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=== Development === [[Silicon Graphics|Silicon Graphics, Inc.]] (SGI), a long-established leader in [[high-performance computing]], sought to expand by adapting its supercomputing technology into the higher volume consumer market, starting with the video game industry. To support this shift, SGI redesigned its MIPS [[R4000]] CPU family, reducing power consumption, and aimed to lower unit cost from up to {{US$|200|1993|link=yes|round=0}} to approximately {{US$|40|1993|round=0|long=no}}.<ref name="Video Game Link">{{Cite news |last=Fisher |first=Lawrence M. |date=August 21, 1993 |title=Company News; Video Game Link Is Seen for Nintendo |url=https://www.nytimes.com/1993/08/21/business/company-news-video-game-link-is-seen-for-nintendo.html |url-status=live |archive-url=https://web.archive.org/web/20150208022940/http://www.nytimes.com/1993/08/21/business/company-news-video-game-link-is-seen-for-nintendo.html |archive-date=February 8, 2015 |access-date=February 7, 2015 |work=[[The New York Times]]}}</ref> SGI developed a video game chipset prototype and sought an established industry partner. SGI founder [[James H. Clark|Jim Clark]] first pitched the concept to [[Tom Kalinske]], CEO of Sega of America, who said they were "quite impressed." However, Sega’s Japanese engineers rejected the design, citing technical issues, which SGI later resolved.<ref name="Tom">{{Cite web |title=Tom Kalinske Interview |url=http://www.sega-16.com/feature_page.php?id=214&title=Interview:%20Tom%20Kalinske |url-status=dead |archive-url=https://web.archive.org/web/20090207173139/http://www.sega-16.com/feature_page.php?id=214&title=Interview%3A%20Tom%20Kalinske |archive-date=February 7, 2009 |access-date=December 17, 2009 |publisher=Sega-16}}</ref> Nintendo disputes this account, claiming SGI ultimately favored Nintendo because Sega had demanded exclusive rights to the technology, while Nintendo was open to a non-exclusive licensing agreement.<ref name="Brandt" /> In early 1993, Clark met with Nintendo president [[Hiroshi Yamauchi]].<ref name="Brandt" /> By August 23, during Nintendo's annual [[Nintendo Space World#Shoshinkai 1993|Shoshinkai trade show]],<ref>{{Cite magazine |last=Semrad |first=Ed |date=October 1993 |title=Nintendo Postpones Intro of New System... Again! |magazine=[[Electronic Gaming Monthly]] |publisher=[[Ziff Davis]] |page=6 |issue=51}}</ref> the companies announced a joint development and licensing agreement for what they called "Project Reality."<ref name="Project Reality Preview">{{Cite magazine |last=Cochrane |first=Nathan |date=1993 |others=taken from ''Vision'', the SGI newsletter |title=Project Reality Preview by Nintendo/Silicon Graphics |url=http://www.ibiblio.org/GameBytes/issue21/flooks/preality.html |url-status=live |archive-url=https://web.archive.org/web/20170818140049/http://www.ibiblio.org/GameBytes/issue21/flooks/preality.html |archive-date=August 18, 2017 |access-date=October 16, 2017 |magazine=GameBytes |issue=21}}</ref> They projected an arcade debut in 1994 and a home release by late 1995, targeting a retail price under {{US$|250|1995|round=0|long=no}}.<ref name="Project Reality press release at SGI">{{Cite press release |title=Nintendo and Silicon Graphics Join Forces to Create World's Most Advanced Video Entertainment Technology |date=September 4, 1993 |publisher=Silicon Graphics, Inc. |url=http://www.sgi.com/Headlines/1993/Sep/sept_04.html |access-date=December 29, 2014 |url-status=dead |archive-url=https://web.archive.org/web/19970707183909/http://www.sgi.com/Headlines/1993/Sep/sept_04.html |archive-date=July 7, 1997}}</ref> Michael Slater, publisher of [[Microprocessor Report]] highlighted the significance of the partnership saying, "The mere fact of a business relationship there is significant because of Nintendo's phenomenal ability to drive volume. If it works at all, it could bring MIPS to levels of volume [SGI] never dreamed of."<ref name="Video Game Link" /> SGI named the console’s core chipset "Reality Immersion Technology", featuring MIPS [[R4300i]] CPU and the Reality Coprocessor for graphics, audio, and memory management).<ref name="N64 Programming Manual" /> [[NEC]], [[Toshiba]], and [[Sharp Corporation|Sharp]] would provide manufacturing support.<ref>{{Cite magazine |date=March 1994 |title=Reality Check |url=https://archive.org/details/GamePro_Issue_056_March_1994/page/n177/mode/1up |magazine=[[GamePro]] |page=184 |issue=56}}</ref> The chipset was a collaborative effort between SGI and its subsidiary, [[MIPS Technologies]].<ref name="Project Reality press release at SGI" /><ref name="Johnston & Riccardi">{{Cite book |last1=Johnston |first1=Chris |title=Electronic Gaming Monthly's Player's Guide to Nintendo 64 Video Games |last2=Riccardi |first2=John |date=1996 |publisher=Ziff-Davis Publishing |page=18}}</ref><ref name="Shadows postmortem">{{Cite magazine |last=Haigh-Hutchinson |first=Mark |date=January 1997 |title=Classic Postmortem: Star Wars: Shadows Of The Empire |url=http://www.gamasutra.com/view/news/114010/Classic_Postmortem_Star_Wars_Shadows_Of_The_Empire.php |url-status=dead |archive-url=https://web.archive.org/web/20150402141636/http://www.gamasutra.com/view/news/114010/Classic_Postmortem_Star_Wars_Shadows_Of_The_Empire.php |archive-date=April 2, 2015 |access-date=February 5, 2015 |magazine=Game Developer}}</ref> SGI and Nintendo also partnered with [[Rambus]], designing a bus architecture to transfer data at 500 MB/s using its proprietary [[RDRAM]]. Rambus hoped the partnership would encourage RDRAM adoption in PCs.<ref name=":1">{{Cite magazine |date=April 1995 |title=The Dream Team |url=https://archive.org/download/Nintendo_Power_Issue001-Issue127/Nintendo%20Power%20Issue%20071%20April%201995.pdf |magazine=Nintendo Power |pages=60–65 |volume=71}}</ref> [[Image:SGI-onyx.jpg|thumb|SGI Onyx like those used for early development]] [[File:Nintendo Ultra64 DevKit Joybus Board Connected.JPG|thumb|SGI Indy [[Software development kit|development kit]] with Nintendo 64 simulation board and controller connectors on breakout board]] To enable game creation before the hardware was finalized, SGI offered a [[Software development kit|development platform]] based on the [[SGI Onyx|Onyx]] supercomputer to simulate expected console performance. The Onyx was priced at up to {{USD|250,000|1994|round=-4|long=no}}.<ref name="Shadows postmortem" /><ref>''Gaming Gossip''. [[Electronic Gaming Monthly]]. Issue 69. Pg.52. April 1995.</ref><ref name="The Game is 64 Bits">{{Cite magazine |last=Willcox |first=James K. |date=April 1996 |title=The Game Is 64 Bits |url=https://books.google.com/books?id=MGUEAAAAMBAJ&pg=PA134 |url-status=live |archive-url=https://web.archive.org/web/20201022045612/https://books.google.com/books?id=MGUEAAAAMBAJ&pg=PA134 |archive-date=October 22, 2020 |access-date=October 16, 2017 |magazine=[[Popular Mechanics]] |page=134 |via=[[Google Books]]}}</ref> It included a {{USD|50,000|1994|round=-4|long=no}} [[RealityEngine|RealityEngine2]] graphics board and four 150 MHz R4400 CPUs.<ref name="Next Generation #44">{{Cite magazine |date=August 1998 |title=Nintendo 64 |url=https://archive.org/stream/ng_unedited/ng_44_unedited#page/n41/mode/2up |access-date=December 14, 2015 |magazine=Next Generation |page=40 |issue=44}}</ref><ref name="Edge #7">{{Cite magazine |date=April 1994 |title=Silicon Graphics: Showing Off |url=https://archive.org/stream/EDGE.N007.1994.04/EDGE.N007.1994.04-Escapade_4900px#page/n17/mode/2up |access-date=December 14, 2015 |magazine=Edge |pages=18–19 |issue=7}}</ref> Once the chipset was finalized, the supercomputing setup was replaced by a simulation board integrated into low-end [[SGI Indy]] workstation in July 1995.<ref name="Project Reality press release at SGI" /> SGI's early performance estimates proved largely accurate; [[LucasArts]], for instance, ported a prototype ''Star Wars'' game to the final hardware in just three days.<ref name="Shadows postmortem" /><ref name="CVG 171">{{Cite magazine |date=February 1996 |title=Nintendo Ultra 64 |url=https://www.outofprintarchive.com/articles/features/TradeShows/Shoshinkai1995-CVG171-5.html |url-status=live |archive-url=https://web.archive.org/web/20220807073003/https://www.outofprintarchive.com/articles/features/TradeShows/Shoshinkai1995-CVG171-5.html |archive-date=August 7, 2022 |access-date=August 7, 2022 |magazine=[[Computer and Video Games]] |location=UK |issue=171}}</ref>{{rp|26}} On June 23, 1994, at the [[Consumer Electronics Show]], Nintendo announced that the upcoming console would be named the "Ultra 64". The console design was shown, but its controller remained under wraps. The most controversial detail was Nintendo’s decision to use limited-capacity ROM cartridges rather than the increasingly popular CD-ROM format, despite previous development work for a CD-based SNES.<ref name="Billboard September 4, 1993">{{Cite magazine |last=McGowan |first=Chris |date=September 4, 1993 |title=Nintendo, Silicon Graphics Team for Reality Check |url=https://books.google.com/books?id=-BEEAAAAMBAJ&q=silicon+graphics&pg=PA89 |url-status=live |archive-url=https://web.archive.org/web/20210813021307/https://books.google.com/books?id=-BEEAAAAMBAJ&q=silicon+graphics&pg=PA89 |archive-date=August 13, 2021 |access-date=October 16, 2017 |magazine=[[Billboard (magazine)|Billboard]] |page=89 |quote="[It] could be a cartridge system, a CD system, or both, or something not ever used before"}}</ref><ref name="Billboard: June 25, 1994">{{Cite magazine |last=Gillen |first=Marilyn A. |date=June 25, 1994 |title=Billboard (June 25, 1994) |url=https://books.google.com/books?id=UggEAAAAMBAJ&q=Howard+Lincoln&pg=PA77 |url-status=live |archive-url=https://web.archive.org/web/20210813021221/https://books.google.com/books?id=UggEAAAAMBAJ&q=Howard+Lincoln&pg=PA77 |archive-date=August 13, 2021 |access-date=September 2, 2014 |magazine=Billboard |quote=Right now, cartridges offer faster access time and more speed of movement and characters than CDs. So, we'll introduce our new hardware with cartridges. But eventually, these problems with CDs will be overcome. When that happens, you'll see Nintendo using CD as the software storage medium for our 64-bit system. — Howard Lincoln, chairman of Nintendo of America, 1994}}</ref>{{rp|77}} Nintendo defended the decision, citing the performance advantages of cartridges. The Ultra 64 was marketed as the world’s first [[64-bit computing|64-bit]] console.<ref>{{Cite web |title=Nintendo Ultra 64 |url=http://www.csoon.com/issue15/nu64_1.htm |url-status=live |archive-url=https://web.archive.org/web/20090204193721/http://www.csoon.com/issue15/nu64_1.htm |archive-date=February 4, 2009 |access-date=January 14, 2009}}</ref> Though Atari had previously advertised the Jaguar as a 64-bit system,<ref>{{Cite web |title=Atari Jaguar |url=http://www.allgame.com/platform.php?id=14 |url-status=live |archive-url=https://web.archive.org/web/20090918235248/http://www.allgame.com/platform.php?id=14 |archive-date=September 18, 2009 |access-date=January 14, 2009}}</ref> its architecture used two 32-bit coprocessors and a 16/32-bit [[Motorola 68000]] CPU,<ref>{{Cite web |title=Atari Jaguar |url=http://www.videogameconsolelibrary.com/pg90-jaguar.htm |url-status=live |archive-url=https://web.archive.org/web/20090130104852/http://www.videogameconsolelibrary.com/pg90-jaguar.htm |archive-date=January 30, 2009 |access-date=January 14, 2009}}</ref> falling short of Nintendo’s full 64-bit implementation. Later in 1994, Nintendo signed a licensing agreement with [[Amusement arcade|arcade]] giant [[WMS Industries|Williams]]. The company's [[Midway Games|Midway]] studio would develop Ultra 64-branded arcade titles, including [[Killer Instinct (1994 video game)|''Killer Instinct'']] and [[Cruis'n USA|''Cruis’n USA'']].<ref name="arcadehits1">{{Cite web |title=Killer Instinct |url=http://www.arcadehits.net/datObase/rom.php?zip=kinst |archive-url=https://web.archive.org/web/20090204081007/http://www.arcadehits.net/datObase/rom.php?zip=kinst |archive-date=February 4, 2009 |access-date=January 14, 2009}}</ref> However, these arcade machines used hardware distinct from the home console: they lacked the Reality Coprocessor, used different MIPS CPUs, and relied on hard drives instead of cartridges to store game data.<ref name="arcadehits1" /><ref name="Killer Instinct at System16">{{Cite web |title=Midway Killer Instinct Hardware |url=http://www.system16.com/hardware.php?id=614 |url-status=live |archive-url=https://web.archive.org/web/20090204164129/http://www.system16.com/hardware.php?id=614 |archive-date=February 4, 2009 |access-date=December 14, 2015 |publisher=System 16}}</ref> The expanded storage enabled games like ''Killer Instinct'' to incorporate pre-rendered 3D character sprites and full-motion video backgrounds.<ref>{{Cite web |title=Killer Instinct Hardware |url=http://www.system16.com/hardware.php?id=614 |archive-url=https://web.archive.org/web/20090204164129/http://www.system16.com/hardware.php?id=614 |archive-date=February 4, 2009 |access-date=January 14, 2009}}</ref> In April 1995, it introduced its "Dream Team" of developers. Graphic development tools were provided by [[Alias Research]] and MultiGen, while [[Software Creations]] provided audio tools. Game development studios included [[Acclaim Entertainment|Acclaim]], [[Rockstar San Diego|Angel Studios]], [[DMA Design]], [[GameTek]], Midway, [[Paradigm Entertainment|Paradigm]], [[Rare (company)|Rare]], [[Sierra On-Line]], and [[Spectrum HoloByte]].<ref name=":1" /> Despite the initial hype, the Dream Team did not live up to expectations. Some studios like GameTek failed to deliver games, while only a few, including Rare, Acclaim, and Midway, made a significant impact.<ref>{{Cite web |last=Casamassina |first=Matt |date=1999-06-08 |title=Sweet Dreams are Made of These |url=https://www.ign.com/articles/1999/06/08/sweet-dreams-are-made-of-these |access-date=2025-04-03 |website=IGN |language=en |archive-date=November 7, 2017 |archive-url=https://web.archive.org/web/20171107042154/http://www.ign.com/articles/1999/06/08/sweet-dreams-are-made-of-these |url-status=live }}</ref> Nintendo originally planned to launch the console as the "Ultra Famicom" in Japan and "Nintendo Ultra 64" internationally.<ref>{{Cite magazine |date=December 1995 |title=Nintendo 64 Homes in on Japan |magazine=[[Next Generation (magazine)|Next Generation]] |publisher=[[Imagine Media]] |page=19 |issue=12}}</ref><ref>{{Cite magazine |date=September 1995 |title=Gaming Gossip |magazine=[[Electronic Gaming Monthly]] |publisher=[[Ziff Davis]] |page=44 |issue=74}}</ref> While rumors claimed trademark conflicts with [[Konami]]'s [[Ultra Games]] prompted a name change, Nintendo denied this, citing a desire for a unified global brand.<ref>{{Cite magazine |date=April 1996 |title=Say Goodbye to Ultra |magazine=[[Electronic Gaming Monthly]] |publisher=[[Ziff Davis]] |page=16 |issue=81}}</ref> The final name "Nintendo 64" was proposed by ''[[Mother (video game)|Earthbound]]'' creator [[Shigesato Itoi]].<ref>{{Cite web |last=Lindsay |date=November 5, 2011 |title=The 64DREAM – November 1996 |url=http://yomuka.wordpress.com/2011/11/05/the-64dream-november-1996/ |url-status=live |archive-url=https://web.archive.org/web/20111108231105/http://yomuka.wordpress.com/2011/11/05/the-64dream-november-1996/ |archive-date=November 8, 2011 |access-date=November 7, 2011 |publisher=Yomuka!}}</ref><ref name="NintendoLandN64">{{Cite web |last=Liedholm, Marcus |date=January 1, 1998 |title=The N64's Long Way to Completion |url=http://www.nintendoland.com/home2.htm?n64/n64.htm |url-status=dead |archive-url=https://web.archive.org/web/20080304064740/http://www.nintendoland.com/home2.htm?n64%2Fn64.htm |archive-date=March 4, 2008 |access-date=March 27, 2008 |publisher=Nintendo Land}}</ref> Still, the original name lived on in the console's model numbering prefix "NUS-", widely believed to stand for "Nintendo Ultra Sixty-four."<ref>{{Cite web |title=Nintendo 64 Hardware Profile |url=http://www.n-sider.com/hardwareview.php?hardwareid=7 |url-status=dead |archive-url=https://web.archive.org/web/20051018054455/http://www.n-sider.com/hardwareview.php?hardwareid=7 |archive-date=October 18, 2005 |access-date=January 11, 2009}}</ref>
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