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== Hardware == === Technical specifications === {| class="wikitable" style="float:right; margin:0.5em 0 0.5em 1.4em; text-align:center;" |- | [[File:CPU-NUS 01.jpg|none|100px|VR4300 CPU]] | [[File:RCP-NUS 01.jpg|none|100px|64-bit "Reality Coprocessor"]] | [[File:RDRAM18-NUS 01.jpg|none|100px|2-chip [[RDRAM]]]] |- | style="width:100px;"| {{small|VR4300 CPU}} | style="width:100px;"| {{small|64-bit "Reality Coprocessor"}} | style="width:100px;"| {{small|2-chip [[RDRAM]]}} |- | [[File:Nintendo-N64-Motherboard-Bottom.jpg|none|100px|Main motherboard]] | [[File:Nintendo-N64-Motherboard-Top.jpg|none|100px|Main motherboard]] | [[File:Nintendo-64-Memory-Expansion-Pak Front.jpg|none|100px|Memory Expansion Pak]] |- | style="width:100px;"| {{small|[[Motherboard]] (bottom)}} | style="width:100px;"| {{small|Motherboard (top)<br />([[commons:File:Nintendo-N64-Motherboard-Top.jpg|Annotated]])}} | style="width:100px;"| {{small|Memory Expansion Pak}} |} The Nintendo 64's architecture is built around the Reality Coprocessor (RCP), which serves as the system’s [[Northbridge (computing)|central hub]] for processing graphics, audio, and memory management.<ref name="N64 Programming Manual">{{Cite web |title=Hardware Architecture |url=https://ultra64.ca/files/documentation/online-manuals/man/pro-man/pro03/index.html |access-date=March 31, 2025 |website=N64 Programming Manual |archive-date=January 23, 2024 |archive-url=https://web.archive.org/web/20240123210149/https://ultra64.ca/files/documentation/online-manuals/man/pro-man/pro03/index.html |url-status=live }}</ref> It works in tandem with the [[VR4300]], is a [[64-bit computing|64-bit]] CPU produced by [[NEC]], operating at 93.75 MHz with a performance of 125 [[million instructions per second]].<ref name="NECVR4300">{{Cite web |title=Main specifications of VR4300TM-series |url=http://www.nec.co.jp/press/en/9711/1401-01.html |archive-url=https://web.archive.org/web/20200710173520/http://www.nec.co.jp/press/en/9711/1401-01.html |archive-date=July 10, 2020 |access-date=May 20, 2006 |publisher=[[NEC]]}}</ref> ''[[Popular Electronics]]'' compared its processing power to that of contemporary [[Pentium]] desktop processors.<ref name="Popular Will" /> Though constrained by a narrower [[32-bit]] system [[bus (computing)|bus]], the VR4300 retained the computational capabilities of the more powerful 64-bit MIPS R4300i on which it was based.<ref name="NECVR4300" /> However, software rarely utilized 64-bit precision, as Nintendo 64 games primarily relied on faster and more compact 32-bit operations.<ref name="32bitmode">{{Cite web |last=Copetti |first=Rodrigo |date=September 12, 2019 |title=Nintendo 64 Architecture: A Practical Analysis |url=https://www.copetti.org/writings/consoles/nintendo-64/ |archive-url=https://web.archive.org/web/20230730091625/https://www.copetti.org/writings/consoles/nintendo-64/ |archive-date=July 30, 2023 |access-date=August 4, 2023 |publisher=}}</ref> The RCP operates at 62.5 MHz and contains two critical components: the "Signal Processor", responsible for sound and graphics processing, and the "Display Processor", which manages pixel drawing.<ref name="Technical Details">{{Cite web |title=Nintendo 64 Technical Details |url=https://www.nintendo.com/en-gb/Hardware/Nintendo-History/Nintendo-64/Technical-Details/Technical-Details-627050.html?srsltid=AfmBOooCiye65lvmg1A5Rp5egtfZAu3It91_5cB50U_Dg1gqTJ9YQdr0 |access-date=March 31, 2025 |website=Nintendo of Europe SE |language=en-GB}}</ref> The RCP renders visual data into the graphics frame buffer and controls [[direct memory access]] (DMA), transferring video and audio data from memory to a [[digital-to-analog converter]] (DAC) for final output.<ref name="N64 Programming Manual" /> A key advantage of the Nintendo 64's architecture is that the CPU and RCP operate in parallel, dividing tasks for better efficiency. While the VR4300 executes the main game logic, the RCP processes graphics and sound independently. This design enables 3D rendering and complex audio effects but also requires careful coordination to avoid performance bottlenecks.<ref name="N64 Programming Manual" /> The Nintendo 64 was among the first consoles to implement a [[unified memory architecture]], eliminating separate banks of [[random-access memory]] (RAM) for CPU, audio, and video operations.<ref>{{Cite magazine |date=November 1996 |title=Total Recall: The Future of Data Storage |magazine=[[Next Generation (magazine)|Next Generation]] |publisher=[[Imagine Media]] |page=43 |issue=23 |quote=The current trend now, with both the M2 and N64, is back towards a unified memory system.}}</ref> It features 4 MB of RDRAM (Rambus DRAM), expandable to 8 MB with the [[Expansion Pak]]. At the time, RDRAM was a relatively new technology that provided high bandwidth at a lower cost. Audio processing is handled by both the CPU and the RCP and is output through a DAC with a sample rate of up to [[44,100 Hz|44.1 kHz]] with 16-bit depth, matching CD quality.<ref name="NGen12">{{Cite magazine |date=December 1995 |title=Which Game System is the Best!? |magazine=[[Next Generation (magazine)|Next Generation]] |publisher=[[Imagine Media]] |pages=83–85 |issue=12}}</ref> However, this level of fidelity was rarely used due to the high CPU demand and the storage limitations of the ROM cartridges.<ref name="32bitmode" /> Most games featured [[stereo sound]], with some supporting [[Dolby Pro Logic]] surround sound.<ref name=":0">{{Cite web |last= |first= |date=1999-05-15 |title=Nintendo Embraces New Technology |url=https://www.ign.com/articles/1999/05/15/nintendo-embraces-new-technology |access-date=2025-04-02 |website=IGN |language=en |archive-date=April 7, 2025 |archive-url=https://web.archive.org/web/20250407133729/https://www.ign.com/articles/1999/05/15/nintendo-embraces-new-technology |url-status=live }}</ref> For video output, the system supports [[composite video|composite]]<ref>{{Cite web |title=Nintendo Support: Nintendo 64 AV to TV Hookup |url=https://www.nintendo.com/consumer/systems/nintendo64/hook_avtotv.jsp |url-status=live |archive-url=https://web.archive.org/web/20100520030615/http://www.nintendo.com/consumer/systems/nintendo64/hook_avtotv.jsp |archive-date=May 20, 2010 |access-date=February 28, 2010 |publisher=Nintendo}}</ref> and [[S-Video]] output, using the same cables as the Super NES and GameCube. It can display up to [[Millions of colors|16.8 million colors]]<ref>{{Cite book |last1=Loguidice |first1=Bill |url=https://books.google.com/books?id=wZnpAgAAQBAJ&q=The+Nintendo+64+supports+16.8+million+colors&pg=PA262 |title=Vintage Game Consoles: An Inside Look at Apple, Atari, Commodore, Nintendo, and the Greatest Gaming Platforms of All Time |last2=Barton |first2=Matt |date=February 24, 2014 |publisher=CRC Press |isbn=9781135006518 |page=262 |language=en |access-date=October 27, 2020 |archive-url=https://web.archive.org/web/20210813021307/https://books.google.com/books?id=wZnpAgAAQBAJ&q=The+Nintendo+64+supports+16.8+million+colors&pg=PA262 |archive-date=August 13, 2021 |url-status=live}}</ref> and resolutions ranging from 256×224 to 640×480 pixels.<ref name="Technical Details" /> While most games run at 320×240, some support higher resolutions, often requiring the Expansion Pak.<ref name="IGN-Pak">{{Cite web |last=IGN Staff |date=December 15, 1998 |title=Nintendo 64 Expansion Pak |url=http://www.ign.com/articles/1998/12/16/nintendo-64-expansion-pak |url-status=live |archive-url=https://web.archive.org/web/20150924042723/http://www.ign.com/articles/1998/12/16/nintendo-64-expansion-pak |archive-date=September 24, 2015 |access-date=August 7, 2015 |website=IGN}}</ref> The console also accommodates widescreen formats, with games offering either [[Anamorphic format|anamorphic]] 16:9 or [[Letterboxing (filming)|letterboxed]] display modes.<ref name=":0" /> === Controller === {{Main|Nintendo 64 controller}} [[File:N64-Controller-Gray.jpg|thumb|A gray Nintendo 64 controller]] The Nintendo 64 controller features a distinctive "M"-shaped design, with a "[[Analog stick|control stick]]", making Nintendo the first manufacturer to include a thumbstick as a standard feature in its primary controller. While functionally similar to an analog stick, the control stick is digital, operating on the same principles as a [[ball mouse]]. The controller includes a D-pad and ten buttons: a large A and B button, a Start button, four C-buttons (Up, Down, Left, and Right), two shoulder buttons (L and R), and a Z trigger positioned on the back. ''[[Popular Electronics]]'' described its shape as "evocative of some alien spaceship." While noting that the three-handle design could be confusing, the magazine praised its versatility, stating "the separate grips allow different hand positions for various game types".<ref name="Popular Will" /> A port on the bottom of the controller allows users to connect various accessories, including the [[Controller Pak]] for saving game data, the [[Rumble Pak]] for [[force feedback]], and the [[Transfer Pak]], which enabled data transfer between supported Nintendo 64 and Game Boy games. The Nintendo 64 was also one of the first consoles to feature four controller ports. According to Shigeru Miyamoto, Nintendo included four ports because it was the first console powerful enough to handle four-player [[Split screen (video games)|split-screen]] gameplay without significant slowdown.<ref>{{Cite magazine |date=February 1996 |title=Shigeru Miyamoto: The Master of the Game |magazine=[[Next Generation (magazine)|Next Generation]] |publisher=[[Imagine Media]] |issue=14 |pages=45–47}}</ref> === Game Paks === {{Main|Nintendo 64 Game Pak}} [[File:N64-Game-Cartridge.jpg|thumb|Open and unopened Nintendo 64 Game Paks]] After multiple attempts to develop a [[compact disc]]-based add-on for the Super NES, many in the industry expected Nintendo’s next console to follow Sony’s PlayStation in adopting the CD format. However, when the first Nintendo 64 prototypes debuted in November 1995, observers were surprised to find that the system once again used [[ROM cartridge]]s.<ref name="maher20231208">{{Cite web |last=Maher |first=Jimmy |date=December 8, 2023 |title=Putting the "J" in the RPG, Part 2: PlayStation for the Win The Digital Antiquarian |url=https://www.filfre.net/2023/12/putting-the-j-in-the-rpg-part-2-playstation-for-the-win/ |access-date=December 8, 2023 |website=The Digital Antiquarian |language=en-US |archive-date=December 8, 2023 |archive-url=https://web.archive.org/web/20231208233930/https://www.filfre.net/2023/12/putting-the-j-in-the-rpg-part-2-playstation-for-the-win/ |url-status=live }}</ref> Nintendo 64 cartridges range in size from 4 to 64 MB and often include built-in save functionality.<ref name="hardware1">{{Cite web |title=The N64 Hardware |url=http://n64.icequake.net/ |url-status=dead |archive-url=https://web.archive.org/web/20090430131325/http://n64.icequake.net/ |archive-date=April 30, 2009 |access-date=January 15, 2009}}</ref> Nintendo’s selection of the cartridge medium was highly controversial and is frequently cited as a key factor in the company losing its dominant position in the gaming market. While cartridges offered advantages such as faster load times and durability, their limitations—higher production costs, lower storage capacity, and longer manufacturing lead times—posed challenges for developers.<ref name="The N64 Hardware">{{Cite web |title=The N64 Hardware |url=http://n64.icequake.net/ |url-status=dead |archive-url=https://web.archive.org/web/20090430131325/http://n64.icequake.net/ |archive-date=April 30, 2009 |access-date=January 16, 2009}}</ref><ref name="CD Capacity">{{Cite web |title=CD Capacity |url=http://www.pcguide.com/ref/cd/mediaCapacity-c.html |url-status=live |archive-url=https://web.archive.org/web/20160304061956/http://www.pcguide.com/ref/cd/mediaCapacity-c.html |archive-date=March 4, 2016 |access-date=January 16, 2009}}</ref><ref name="videogameconsolelibrary90">{{Cite web |title=Nintendo 64 |url=http://www.videogameconsolelibrary.com/pg90-n64.htm |url-status=live |archive-url=https://web.archive.org/web/20090129224715/http://www.videogameconsolelibrary.com/pg90-n64.htm |archive-date=January 29, 2009 |access-date=January 11, 2009}}</ref> Many of the format’s benefits required innovative solutions, which only emerged later in the console’s lifecycle.<ref name="Bringing Indy to N64">{{Cite web |date=November 9, 2000 |title=Bringing Indy to N64 |url=http://www.ign.com/articles/2000/11/10/bringing-indy-to-n64 |url-status=live |archive-url=https://web.archive.org/web/20130927083804/http://www.ign.com/articles/2000/11/10/bringing-indy-to-n64 |archive-date=September 27, 2013 |access-date=September 24, 2013 |website=IGN}}</ref><ref name="Indiana Jones and the Infernal Machine">{{Cite web |date=December 12, 2000 |title=Indiana Jones and the Infernal Machine |url=http://www.ign.com/articles/2000/12/13/indiana-jones-and-the-infernal-machine-2 |url-status=live |archive-url=https://web.archive.org/web/20130927083807/http://www.ign.com/articles/2000/12/13/indiana-jones-and-the-infernal-machine-2 |archive-date=September 27, 2013 |access-date=September 24, 2013 |website=[[IGN]]}}</ref><ref name="Interview: Battling the N64 (Naboo)">{{Cite web |date=November 10, 2000 |title=Interview: Battling the N64 |url=https://www.ign.com/articles/2000/11/11/interview-battling-the-n64 |url-status=live |archive-url=https://web.archive.org/web/20070913180626/http://ign64.ign.com/articles/087/087646p1.html |archive-date=September 13, 2007 |access-date=November 13, 2021 |publisher=IGN}}</ref> ====Advantages==== {{Quote box | quote = The big strength was the N64 cartridge. We use the cartridge almost like normal RAM and are streaming all level data, textures, animations, music, sound and even program code while the game is running. With the final size of the levels and the amount of textures, the RAM of the N64 never would have been even remotely enough to fit any individual level. So the cartridge technology really saved the day. | source = Factor 5, ''Bringing Indy to N64'' at IGN<ref name="Bringing Indy to N64" /> | width = 30em }}Nintendo cited several reasons for choosing cartridges.<ref name="advantages">{{Cite book |title=Nintendo Power August 1994 – Pak Watch |publisher=Nintendo |year=1994 |page=108}}</ref> The biggest advantage was their fast load times—unlike CDs, which required lengthy loading screens, cartridges provided near-instant gameplay. This advantage had previously helped Nintendo compete against home computers like the [[Commodore 64]] in the 1980s.{{r|maher20231208}} Although cartridges are susceptible to long-term environmental damage, they are significantly more durable than compact discs.<ref name="advantages" /> Another key factor was [[Copyright infringement|copyright protection]]—cartridges were harder to pirate than CDs, reducing widespread [[software piracy]].<ref>{{Cite magazine |date=November 1995 |title=Nintendo Ultra 64: The Launch of the Decade? |magazine=Maximum: The Video Game Magazine |publisher=[[Emap International Limited]] |pages=107–8 |issue=2}}</ref> While unauthorized N64-to-PC devices eventually emerged, they were far less common than the more easily copied PlayStation CDs.<ref name="PC World - 5 biggest console battles">{{Cite web |last=Noble |first=McKinley |title=5 Biggest Game Console Battles |url=https://www.pcworld.com/article/171127/5_biggest_game_console_battles.html |url-status=live |archive-url=https://web.archive.org/web/20200210054133/https://www.pcworld.com/article/171127/5_biggest_game_console_battles.html |archive-date=February 10, 2020 |access-date=November 19, 2019 |website=PC World}}</ref><ref name="The Motley Fool - Nintendo Fear Piracy">{{Cite web |last=Sun |first=Leo |date=February 12, 2014 |title=3 Ways Nintendo's Fear of Piracy Shaped its Business |url=https://www.fool.com/investing/general/2014/02/12/3-ways-nintendos-fear-of-piracy-defined-its-busine.aspx |url-status=live |archive-url=https://web.archive.org/web/20190904131702/https://www.fool.com/investing/general/2014/02/12/3-ways-nintendos-fear-of-piracy-defined-its-busine.aspx |archive-date=September 4, 2019 |access-date=November 19, 2019 |website=The Motley Fool |ref=The Motley Fool - Nintendo Fear Piracy}}</ref> ====Disadvantages==== Cartridges also had notable drawbacks. They took longer to manufacture than CDs, requiring at least two weeks per production run.{{r|maher20231208}}<ref name="asiaweek-marketshare">{{Cite magazine |last1=Bacani, Cesar |last2=Mutsuko, Murakami |name-list-style=amp |date=April 18, 1997 |title=Nintendo's new 64-bit platform sets off a scramble for market share |url=http://www.asiaweek.com/asiaweek/97/0418/cs1.html |archive-url=https://web.archive.org/web/20051226163418/http://www.asiaweek.com/asiaweek/97/0418/cs1.html |archive-date=December 26, 2005 |access-date=February 9, 2007 |magazine=[[Asiaweek]]}}</ref> This forced publishers to predict demand ahead of time, risking either overproduction of costly cartridges or weeks-long shortages if demand was underestimated.<ref name="asiaweek-marketshare" /> Additionally, cartridges were significantly more expensive to produce than CDs,<ref name="NGen12" />{{r|maher20231208}} leading to higher game prices, typically {{US$|10|1996|round=0}} more than PlayStation titles.<ref name="Ryan gotta">Ryan, Michael E. "'I Gotta Have This Game Machine!' (Cover Story)." Familypc 7.11 (2000): 112. MasterFILE Premier. Web. July 24, 2013.</ref> [[Third party developer|Third-party developers]] also complained that they were at an unfair disadvantage. Since Nintendo controlled cartridge manufacturing, it could sell its own [[First-party developer|first-party]] games at a lower price,<ref name="NGen20" /> and prioritize their production over those of other companies.{{r|maher20231208}} Storage limitations were another key issue. While Nintendo 64 cartridges maxed out at 64 MB,<ref name="The N64 Hardware" /> CDs could hold 650 MB.<ref name="CD Capacity" /><ref name="NGen14" /> As games became more complex, this restriction forced compromises, including compressed textures, shorter music tracks, and fewer [[Cutscene|cutscenes]]. [[Full-motion video]] was rarely feasible, and many [[multiplatform]] games had to be scaled down for the N64.<ref name="NGen20" /><ref name="Curtiss wonder" /><ref>{{Cite magazine |date=May 1997 |title=What's Wrong with N64 Software? |url=https://archive.org/stream/NEXT_Generation_29#page/n43 |magazine=[[Next Generation (magazine)|Next Generation]] |publisher=[[Imagine Media]] |page=43 |issue=29}}</ref> These cost and storage constraints pushed many third-party developers toward the PlayStation. [[Square (video game company)|Square]] and [[Enix]], which had originally planned to release ''[[Final Fantasy VII]]'' and ''[[Dragon Quest VII|Dragon Warrior VII]]'' on the Nintendo 64, switched to Sony’s console due to storage constraints.<ref name="nintendo3">{{Cite web |title=Nintendo 64 |url=http://www.gamefaqs.com/n64/916387-nintendo-64/reviews/review-71974 |url-status=live |archive-url=https://web.archive.org/web/20131126125325/http://www.gamefaqs.com/n64/916387-nintendo-64/reviews/review-71974 |archive-date=November 26, 2013 |access-date=January 15, 2009}}</ref><ref>{{Cite web |title=Elusions: Final Fantasy 64 |url=http://www.lostlevels.org/200510/ |url-status=live |archive-url=https://web.archive.org/web/20120114174859/http://www.lostlevels.org/200510/ |archive-date=January 14, 2012 |access-date=January 11, 2009}}</ref><ref>{{Cite magazine |date=March 1996 |title=Squaresoft Head for Sony |magazine=Maximum: The Video Game Magazine |publisher=[[Emap International Limited]] |page=105 |issue=4}}</ref> Other developers, like [[Konami]], released far fewer N64 titles than PlayStation games. As a result, new N64 releases were less frequent compared to its competitors.<ref name="videogameconsolelibrary90" /> Despite these challenges, the Nintendo 64 remained competitive, bolstered by strong first-party titles and exclusive hits like ''[[GoldenEye 007 (1997 video game)|GoldenEye 007]]''. Nintendo’s flagship [[Video game franchises|franchises]], including [[Mario (franchise)|Mario]] and [[Zelda (franchise)|Zelda]], retained strong brand appeal, and deals with [[Second party developer|second-party developers]] like [[Rare (company)|Rare]] further strengthened the console’s game library.<ref name="videogameconsolelibrary90" /><ref name="nintendo2">{{Cite web |title=Most Popular Nintendo 64 Games |url=http://www.gamespot.com/games.html?type=games&platform=4 |url-status=dead |archive-url=https://web.archive.org/web/20081218211831/http://www.gamespot.com/games.html?type=games&platform=4 |archive-date=December 18, 2008 |access-date=January 11, 2009}}</ref> === Programming characteristics === Programming for the Nintendo 64 presented unique challenges alongside notable advantages. ''[[The Economist]]'' described development for the system as "horrendously complex".<ref>"Nintendo Wakes Up." The Economist August 3, 1996: 55-. ABI/INFORM Global; ProQuest Research Library. Web. May 24, 2012.</ref> Like many game consoles and embedded systems, the Nintendo 64 featured highly specialized hardware optimizations, which were further complicated by design oversights, limitations in 3D technology, and manufacturing constraints. As the console neared the end of its lifecycle, Nintendo’s hardware chief, [[Genyo Takeda]], repeatedly reflected on these difficulties, using the Japanese term {{Nihongo|hansei|反省}}, meaning "reflective regret." Looking back, he admitted, "When we made Nintendo 64, we thought it was logical that if you want to make advanced games, it becomes technically more difficult. We were wrong. We now understand it's the cruising speed that matters, not the momentary flash of peak power."<ref name="It's Hip to be Square">{{Cite news |last=Croal |first=N'Gai |date=September 4, 2000 |others=Masato Kawaguchi and Marc Saltzman in Japan |title=It's Hip To Be Square |url=http://www.newsweek.com/its-hip-be-square-159157 |url-status=live |archive-url=https://web.archive.org/web/20201025172138/https://www.newsweek.com/its-hip-be-square-159157 |archive-date=October 25, 2020 |access-date=August 3, 2020 |work=Newsweek |pages=53–54 |volume=136 |issue=10}}</ref> === Regional lockout === Unlike the NES and Super NES, which employed region-specific branding and hardware variations, the Nintendo 64 maintained a consistent design and brand worldwide. While Nintendo initially announced the use of [[regional lockout]] chips to restrict game compatibility,<ref>{{Cite magazine |date=August 1996 |title=N64 Top 10 List |magazine=[[Electronic Gaming Monthly]] |publisher=[[Ziff Davis]] |page=17 |issue=85}}</ref> the platform ultimately enforced region-locking through physical cartridge design, with each market having cartridges with different notches on the back, preventing a cartridge from one region from being inserted into a foreign console.<ref>{{Cite magazine |date=December 1996 |title=Launch Puts N64 on Map |magazine=[[Electronic Gaming Monthly]] |publisher=[[Ziff Davis]] |pages=20–21 |issue=89}}</ref> === Color variants === [[File:N64-Console-Orange.jpg|thumb|A Nintendo 64 console and controller in Fire-Orange color]] The Nintendo 64 comes in several colors. The standard Nintendo 64 is charcoal gray, nearly black,<ref name="nintendo1">{{Cite web |title=Nintendo 64 ROMS |url=http://www.myroms.com/nintendo_64/n64_roms.htm |access-date=January 14, 2009}}</ref> and the controller is light gray (later releases in the U.S., Canada, and Australia included a bonus second controller in Atomic Purple). Various colorations and special editions were released. Most Nintendo 64 game cartridges are gray in color, but some games have a colored cartridge.<ref>{{Cite web |title=Nintendo 64 |url=http://gameconsoles.co.uk/game-consoles/nintendo-64/ |archive-url=https://web.archive.org/web/20071106132228/http://gameconsoles.co.uk/game-consoles/nintendo-64/ |archive-date=November 6, 2007 |access-date=January 14, 2009 |website=GameConsoles.co.uk}}</ref> Fourteen games have black cartridges, and other colors (such as yellow, blue, red, gold, and green) were each used for six or fewer games. Several games, such as ''[[The Legend of Zelda: Ocarina of Time]]'', were released both in standard gray and in colored, limited edition versions.<ref>{{Cite web |title=Zelda Ocarina of Time Cartridge Trivia |url=http://www.modernclassicgaming.com/zelda-ocarina-of-time-cartridge-trivia/ |url-status=dead |archive-url=https://web.archive.org/web/20160303233826/http://www.modernclassicgaming.com/zelda-ocarina-of-time-cartridge-trivia/ |archive-date=March 3, 2016 |access-date=January 14, 2009}}</ref>
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