereby you’d go into a cave area, and there’d be a swinging light – the first swing of that light, it’d record all of the colour changes on all of the vertices in that area, and then save it as data and just play it back as an animation rather than going on to calculate the lighting constantly. You’d get a little bit of slowdown when you went in, but after that, it was nice and smooth.” 

Even with the memory boost, developers did eventually find the system’s limits – something you can see in the leaked demo of Rare’s unreleased game Dinosaur Planet. “I think we were running at 15fps most of the time so clearly had pushed it too far! But as with Diddy Kong Racing (and much of the Dinosaur Planet team were from that team also) we just wanted to realise our vision and screw the technical limitations,” says Schuneman. 

Diddy Kong Racing

(Image credit: Nintendo)

“I had a great moment with Dinosaur Planet when I demoed the game on a giant projection screen at Rare with ex-Nintendo Of America president Arakawa-san and it’s like this big cinematic-style game coming out of an N64… lots of applause and a happy moment for the team.” The game ultimately received a new direction and was redirected towards the N64’s forthcoming successor. “Star Fox Adventures happened,” Schuneman adds, “which was both a blessing and a curse but out of that transition a few of us (myself, Kevin Bayliss and Phil Tossell) at least got to go work with Miyamoto-san and Iwata-san in Kyoto.” 

Other games made similar leaps to the GameCube, including Capcom’s Resident Evil Zero and Silicon Knights’ Eternal Darkness: Sanity’s Requiem. Although the Nintendo 64 was a powerful console with many advanced features, it was unable to repeat the success of the SNES, which did eventually become the best-selling console of its generation. The N64 sold fewer units than its 16-bit predecessor, and Nintendo fell behind Sony to become a distant runner-up in the global home console market. 

The N64 struggled terribly in Nintendo’s traditional stronghold of Japan, where the console’s relative lack of RPGs was a real problem, and it even wound up selling fewer units than the Sega Saturn. It also has fewer software releases than either of its competitors – just under 400, compared to over 1,000 for the Saturn and over 4,000 on the PlayStation. While it should be noted that Nintendo remained profitable throughout the N64 years, judged by these measures the console does not look like a success.

Legacy

Super Mario 64, one of our best retro games

(Image credit: Nintendo)

But it’s impossible to deny the legacy of Nintendo’s console. For a start, it was influential at a hardware-design level. As Schuneman pointed out, every console manufacturer eventually borrowed bits of the N64 controller, even if its distinctive shape wasn’t one of them, and four controller ports became standard until wireless connectivity made them redundant. What’s more, it’s arguable that the N64 did more than any of its rivals to advance 3D gaming. It was a small but significant step forward graphically – when compared to the blocky textures and wobbly walls of PlayStation and Saturn games, N64 games generally look more solid and stable. 

But more than that, the hardware arrived at a time when developers were still working out how to design 3D games, and the reason that the N64’s hit list is so familiar is because so many of its games provided a template for the rest of the industry to follow. It’s certainly

telling that Nintendo didn’t radically alter its designs for Mario and Zelda on the GameCube. Twenty-five years on, that’s perhaps the best way to contextualise the N64’s place in history. It’s a piece of hardware that was designed by experts in 3D, who didn’t just care about having it as a selling point, but making it look better than anyone else did. It ran games that elevated the standards that players expected of 3D games, from control schemes to inventive stage designs. Although it wasn’t the most popular platform of its day, the N64 was the console that confidently signposted our way into the 3D future.

This feature first appeared in issue 224 of Retro Gamer magazine. For more excellent in-depth features like this, you can pick up an issue or subscribe today by heading on over to Magazines Direct. 


More information

How the N64 “confidently signposted our way into the 3D future”

In 1993, Nintendo was a company in an interesting position. While it was undoubtedly a leader in the video game console market, it could no longer boast the virtual monopoly it held during the late Eighties. What’s more, the industry was already planning to transition away from the 16-bit console market, and rival manufacturers were beginning to show their hands. NEC had experienced success in Japan with the PC Engine and had already shown off the 32- bit Tetsujin, while Atari had announced the Jaguar in August 1993 and was gearing up for a holiday test launch. The much-vaunted 3DO, from former Electronic Arts executive Trip Hawkins, was also scheduled to launch for the holiday season and had the backing of electronics giant Panasonic. 
Nintendo wasn’t particularly concerned with most of these companies – at the time, Sega was its biggest rival, having been the first company to bring serious competition to the console market. As the two biggest players in the console market, either of them could have been behind what ultimately became the Nintendo 64. The hardware was primarily engineered by Silicon Graphics, Inc, a huge name in movie special effects technology which had recently bought MIPS Technologies, the designer of the CPUs used in its workstations. 
Having developed a low-cost, power-efficient version of the latest MIPS processors, SGI put together a design proposal for a games console. In September 1993, the rivals had signed the contracts and made their announcements – Nintendo would partner with SGI and launch its 64-bit home console in late-1995, while Sega would use Hitachi’s 32-bit processors and launch in the autumn of 1994. Sony, Nintendo’s former partner on the SNES CD-ROM project, announced its intention to launch a home console of its own the following month.
Taking shape  

(Image credit: Future)
Subscribe to Retro Gamer today
64 bits  

(Image credit: Rare)
The CPU was quite powerful for its day, with a high clock speed of 93.75MHz for a performance of 125 million instructions per second – for comparison, the PlayStation does around 30 MIPS. But did the ability to use 64-bit processing actually provide any practical advantages? “Almost none, I would say,” says Goddard. “I’d say it was more of a marketing thing than anything actually usable. A float is 32 bits and a double float is 64 bits, and you don’t need double floats to do any kind of 3D maths usually, especially back then. All games ran in 32-bit mode. 32 bits is what, 4GB of memory? This thing only had 4MB,” he explains. 
“From memory, I think the 64 bits was more marketing spiel than anything else,” concurs Wetrix and Mario Artist: Paint Studio programmer Amir Latif. “It certainly didn’t have a huge amount of RAM to access and the memory bus certainly wasn’t that wide. There was a 32-bit mode and a 64-bit mode, but in reality, we never really touched the 64-bit mode as there were other knock-on effects (for example, pointers become eight bytes instead of four).” 
“There were lots of new things that were being thrown at us that we had to familiarise ourselves with,” says Banjo-Kazooie and Banjo-Tooie programmer Chris Sutherland. “We were previously used to coding things in assembly language, so depending on the processor we were using, whether it was for the Game Boy, the NES, or the SNES, we’d be familiarising ourselves with that processor. So I suppose it was a bit of a leap in terms of moving from assembly language to C, where we were programming on a higher-level language. There were lots of things to consider there, and lots of new things to learn,” he explains. 
“There was a move to three dimensions as well, which is something that we weren’t familiar with, learning things with cameras and things like that,” Sutherland continues. “We were also using different machines, so previously we would be using PCs to develop with, and now we were using these Silicon Graphics Indys which didn’t run Windows, but they ran a version of a Unix-style operating system.” 
A new way 

(Image credit: Rare)
Read More

Memory architecture 

(Image credit: Nintendo)
The system’s approach to memory followed a similarly flexible model to the co-processor. Previous consoles had allocated various pools of RAM to different tasks – main memory, video, and audio. The N64 used a unified memory architecture, allowing developers to distribute the system’s 4MB memory between tasks as they saw fit. “Up until that point everybody had to deal with banks and DMA memory between banks, and that was a real pain to do that kind of stuff. Now we had basically everything under one roof, which was just fantastic,” says Goddard. 
“You basically had three areas. You had the ROM, you had the RAM, and then you had the graphics memory – and when I say memory I mean texture memory and vertex memory,” Goddard continues. “So you still had a graphics part of the memory that was separate – it was on-chip cache, but it was great to have everything in RAM – you could access anything, anywhere, without having to worry about what area it was. That was one of the big attractions for that kind of architecture.” 
Although the N64’s memory architecture was not especially fast, Goddard doesn’t recall this being an issue. “It was more the size of the caches that was the problem, they were quite small. It was 4K for the textures and I think something really stupid like 16 vertices. That’s where triangle stripping and all these sort of clever ways of getting the most amount of triangles out of fewer vertices was really important.” Another unusual aspect of the RAM was the ninth bit reserved for graphical functions – something Johnston was keen to exploit in other ways. 
“You might know that the original in-development architecture was only 2 or 2.5MB RAM, all 9-bit DRAM. The CPU only had access to it as eight bits per byte, so I wrote a sketchy driver to (at some hiccup cost) use the ninth bit as extra memory. I mean hey, that’s an extra 280K or so, minus what the frame buffers need – enough for some cached textures or sounds,” Johnston explains. “I proudly showed it off to Acorn, a super-cool ace developer at Nintendo. Some time later, after they’d upped the memory to 4MB I got an email saying you’re welcome and please don’t use the ninth-bit hack job in a shipping game.” Though Johnston’s hack never saw the light of day, it was possibly for the best. “The RCP made really nice use of the ninth bit though, for extra Z-buffer resolution and 5553 RGB+ coverage for their clever and imperfect anti-aliasing, in a world where supersampling wasn’t an option,” he tells us.
Making music  

(Image credit: Nintendo)
Read More
The past and the future  

(Image credit: Nintendo)
Read More

(Image credit: Nintendo)
“I have never approached any game development thinking about the hardware, it’s always what’s the idea and let’s do everything we can to make it real,” says Schuneman. “Of course along the way you discover things that maybe you can or can’t do but then you find a solution around it! Rare was (and I’m sure still is) full of great software engineers who were never satisfied with any limitation, so hardware weaknesses were never a problem and just something to work around.” Mostly, he remembers the people over the hardware. “The amount of world-class game designers (Miyamoto, Iwata, Ken Lobb, all the Rare founders) that I got to interact with over those N64 years was pretty amazing in hindsight, and even a prerelease Ocarina Of Time to learn from.”
As the N64 aged, there were a couple of attempts at expanding its capabilities. The 64DD was a disk drive that used proprietary magnetic disks with a 64MB capacity and some capability to save data. This was actually first shown to the public at the Shoshinkai show in 1996, but was heavily delayed, with little information revealed to the public. According to Latif, who was working on Mario Artist: Paint Studio at Software Creations, it wasn’t just the public that were left in the dark. 
“I actually left the project to help start ZedTwo and work on Wetrix before Mario Artist was finished,” Latif explains. “That project brings back a lot of mixed memories – it just went on for so long, and at various times it didn’t feel like it was ever going to come out. During my time on the project, some three to four years, we never even saw prototype 64DD devkits.” The device finally arrived in Japan in December 1999, and received very little support, with Doshin The Giant, F-Zero X Expansion Kit and SimCity 64 being its most notable games.
Competition

(Image credit: Nintendo)
However, the 64DD came bundled with something that wound up being far more important – the Expansion Pak. This plug-in module doubled the RAM of the console, and was supported by dozens of cartridge games. Most games used this to offer high-resolution modes, but some such as San Francisco Rush 2049 included exclusive gameplay content such as extra stages. The most ambitious three were Donkey Kong 64, Perfect Dark and The Legend Of Zelda: Majora’s Mask, which all required the Expansion Pak. 
Artist Mark Stevenson remembers it being beneficial in terms of standard things like level size in Donkey Kong 64, but there were also more creative uses. “One thing I remember that we did use it for was that we had a lot of dynamic lighting in there, which was hard to do and expensive,” he recalls. “One of the engineers wrote a system whereby you’d go into a cave area, and there’d be a swinging light – the first swing of that light, it’d record all of the colour changes on all of the vertices in that area, and then save it as data and just play it back as an animation rather than going on to calculate the lighting constantly. You’d get a little bit of slowdown when you went in, but after that, it was nice and smooth.” 
Even with the memory boost, developers did eventually find the system’s limits – something you can see in the leaked demo of Rare’s unreleased game Dinosaur Planet. “I think we were running at 15fps most of the time so clearly had pushed it too far! But as with Diddy Kong Racing (and much of the Dinosaur Planet team were from that team also) we just wanted to realise our vision and screw the technical limitations,” says Schuneman. 

(Image credit: Nintendo)
“I had a great moment with Dinosaur Planet when I demoed the game on a giant projection screen at Rare with ex-Nintendo Of America president Arakawa-san and it’s like this big cinematic-style game coming out of an N64… lots of applause and a happy moment for the team.” The game ultimately received a new direction and was redirected towards the N64’s forthcoming successor. “Star Fox Adventures happened,” Schuneman adds, “which was both a blessing and a curse but out of that transition a few of us (myself, Kevin Bayliss and Phil Tossell) at least got to go work with Miyamoto-san and Iwata-san in Kyoto.” 
Other games made similar leaps to the GameCube, including Capcom’s Resident Evil Zero and Silicon Knights’ Eternal Darkness: Sanity’s Requiem. Although the Nintendo 64 was a powerful console with many advanced features, it was unable to repeat the success of the SNES, which did eventually become the best-selling console of its generation. The N64 sold fewer units than its 16-bit predecessor, and Nintendo fell behind Sony to become a distant runner-up in the global home console market. 
The N64 struggled terribly in Nintendo’s traditional stronghold of Japan, where the console’s relative lack of RPGs was a real problem, and it even wound up selling fewer units than the Sega Saturn. It also has fewer software releases than either of its competitors – just under 400, compared to over 1,000 for the Saturn and over 4,000 on the PlayStation. While it should be noted that Nintendo remained profitable throughout the N64 years, judged by these measures the console does not look like a success.
Legacy

(Image credit: Nintendo)
But it’s impossible to deny the legacy of Nintendo’s console. For a start, it was influential at a hardware-design level. As Schuneman pointed out, every console manufacturer eventually borrowed bits of the N64 controller, even if its distinctive shape wasn’t one of them, and four controller ports became standard until wireless connectivity made them redundant. What’s more, it’s arguable that the N64 did more than any of its rivals to advance 3D gaming. It was a small but significant step forward graphically – when compared to the blocky textures and wobbly walls of PlayStation and Saturn games, N64 games generally look more solid and stable. 
But more than that, the hardware arrived at a time when developers were still working out how to design 3D games, and the reason that the N64’s hit list is so familiar is because so many of its games provided a template for the rest of the industry to follow. It’s certainly
telling that Nintendo didn’t radically alter its designs for Mario and Zelda on the GameCube. Twenty-five years on, that’s perhaps the best way to contextualise the N64’s place in history. It’s a piece of hardware that was designed by experts in 3D, who didn’t just care about having it as a selling point, but making it look better than anyone else did. It ran games that elevated the standards that players expected of 3D games, from control schemes to inventive stage designs. Although it wasn’t the most popular platform of its day, the N64 was the console that confidently signposted our way into the 3D future.
This feature first appeared in issue 224 of Retro Gamer magazine. For more excellent in-depth features like this, you can pick up an issue or subscribe today by heading on over to Magazines Direct. 

#N64 #confidently #signposted #future

How the N64 “confidently signposted our way into the 3D future”

In 1993, Nintendo was a company in an interesting position. While it was undoubtedly a leader in the video game console market, it could no longer boast the virtual monopoly it held during the late Eighties. What’s more, the industry was already planning to transition away from the 16-bit console market, and rival manufacturers were beginning to show their hands. NEC had experienced success in Japan with the PC Engine and had already shown off the 32- bit Tetsujin, while Atari had announced the Jaguar in August 1993 and was gearing up for a holiday test launch. The much-vaunted 3DO, from former Electronic Arts executive Trip Hawkins, was also scheduled to launch for the holiday season and had the backing of electronics giant Panasonic. 
Nintendo wasn’t particularly concerned with most of these companies – at the time, Sega was its biggest rival, having been the first company to bring serious competition to the console market. As the two biggest players in the console market, either of them could have been behind what ultimately became the Nintendo 64. The hardware was primarily engineered by Silicon Graphics, Inc, a huge name in movie special effects technology which had recently bought MIPS Technologies, the designer of the CPUs used in its workstations. 
Having developed a low-cost, power-efficient version of the latest MIPS processors, SGI put together a design proposal for a games console. In September 1993, the rivals had signed the contracts and made their announcements – Nintendo would partner with SGI and launch its 64-bit home console in late-1995, while Sega would use Hitachi’s 32-bit processors and launch in the autumn of 1994. Sony, Nintendo’s former partner on the SNES CD-ROM project, announced its intention to launch a home console of its own the following month.
Taking shape  

(Image credit: Future)
Subscribe to Retro Gamer today
64 bits  

(Image credit: Rare)
The CPU was quite powerful for its day, with a high clock speed of 93.75MHz for a performance of 125 million instructions per second – for comparison, the PlayStation does around 30 MIPS. But did the ability to use 64-bit processing actually provide any practical advantages? “Almost none, I would say,” says Goddard. “I’d say it was more of a marketing thing than anything actually usable. A float is 32 bits and a double float is 64 bits, and you don’t need double floats to do any kind of 3D maths usually, especially back then. All games ran in 32-bit mode. 32 bits is what, 4GB of memory? This thing only had 4MB,” he explains. 
“From memory, I think the 64 bits was more marketing spiel than anything else,” concurs Wetrix and Mario Artist: Paint Studio programmer Amir Latif. “It certainly didn’t have a huge amount of RAM to access and the memory bus certainly wasn’t that wide. There was a 32-bit mode and a 64-bit mode, but in reality, we never really touched the 64-bit mode as there were other knock-on effects (for example, pointers become eight bytes instead of four).” 
“There were lots of new things that were being thrown at us that we had to familiarise ourselves with,” says Banjo-Kazooie and Banjo-Tooie programmer Chris Sutherland. “We were previously used to coding things in assembly language, so depending on the processor we were using, whether it was for the Game Boy, the NES, or the SNES, we’d be familiarising ourselves with that processor. So I suppose it was a bit of a leap in terms of moving from assembly language to C, where we were programming on a higher-level language. There were lots of things to consider there, and lots of new things to learn,” he explains. 
“There was a move to three dimensions as well, which is something that we weren’t familiar with, learning things with cameras and things like that,” Sutherland continues. “We were also using different machines, so previously we would be using PCs to develop with, and now we were using these Silicon Graphics Indys which didn’t run Windows, but they ran a version of a Unix-style operating system.” 
A new way 

(Image credit: Rare)
Read More

Memory architecture 

(Image credit: Nintendo)
The system’s approach to memory followed a similarly flexible model to the co-processor. Previous consoles had allocated various pools of RAM to different tasks – main memory, video, and audio. The N64 used a unified memory architecture, allowing developers to distribute the system’s 4MB memory between tasks as they saw fit. “Up until that point everybody had to deal with banks and DMA memory between banks, and that was a real pain to do that kind of stuff. Now we had basically everything under one roof, which was just fantastic,” says Goddard. 
“You basically had three areas. You had the ROM, you had the RAM, and then you had the graphics memory – and when I say memory I mean texture memory and vertex memory,” Goddard continues. “So you still had a graphics part of the memory that was separate – it was on-chip cache, but it was great to have everything in RAM – you could access anything, anywhere, without having to worry about what area it was. That was one of the big attractions for that kind of architecture.” 
Although the N64’s memory architecture was not especially fast, Goddard doesn’t recall this being an issue. “It was more the size of the caches that was the problem, they were quite small. It was 4K for the textures and I think something really stupid like 16 vertices. That’s where triangle stripping and all these sort of clever ways of getting the most amount of triangles out of fewer vertices was really important.” Another unusual aspect of the RAM was the ninth bit reserved for graphical functions – something Johnston was keen to exploit in other ways. 
“You might know that the original in-development architecture was only 2 or 2.5MB RAM, all 9-bit DRAM. The CPU only had access to it as eight bits per byte, so I wrote a sketchy driver to (at some hiccup cost) use the ninth bit as extra memory. I mean hey, that’s an extra 280K or so, minus what the frame buffers need – enough for some cached textures or sounds,” Johnston explains. “I proudly showed it off to Acorn, a super-cool ace developer at Nintendo. Some time later, after they’d upped the memory to 4MB I got an email saying you’re welcome and please don’t use the ninth-bit hack job in a shipping game.” Though Johnston’s hack never saw the light of day, it was possibly for the best. “The RCP made really nice use of the ninth bit though, for extra Z-buffer resolution and 5553 RGB+ coverage for their clever and imperfect anti-aliasing, in a world where supersampling wasn’t an option,” he tells us.
Making music  

(Image credit: Nintendo)
Read More
The past and the future  

(Image credit: Nintendo)
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(Image credit: Nintendo)
“I have never approached any game development thinking about the hardware, it’s always what’s the idea and let’s do everything we can to make it real,” says Schuneman. “Of course along the way you discover things that maybe you can or can’t do but then you find a solution around it! Rare was (and I’m sure still is) full of great software engineers who were never satisfied with any limitation, so hardware weaknesses were never a problem and just something to work around.” Mostly, he remembers the people over the hardware. “The amount of world-class game designers (Miyamoto, Iwata, Ken Lobb, all the Rare founders) that I got to interact with over those N64 years was pretty amazing in hindsight, and even a prerelease Ocarina Of Time to learn from.”
As the N64 aged, there were a couple of attempts at expanding its capabilities. The 64DD was a disk drive that used proprietary magnetic disks with a 64MB capacity and some capability to save data. This was actually first shown to the public at the Shoshinkai show in 1996, but was heavily delayed, with little information revealed to the public. According to Latif, who was working on Mario Artist: Paint Studio at Software Creations, it wasn’t just the public that were left in the dark. 
“I actually left the project to help start ZedTwo and work on Wetrix before Mario Artist was finished,” Latif explains. “That project brings back a lot of mixed memories – it just went on for so long, and at various times it didn’t feel like it was ever going to come out. During my time on the project, some three to four years, we never even saw prototype 64DD devkits.” The device finally arrived in Japan in December 1999, and received very little support, with Doshin The Giant, F-Zero X Expansion Kit and SimCity 64 being its most notable games.
Competition

(Image credit: Nintendo)
However, the 64DD came bundled with something that wound up being far more important – the Expansion Pak. This plug-in module doubled the RAM of the console, and was supported by dozens of cartridge games. Most games used this to offer high-resolution modes, but some such as San Francisco Rush 2049 included exclusive gameplay content such as extra stages. The most ambitious three were Donkey Kong 64, Perfect Dark and The Legend Of Zelda: Majora’s Mask, which all required the Expansion Pak. 
Artist Mark Stevenson remembers it being beneficial in terms of standard things like level size in Donkey Kong 64, but there were also more creative uses. “One thing I remember that we did use it for was that we had a lot of dynamic lighting in there, which was hard to do and expensive,” he recalls. “One of the engineers wrote a system whereby you’d go into a cave area, and there’d be a swinging light – the first swing of that light, it’d record all of the colour changes on all of the vertices in that area, and then save it as data and just play it back as an animation rather than going on to calculate the lighting constantly. You’d get a little bit of slowdown when you went in, but after that, it was nice and smooth.” 
Even with the memory boost, developers did eventually find the system’s limits – something you can see in the leaked demo of Rare’s unreleased game Dinosaur Planet. “I think we were running at 15fps most of the time so clearly had pushed it too far! But as with Diddy Kong Racing (and much of the Dinosaur Planet team were from that team also) we just wanted to realise our vision and screw the technical limitations,” says Schuneman. 

(Image credit: Nintendo)
“I had a great moment with Dinosaur Planet when I demoed the game on a giant projection screen at Rare with ex-Nintendo Of America president Arakawa-san and it’s like this big cinematic-style game coming out of an N64… lots of applause and a happy moment for the team.” The game ultimately received a new direction and was redirected towards the N64’s forthcoming successor. “Star Fox Adventures happened,” Schuneman adds, “which was both a blessing and a curse but out of that transition a few of us (myself, Kevin Bayliss and Phil Tossell) at least got to go work with Miyamoto-san and Iwata-san in Kyoto.” 
Other games made similar leaps to the GameCube, including Capcom’s Resident Evil Zero and Silicon Knights’ Eternal Darkness: Sanity’s Requiem. Although the Nintendo 64 was a powerful console with many advanced features, it was unable to repeat the success of the SNES, which did eventually become the best-selling console of its generation. The N64 sold fewer units than its 16-bit predecessor, and Nintendo fell behind Sony to become a distant runner-up in the global home console market. 
The N64 struggled terribly in Nintendo’s traditional stronghold of Japan, where the console’s relative lack of RPGs was a real problem, and it even wound up selling fewer units than the Sega Saturn. It also has fewer software releases than either of its competitors – just under 400, compared to over 1,000 for the Saturn and over 4,000 on the PlayStation. While it should be noted that Nintendo remained profitable throughout the N64 years, judged by these measures the console does not look like a success.
Legacy

(Image credit: Nintendo)
But it’s impossible to deny the legacy of Nintendo’s console. For a start, it was influential at a hardware-design level. As Schuneman pointed out, every console manufacturer eventually borrowed bits of the N64 controller, even if its distinctive shape wasn’t one of them, and four controller ports became standard until wireless connectivity made them redundant. What’s more, it’s arguable that the N64 did more than any of its rivals to advance 3D gaming. It was a small but significant step forward graphically – when compared to the blocky textures and wobbly walls of PlayStation and Saturn games, N64 games generally look more solid and stable. 
But more than that, the hardware arrived at a time when developers were still working out how to design 3D games, and the reason that the N64’s hit list is so familiar is because so many of its games provided a template for the rest of the industry to follow. It’s certainly
telling that Nintendo didn’t radically alter its designs for Mario and Zelda on the GameCube. Twenty-five years on, that’s perhaps the best way to contextualise the N64’s place in history. It’s a piece of hardware that was designed by experts in 3D, who didn’t just care about having it as a selling point, but making it look better than anyone else did. It ran games that elevated the standards that players expected of 3D games, from control schemes to inventive stage designs. Although it wasn’t the most popular platform of its day, the N64 was the console that confidently signposted our way into the 3D future.
This feature first appeared in issue 224 of Retro Gamer magazine. For more excellent in-depth features like this, you can pick up an issue or subscribe today by heading on over to Magazines Direct. 

#N64 #confidently #signposted #future


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