The *UNOFFICIAL* Nintendo 64
System Use and Care guide
by Snake64
version 1.3
Welcome to my guide about the greatest system ever, the Nintendo 64! In
this guide, I'm going to tell all of you (hopefully) happy N64 owners
the best ways to use and take care of your system.
Last Updated: 6/2/00
Revisions:
12/18/97 First edition completed.
7/14/98 Version 1.1 done. Added 64DD info.
6/2/00 Thought I had died, didn't you? =) Found this thing after quite
a while...on www.gamefaqs.com. Mainly contact info and formatting updates.
That, and the Expansion Pak.
6/5/00 Someone finally notified me of some control-stick related info...
The latest version of this can always be obtained at
www.gamefaqs.com.
This is my second FAQ/Walkthrough/Whatever-you-call-it. My other
attempt is the first and as far as I know, ONLY text walkthrough for
StarFox 64. If you've got the game, it's a must-read!
CONTENTS:
1. System specs
2. Cleaning
3. What does (obscure thing) do?
4. My (other thing) won't work. What's wrong?
5. A word on licensed vs. unlicensed
6. *NEW* The Skinny on the 64DD and other N64 peripherals
7. Other stuff
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1. SYSTEM SPECS
Processors:
64-bit MIPS R4300 RISC CPU running at 93.75 Mhz (125
MIPs) with true 64-bit data path and registers
64-bit RISC "Reality Immersion" graphics co-processor
running at 62.5 Mhz (100+ MFLOPS) with onboard rendering
processor to handle textures, anti-aliasing, z-buffering
Geometry engine provides support for hardware based
shading, z-buffering, perspective correct texture
mapping, tri-linear mip-mapping, anti-aliasing,
256-level alpha channel, LOD Management. Sprite effects
include rotation, scaling, anti-aliasing, 256-level
alpha channel effects.
Overall, the Nintendo 64 is capable of rendering
about 160,000 polygons with all hardware features
enabled.
Outputs:
256 x 224 pixel resolution (low-res); 640 x 480 pixel
resolution (high-res) 32-bit RGBA pixel color frame
buffer (21-bit color output)
Memory:
4 MB RAM (128K memory data path); Rambus DRAM
memory subsystem allows theoretical transfers up to 563
MB/second
Sound:
CD quality 16-bit stereo sound at 44.1 Khz maximum 100 PCM
channels.
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2. CLEANING
Cleaning is one thing that you will NEVER have to do to the system.
NEVER!!! The N64 has a nifty little self-cleaning mechanism in it, so
don't bother buying an unlicensed N64 game/system cleaning kit, because:
A. Your system doesn't need it
B. If it hurts your system or games, tough cookies, you've just voided
your warranty.
So don't get one. If you're really in a fit about keeping your GAMES
clean though, go dig up an SNES game/system cleaner (one that has a
little cleaning wand that is somewhat like a Q-Tip, not something you
stick the game into) and use it on the GAME. DO NOT use the system
cleaner for your system. The game cleaner (assuming it is an Officially
Licensed one) will not void the system warranty.
Also, you should never do the following things to your games to get them
clean:
1. Blow on the contacts
2. Use a Q-tip, Kleenex, etc. etc. with any liquid or solvents
3. Dump them in a washing machine
But chances are that your games won't need cleaning near as much, if at
all, as the SNES (and the old NES, which had games that would get REALLY
dirty). Just keep them in a clean, relatively dust-free place. Some
protective covers would help too.
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3. WHAT DOES (OBSCURE THING) DO?
What does the `jumper pak' underneath the little lid on the top of the
system do?
**Old Info for reference...kinda funny looking back at history**
The jumper pak that is there is really not anything. You see, that slot
is for a RAM expansion pak (called the jumper pak) that will be bundled
with the 64DD. The system is hard-programmed to look for something
there on every start-up. If there is nothing there, it gets stuck in a
continuous loop and will not work unless something is there. The jumper
pak that came with the system is simply there to tell the system that
there is something there; it does not provide any extra RAM. So DO NOT,
repeat DO NOT remove it!!! (Until, that is, you buy a 64DD!)
**End out of date info**
Now, we know that the 64DD isn't coming to the USA. The Expansion Pak
was released separately, and enhances the graphical qualities of many
games. Some games will run in higher resolution, others will just run
more smoothly.
What is the connector beneath the lid on the bottom of the system for
(labeled EXT)?
**More out of date info**
This connector, I believe, is for the 64DD. I have not heard official
word, but it seems obvious that since the 64DD goes below the 64, that
is where it would connect. DO NOT try to plug ANYTHING in there, unless
you get a 64DD. Just leave the lid on and let it be.
**End out of date info**
Now, it's for jack squat. There is no 64DD, and that's a shame.
What is the connector on the bottom of my controller for?
That connector is for either:
A. Controller Pak
B. Rumble Pak
C. GB Pak
D. Another as yet unknown add-on
The Controller Pak is a memory cartridge for saving games; some games,
i.e. Top Gear Rally and QB Club 98, have no internal memory and require
the Controller Pak to save anything. The basic controller pak, in its
stock 256K size, can save a few games. Some unlicensed controller paks
can hold 1 or 2 megs, but have a switch on back to switch to each 256K
block.
The Rumble Pak is a tie-in with StarFox 64 and now available separately.
It shakes the entire controller when you are hit. It contains no
memory, and requires 2 AAA-batteries. There are two other `rumble paks'
out, the Force Pack and the Thunder Pack. The Rumble Pack is
incompatible with the unlicensed SharkPad. The Force Pack is said to be
weaker than the RP, while the Thunder Pack is said to be much stronger
on its high setting. The rumble pack is the ONLY licensed rumbling
periphial available. There is also a Thunder Pack Plus, which has not
only the low and high settings, it also has a 4X memory card. No
switching paks anymore!!!
The GB Pak is a thing that lets you attatch your Game Boy to your
controller. Why? Well, it adds a nifty, private little screen to your
controller. You could use this to tell you things that only you want to
see in a multiplayer game, ex. your weapons, your exact location on the
map, or, in a card game, your hand. (Cards 64? I don't quite see it,
but there's a use for the GB Pak.) But the main use so far is to
transfer data from the Game Boy Pocket Monster games to the upcoming N64
Pocket Monster Games and vice versa.
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4. MY (OTHER THING) WON'T WORK. WHAT'S WRONG?
First thing you need to ask yourself if something's not working right:
Is it licensed by Nintendo? That's a big thing; see section 5 for more
on that topic.
If it's licensed (meaning that 99.9% of the time, if it isn't a game,
it's made by Nintendo), then you can follow these steps and then if they
don't work, call Nintendo's 800 # and get it professionally fixed. If
it isn't, chances are, if these steps don't work, you're toast.
My stick acts weird in the game. It's always pulling in one direction.
Chances are you had the stick off-center when the system was turned on.
The system takes a zero-zero, or center, reading on whatever the stick
is at. If you have it in the upper right corner, it reads that corner
as the center, and the real center as the lower left corner. To cure
this, place the controller right side up on the ground, turn off the
system, and turn it back on.
***Update, thanks 'Austin'!!***
If you hit the L Button, the R Button,
and the Start button simultaneously, it will reset the neutral position.
No more turning it off and then on again I guess!
***And back to the good old text***
But if you've spilt something on it (soda,
water, etc.), it could be dirty inside. I advise taking it to a
Nintendo dealer to have it checked out.
My controls do not respond at all or erratically.
The controller plug is loose. This is likely to happen much less than
it did on the NES and SNES (due to design improvements), but it can
happen. Simply make sure nothing is in the way of the connector, and
push it in all the way. You may need to turn it off and on to get a
good stick-center.
My controls seem messed up.
If you mean that one button is doing what another is supposed to, check
your game's settings. You may have inadvertently changed the control
settings to something completely different than what you are used to.
Also, if you have button-programming capability, you may have changed
the buttons on the controller.
My rumble pak is not rumbling.
Make sure that it has been plugged in tightly and correctly. The N64
logo should face away from you. If you are using the SharkPad pro
however, you need to get the version of the Rumble Pak that is made by
the same company. The Nintendo RP and the SPP are incompatible. One
other biggie: Check to make sure that it has good batteries.
My system flat-out doesn't work.
Make sure the LED on the front is coming on when you hit the switch.
You may not be properly hooked up to the power. If the LED is on, check
to make sure the Jumper Pak is still in. If someone who hasn't read
this guide took it out, and you have no idea where it is, YOU ARE
SCREWED BIG TIME. Contact Nintendo to get a new one. Also, make sure
that your controllers are plugged in, and that the game is in properly.
If none of these helps, contact the Big N.
My game is in black-and-white (specifically Dark Rift).
By some fluke of programming, Dark Rift will not play in color on some
televisions. It is extremely rare, but if it happens, take it back for
a FULL refund. If the store will not take it back, and you bought it
new, tell them to contact Vic Tokai for an official explanation. As
yet, there is no cure except to buy a new TV if you really, really,
really want the game.
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5. A WORD ON LICENSED VS. UNLICENSED
There is some controversy on licensed versus unlicensed accessories.
Licensed accessories are guaranteed to work, and will not void your
warranty on the system. Although a little more expensive, the security
may be worth it. Unlicensed accessories, however, are not necessarily
guaranteed to work, and if it damages the system, your warranty has
already been voided. But for the most part, the companies that make the
products are quite good about it, and it is unlikely that your
unlicensed part will damage your system unless used improperly. I will
admit that I use a few unlicensed products, namely my two controller
packs (a standard size and a 4X size) and the RF switches for my 64 and
Saturn. They are all made by InterAct, and I prefer the RF switch I have
to the one Nintendo sells. The one I have needs no converter or
anything; it is all in one neat package. Neither one has done any
damage whatsoever, but oddly enough, you can't get cable through them.
You can just switch the cable and RF switches behind the TV, but it's an
odd problem. But if you go out and buy an unlicensed part from an
unknown company, beware. InterAct, Nuby, and the other big companies
that don't get their parts licensed (it's EXPENSIVE!!!) have very good
quality records. In fact, both InterAct and Nuby have extensive
warranties that I think cover up for the lack of licencing (I haven't
read the fine print yet). Smaller ones, though, have no such records.
So my word on licensed vs. unlicensed: It's your call.
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6. (OUT OF DATE!) NEW! THE SKINNY ON THE 64DD AND OTHER NEW PERIPHEALS!!
Thanks to some new Ultimate Game Players mags, I now have a ton of info
on the 64DD and the other new thingys that the big N is releasing.
64DD
The 64DD, seemingly the best add-on in years for any system, is the
answer to the cartridge problem. Cartridges flat-out suck for pure
storage capacity. But CDs suck for speed. The compromise? The 64DD.
It uses a magnetic-optical storage medium (known as MO disks, used for
years on PCs as backup disks), which can hold more than cartridges (but
not as much as a CD) and access faster than CDs (but not noticably
slower than cartridges). The disks are similar to Iomega Zip disks, but
are FAR FROM COMPATIBLE.
COOL THINGS:
? The 64DD diskettes can have up to 38 of their 64 megabytes user-
writable. This is put to use in the F-Zero X expansion disk. A track
editor is included, and that space is great for those extra tracks!
? The 64DD can be used in a multitude of ways:
? Make a game for 64DD only
? Make a game for Cartridge only
? Make a game that uses both (a game engine on the cartridge,
worlds on the disk)
? Use the 64DD as an expansion to a game (i.e. extra tracks as in
F-Zero X, new rosters for a sports game, etc)
? The 64DD will also have some way to connect to a network of some
kind. Modem? Satellite? Nobody's sure, but it will have a network.
Ah, nothing like a good dose of vaporware. Sadly, the 64DD never came
to be. Remember when they wanted to call it the Nintendo Ultra 64?
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7. OTHER STUFF
In case you're wondering, I collected this knowledge from experience
(and several years of Nintendo Power, Game Pro, and Ultimate Game
Players/Game Buyer). I just decided to put all of these things together
into one document so people wouldn't be searching the world high and low
for a million and one magazines and other publications to find all of
the information there is to know about the N64!
Since you've obviously downloaded this file of mine, give me an email,
ICQ, whatever! Let me know what you think!
Kirk Lane
ICQ UIN: 28171652
Email address:
[email protected]
Web Page:
http://www.geocities.com/MotorCity/Street/6900/
This document is copyright 2000 Kirk Lane. Any copyrights or trademarks
in here are property of their respective owners. (Whatever the legal
gobbledygook is, I'm just saying that I'm taking credit for writing this
guide, not the N64 or any copyrighted thing within.)