Nus 001 Usa

CPU

MIPS 64-bit RISC CPU (customized R4000 series) - Clock Speed: 93.75 MHz

RAMBUS D-RAM 36M bit - Transfer Speed: maximum 4,500M bit/sec.
RCP: SP (sound and graphics processor) and DP (pixel drawing processor) incorporated - Clock Speed: 62.5MHz

256 x 224 ~ 640 x 45 dots, Flicker-free interlace mode support

32-bit RGBA pixel color frame buffer support, 21-bit color video output, Z buffer, Anti-aliasing

Realistic texture mapping: Tri-linear filtered MIP-map interpolation, Perspective correction, Environment mapping

Size

Width 260mm (10.23') x Depth 190mm (7.48') x Height 73mm (2.87') - 1.1kg (2.42 lb.)

Software

Cart based, with a variable size for data that ranges from 32 megabits (4 megabytes) up to 512 megabits (64 megabytes). Save data can be stored internally, in the cart (again with variable sizes) or on a memory card to be inserted in the back slot of the Controllers or in a combination of both.

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Controller

A short video demonstrating a working Nintendo NUS-001 Charcoal Grey Console available at http://stores.ebay.com/AristonSellers. Nintendo 64 Ice Blue Console NUS-001 (USA) Super Clean With Expansion Pack. Model #NUS-001 Released 1996 The Nintendo 64 is a slick looking system if you ask me. It’s dark, smoky gray color and curvy front-end are reminiscent of a classic luxury sports car, IMO.

The Controller for Nintendo 64 has been the most advanced controller so far, possibly also because it was the first to introduce many new elements in the home market. First of all, as one can notice it can be handled in three different postions, and it has been the first to introduce the analog stick (the one in the middle). The first game to use it has been Super Mario 64, this game lets you control the way Mario moves by simply pushing the stick completely in one direction or just by a little: you can walk and run at so many different speeds. Since it has been the first gaming console to introduce the analog stick, designers at Nintendo thought it could be a better idea to leave the orignal 8-way directional pad as the main control way. But as games developed, not many titles use the original control pad; the analog one offers better control in 3d worlds with changing perspective, driving games, rpg games and even platformers, with the possibility to choose the speed of the character.

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First introduced by Nintendo 64!

Every way you take the controller in hand you will end up with a trigger at the bottom or on the shoulder of the pad. It has been greatly designed to offer maximum comfort in all 3 postions.

Model no nus 001 usa

Though the look originates from the old Super Famicom one, some buttons have been removed and other splitted. The most particular one is the yellow C butoon, which is made by four different buttons originating another control pad. This configuration makes possible to move a camera (like Super Mario 64 does - you can change the point of view while running around a mountain and even zoom to Mario's eyes) or to control movement, like in Turok. You cannot imagine how simple is to control a character in a first person view with the Nintendo 64 Controller: holding it like the 3rd example posted here, with the yellow buttons you control the movement on the ground, and with the analog stick you can look and shot freely around while running in another direction. It gives you better and easier control than a mouse and a keyboard, believe me.

Nus-001(usa) Rgb

Ideas behind this controller have surfaced in both Playstation, Dreamcast and now Gamecube, which takes the concept even further by keeping all the good point of the Nintendo 64 one and by adding two accelerator-like buttons at the top.

The Controller Pak was released with the debut of the console on the market. It wasn't different from other Memory Cards for other consoles except for its particularity of plugging into the controller instead of the base unit. This way, game producers could have the possibility to develop a game by implementing game save data on the cartridge, on the Controller Pak or in a combination of both. Apart from 3rd and 2nd party developers, Nintendo didn't include support for it in games after the initial period. This is still, however, the most supported peripherial after the Rumble Pak.

Nintendo 64 Model Nus-001 (usa)

First introduced by Nintendo 64!

The Rumble Pak was first introduced with StarFox 64, which in the first edition came in a bundle with it. It offers force feedback for software devloped with it in mind. Even if it does connect in the controller's slot, it is completely interchangable with the other peripherials at any time. It has been the FIRST attempt ever to offer force feedback on the home market, so it was developed separately from the controller; Nintendo didn't know if it would have bben succesful or not. Soon after that Sony followed the wave with its Shock controller for Playstation (but didn't planned it for a relelase outside Japan - the first analog controllers in Europe and USA were not giving vibrations of any kind, but after seeing they were selling only Japanese ones they changed their minds) and after that PC gaming devices makers and Sega with the Dreamcast. Another record for Nintendo and the Nintendo 64.

Nintendo Nus-001(usa)

First introduced by Nintendo 64!

The Memory Expansion Pak is a small cartridge that fits in the top cover of the Nintendo 64. It takes the place of the Jumper Pak; which is a similar cartridge shipped with every console. The Jumper Pak is simply a terminator for the RIMM bus, and it isn't much different than the terminators used in Pentium 4 machines nowadays. The Expansion Pak is an expansion for the 36 mbits of RIMM system memory built inside the Nintendo 64: it adds 36 mbits more, bringing the total to 72 mbits (9 mbytes). This added memory can be used to increase graphic resolution, add more polygons, ecc. First games to employ this extra memory didn't require it to work properly, they simply were able to detect it automatically and increase the resolution of the game. As further as we go into the evolution of the console the game started requiring it, and hardware bundles started to show. This memory does no harm if you leave it in the console any time. It shouldn't give you any improvement in games that don't officially support it, but if you are experiencing slow-downs this could help you a little, a bit of extra memory can make the difference. It ships with a small tool to remove both paks and is bundled with the 64 DD unit; all 64 DD titles require it to work. Please note that Nintendo started to sell a gaming console with Rambus Memory 6 years before it was succesfully employed in computers, with an unbeatable price of around 100$ for a whole unit. Think how much a 64mb Rambus bank costs today... This has been the first memory expansion released for a gaming console. Before, additional RAM memory was added on the game cartridges' boards (Super Famicom, Famicom, Game Boy, Genesis, Master System, etc.).