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                                              Nintendo 64



The Nintendo 64 (ニンテンドー64 Nintendō Rokujūyon?), stylized as NINTENDO64 and often referred to as N64 (formerly known as the Nintendo Ultra 64, and codenamed Project Reality) is Nintendo's third home video game console for the international market. Named for its 64-bit central processing unit, it was released in June 1996 in Japan, September 1996 in North America, March 1997 in Europe and Australia, September 1997 in France and December 1997 in Brazil. It is Nintendo's last home console to use ROM cartridges to store games (Nintendo switched to a MiniDVD-based format for the successor GameCube); handhelds in the Game Boy line, however, continued to use Game Paks. As part of the fifth generation of gaming, it primarily competed with the PlayStation and the Sega Saturn. Succeeded by Nintendo's GameCube in November 2001, N64 consoles continued to be produced until its discontinuation in Japan on April 30, 2002, Europe on May 16, 2003, North America on November 30, 2003, and Australia in 2003.

The N64 was released with two launch games, Super Mario 64 and Pilotwings 64, and a third in Japan, Saikyō Habu Shōgi. The N64's suggested retail price was US $199.99 at its launch and it was later marketed with the slogan "Get N, or get Out!". The console was ultimately released in a range of different colors and designs, and an assortment of limited-edition controllers were sold or used as contest prizes during the N64's lifespan. The N64 sold 32.93 million units worldwide, and in 2009, it was named the 9th greatest video game console by IGN.[4] Time Magazine named it their 1996 Machine of the Year award.

Of the consoles in the fifth generation, the Nintendo 64 was the last to be released. One of its technical drawbacks was a limited texture cache, which could hold textures of limited dimensions and reduced color depth, which had to be stretched to cover larger in-game surfaces. More significantly, the N64 still relied upon ROM cartridges, which were constrained by small capacity (particularly in an era when games became more complex and their contents took up more memory) and high production expenses, compared to the compact disc format used by its chief competitors. As a result of the N64's storage media limitations, many third-party publishers that previously supported Nintendo's past consoles reduced or stopped publishing games; the N64's most successful games came from first-party or second-party studios.




                                                      History




Development

At the beginning of the 1990s, Nintendo led the video game industry with its Nintendo Entertainment System (NES). Although a follow-up console, the Super Nintendo Entertainment System (SNES), was successful, sales took a hit from the Japanese recession. Competing consoles from Sega and Sony also increased the need for Nintendo to develop a successor to the SNES. Further complicating matters, the company also faced a backlash from third-party developers unhappy with Nintendo's onerous licensing policies.[5] The company sought to develop a console with high-quality, 3-dimensional graphics and a 64-bit processor. Nintendo's code name for the N64, "Project Reality",[6] stemmed from the bold belief that the hardware's advanced CGI capabilities would rival supercomputers of the era.

Nintendo had limited experience with 3-dimensional graphics, and worked with outside companies to develop the technology. The Nintendo 64 owes its existence to Silicon Graphics (SGI) and MIPS Technologies, who were responsible for the R4300i microprocessor and the 3D graphics hardware used in the N64. SGI had recently acquired MIPS Computer Systems, and the two worked together to create a low-cost real-time 3D graphics system.

James H. Clark, founder of Silicon Graphics, initially offered the SGI project to Tom Kalinske, then CEO of Sega of America. The negotiations that ensued have fueled controversy.[5] Sega claimed that their evaluation of the early prototype uncovered several unresolved hardware-issues and deficiencies. They were subsequently resolved; but not before Sega had already decided against SGI's design.[7] Nintendo resisted that assertion, arguing that Nintendo was a more appealing partner.[5] SGI was apparently interested in using its chips in devices other than a game console; while Sega demanded exclusive rights to the chip, Nintendo was willing to license the technology on a non-exclusive basis.[5] Nintendo, falling behind in the console war, expressed interest in SGI's work. James Clark met with Nintendo CEO Hiroshi Yamauchi in the spring of 1993 and agreed to develop the project.[5] Thus, "Project Reality" was born. An official announcement regarding their collaboration was made in October 1993.[8]

The console's design was revealed to the public for the first time in late Spring 1994. Pictures of the console showed the Nintendo Ultra 64 logo, a ROM cartridge, but no controller. The final N64 console would retain the shape pictured by the Ultra 64. The system was frequently marketed as the world's first 64-bit gaming system.[9] Atari had claimed to have made the first 64-bit game console with their Atari Jaguar,[10] but the Jaguar only used a 64-bit architecture in conjunction with two 32-bit RISC processors and a 16/32-bit Motorola 68000.[11] Around the same time, Rare (UK) and Midway (USA) released two arcade games, Killer Instinct and Cruis'n USA, which boasted their upcoming release on the Ultra 64 platform.[12] Killer Instinct did use the same CPU as the N64, a MIPS R4300i,.[12] Killer Instinct featured pre-rendered character artwork, and CG movie backgrounds that were streamed off the hard drive[13] and animated as the characters moved horizontally.

The completed N64 was fully unveiled in a playable form to the public on November 24, 1995, at the 7th Annual Shoshinkai Software Exhibition in Japan. Nintendo's next-generation console was introduced as the "Nintendo 64" (a name given by Shigesato Itoi,[14] who named the Game Boy before), contrary to speculation that it would be called "Ultra 64".[15] Photos of the event were disseminated on the web by Game Zero magazine two days later.[16] Official coverage by Nintendo followed later via the Nintendo Power website and print magazine.

In the lead up to the console's release, Nintendo had adopted a new global branding strategy, assigning the console the same name for all markets: Nintendo 64.[17]

The console was originally slated for release by Christmas of 1995. In May 1995, Nintendo pushed back the release to April 1996.[18] The prospect of a release the following spring at a lower price than the competition lowered sales of competing Sega and Sony consoles during the important Christmas shopping season.[19]

In its explanation of the delay, Nintendo claimed it needed more time for Nintendo 64 software to mature,[5] and for third-party developers to produce games.[18] Adrian Sfarti, a former engineer for SGI, attributed the delay to hardware problems; he claimed that the chips underperformed in testing, and were being redesigned.[5]






                                                         Emulation





See also: Virtual Console and List of Nintendo console emulators

Several Nintendo 64 games have been released for the Wii's Virtual Console service and are playable with either the Classic Controller or Nintendo GameCube controller. There are some differences between these versions and the original cartridge versions. For example, the games run in a higher resolution and at a more consistent framerate than their N64 counterparts. However, some features, such as Rumble Pak functionality, are not available in the Wii versions. Some features are also altered for the Virtual Console releases. For example, the VC version of Pokémon Snap allows players to send photos through the Wii's message service, while Wave Race 64's in-game content was altered due to the expiration of the Kawasaki license. Several games from Rare have seen release on Microsoft's Xbox Live Arcade service, including Banjo-Kazooie, Banjo-Tooie and Perfect Dark, the reason being that Rareware was purchased by Microsoft in 2002.

Prior to the Virtual Console's conception, unofficial emulation systems were developed in order to execute Nintendo 64 titles on multiple platforms, such as PCs, that would otherwise be impossible without the required N64 hardware.



                                                            Neke od igrica








                                                              Super Mario 64





Super Mario 64 (スーパーマリオ64 Sūpā Mario Rokujūyon?) is a platform game, published by Nintendo and developed by its EAD division, for the Nintendo 64. Along with Pilotwings 64, it was one of the launch titles for the console.[5] It was released in Japan on June 23, 1996, and later in North America, Europe, and Australia. More than eleven million copies of Super Mario 64 have been sold.[6][7] An enhanced remake called Super Mario 64 DS was released for the Nintendo DS in 2004.

As one of the earlier three-dimensional (3D) platform games, Super Mario 64 is based on open world playability, degrees of freedom through all three axes in space, and relatively large areas which are composed primarily of true 3D polygons as opposed to only two-dimensional (2D) sprites. The game established a new archetype for the 3D genre, much as Super Mario Bros. did for 2D sidescrolling platformers. In the evolution from two dimensions to three, Super Mario 64 places an emphasis on exploration within vast worlds that require the player to complete multiple diverse missions, in addition to the occasional linear obstacle courses as in traditional platform games. While doing so, it still preserves many gameplay elements and characters of earlier Mario games.[8]

The game has left a lasting impression on 3D game design, particularly notable for its use of a dynamic camera system and the implementation of its 360-degree analog control.[8][9][10] The title is acclaimed by many critics and fans as one of the greatest and most revolutionary video games of all time.[11][12][13][14][15][16]










                                                                   Donkey kong 64







Donkey Kong 64 (ドンキーコング64 Donkī Kongu Rokujūyon?) is a platform game developed by Rare and published as a first-party title for the Nintendo 64 console. Initially released on November 22, 1999 in North America, it subsequently came out in Europe on December 6 and Japan on December 10 of the same year. The game is a follow-up to the Donkey Kong Country trilogy on the Super Nintendo Entertainment System, with many levels containing elements from those games, such as the mine carts and the bonus stages. Donkey Kong 64 follows the adventures of Donkey Kong and four of his simian relatives as they try to win back their hoard of Golden Bananas and banish King K. Rool. Players can control all five Kongs in eight individual levels as well as a greater world map, a multiplayer mode, and several minigames.

Donkey Kong 64 was one of only three Nintendo 64 games to require the Expansion Pak (the others being The Legend of Zelda: Majora's Mask and Perfect Dark),[3] which provides 4 MB more RAM for enhanced graphics and more expansive environments,[4] as well as to fix a game-breaking bug. The game was well received by critics upon release, and went on to become a Player's Choice title.[5] As of February 2014, Donkey Kong 64 is the only game in the franchise that has yet to be made available on the Wii Virtual Console, despite the fact that Nintendo retains full rights to the game as their intellectual property.[6][7] However as of November 2012, the Donkey Kong Country trilogy was removed from the Wii Virtual Console due to Rare renewing its license with Microsoft.








                                                         Mario Kart 64







Mario Kart 64 (マリオカート64 Mario Kāto Rokujūyon?) is a Mario racing game developed and published by Nintendo for the Nintendo 64 video game console. It is the successor to Super Mario Kart for the Super Nintendo Entertainment System and is the second Mario Kart game. It was released first in Japan on December 14, 1996 and in North America and Europe in 1997. In January 2007, Mario Kart 64 was released as a downloadable Virtual Console title on the Wii.[2]

Changes from the original include the move to polygon-based true 3D computer graphics for track design, and the inclusion of four-player support. Players take control of characters from the Mario universe, who race around a variety of tracks with items that can either harm opponents or aid the user. The move to three-dimensional graphics allowed for track features not possible with the original game's Mode 7 graphics, such as changes in elevation, bridges, walls, and pits. However, the characters and items remained 2D pre-rendered sprites.

The game was critically well received and was a bestseller.










                                            The legend of Zelda: Ocarina of time





The Legend of Zelda: Ocarina of Time (ゼルダの伝説 時のオカリナ Zeruda no Densetsu: Toki no Okarina?) is a 1998 action-adventure video game developed by Nintendo's Entertainment Analysis and Development division for the Nintendo 64 video game console. It was released in Japan on November 21, 1998; in North America on November 23, 1998; and in Europe on December 11, 1998. Originally developed for the Nintendo 64DD peripheral, the game was instead released on a 256-megabit (32-megabyte) cartridge, which was the largest-capacity cartridge Nintendo produced at that time. Ocarina of Time is the fifth game in The Legend of Zelda series, and the first with 3D graphics. It was followed 18 months after its release by the direct sequel The Legend of Zelda: Majora's Mask.

The player controls the series' trademark hero, Link, in the land of Hyrule. Link sets out on a quest to stop Ganondorf, King of the Gerudo tribe, from obtaining the Triforce, a sacred relic that grants the wishes of its holder. Link travels through time and navigates various dungeons to awaken sages who have the power to seal Ganondorf away forever. Music plays an important role—to progress, the player must learn to play and perform several songs on an ocarina. The game was responsible for generating an increased interest in and rise in sales of the instrument itself.[11]

Released to an overwhelmingly positive critical reception, Ocarina of Time's gameplay system introduced features such as a target lock system and context-sensitive buttons that have since become common elements in 3D adventure games.[12][13] In Japan, it sold over 820,000 copies in 1998, becoming the tenth-best-selling game of that year.[14] During its lifetime, Ocarina of Time sold 1.14 million copies in Japan[15] and over 7.6 million copies worldwide.[16] The game won the Grand Prize in the Interactive Art division at the Japan Media Arts Festival,[17] and won six honors at the 2nd Annual Interactive Achievement Awards.[18] The title is widely considered by critics and gamers alike to be one of the greatest video games ever made.[19][20][21] It is currently the highest rated game on review aggregating site Metacritic; and in 2008 and 2010, Guinness World Records listed Ocarina of Time as the highest-rated game ever reviewed.[22]

Ocarina of Time has had four major re-releases. It was originally ported to the GameCube alongside an Ocarina of Time Master Quest (which featured reworked dungeons with new puzzles), and The Legend of Zelda: Collector's Edition as a direct port. It was also ported to the iQue Player in 2003 and the Wii's Virtual Console service in 2007. These re-releases were well received: although some critics considered the relatively unchanged game to be outdated,[23][24] other reviewers felt that the game has held up well over the years.[25][26] Finally, the 3DS remastering was released in 2011, once again including Master Quest's rearranged dungeons (which were absent from the Wii and iQue versions) along with updated graphics and 3D effects.











To je to ljudi od mene.Ako ima neko nesto da doda,neka doda.Stavio sam neke od mojih omiljenih igara.




                                                                      Smile Smile Smile

« Poslednja izmena: 31. Mar 2014, 13:37:17 od 20ilija01 »
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...члан секције младих трезвењака...

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Тучем га на емулатору редовно  Smile
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Prefer a feast of friends to the giant family
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Moja omiljena konzola , 1998 cale mi kupi konzolu sa Banjo-Kazooie u Beosoftu , secam se tad je bilo oko 450 maraka , sto je u to vreme bilo veoma skupo. Kao sto kaze moj prethodnik, project 64 je uvek tu  Smile
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« Poslednja izmena: 01. Apr 2014, 20:23:09 od Magic Master »
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Slazem se potpuno sa listom

« Poslednja izmena: 01. Apr 2014, 21:46:11 od Zero-vfk »
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Nisu sve igre "dobro ostarile".
« Poslednja izmena: 01. Apr 2014, 22:01:54 od Magic Master »
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Nijedna nije.... Čini mi se da pored svih ovih sranja koje se sad prave, da će se ovo tek nekad ceniti. Ali najbolja konzola ikad meni je SNES. Smile
Džabe je stara, loša je grafika, ali sam na njoj odigrao prve igrice i ostala mi je u sećanju. Većina igra gluposti nalik Counteru, a ja i dan danas igram Super Maria, Donkey Kong Country Returns, Super Tennis, Donkey Kong Double Trouble... Meni najbolje igrice ikada. Smile Smile
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Мени ово најбоља конзола икад. Smile

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Ti si ipak poznati ljubitelj Sonica. Wink Smile
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Волим ја и Мариа и Соника. Ал' Соника мало више.  Smile
« Poslednja izmena: 02. Apr 2014, 09:27:20 od Magic Master »
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