Nintendo 64 & 64DD info
    The Machine-Unsurpassed 64-bit graphics and CD quality sound running at an
       awesome 94 MHZ. Experience a quantum leap in graphics realism
       with the Nintendo 64 system. Real-time rendering and awesome
       anti-aliased graphics create a heart-pumping gaming world!
       You can have your N64 and Super NES connected to your TV
    simultaneously (see instruction booklet for details).

    Controller-Reach new levels of accuracy and play-control with the
       ergonomically designed controller, featuring 14 buttons and an analog
       control stick! The N64 controller gives you complete control over
       every move in 360 degrees. There's a quick-action Z-trigger on the
       bottom and a multi-directional Control Pad. Plus, the N64 Controller
       Pak (sold separately) can save game statistics and data, your favorite
       controller button configuration, built-up character strengths and
       more!

    Nintendo 64 tech specs

    CPU: MIPS 64-bit RISC CPU (customized R4000 series)
                 Clock Speed: 93.75 MHz
            MEMORY: RAMBUS D-RAM 36M bit
                 Transfer Speed: maximum 4,500M bit/sec.
            CO-PROCESSOR:
                 RCP: SP (sound and graphics processor) and DP
                 (pixel drawing processor) incorporated
                 Clock Speed: 62.5MHz
            RESOLUTION: 256 x 224 ~ 640 x 480 dots
                 Flicker free interlace mode support
            COLOR: 32-bit RGBA pixel color frame buffer support
                 21-bit color video output
            GRAPHICS PROCESSING:
                 Z buffer
                 Anti-aliasing
                 Realistic texture mapping:
                      Tri-linear filtered mipmap interpolation
                      Perspective correction
                      Environment mapping
            DIMENSIONS: W260mm (10.23") x D190mm (7.48") x
            H73mm (2.87")
            WEIGHT: 1.1kg (2.42 lb.)

    Nintendo 64 disk drive...
    The Nintendo 64 Disk Drive will be
       the first writable bulk data storage
       device for a modern video game
       console. Using a 64 megabyte
       writable magnetic disk media, it will
       allow game developers freedom to
       store unprecedented amounts of
       gaming data on a console machine.
       For example, it could be used to
       track every stat you can imagine in a baseball game, or every detail
       about the world and your character in an RPG or simulation game.

       The Nintendo 64 Disk Drive can be used for future upgrades of
       games by providing new levels or characters.

       Nintendo 64 Disks will be bootable, meaning that they can be used
       without a cartridge in the system (although they can also be used in
       conjunction with a cartridge).

       The Nintendo 64 Disk Drive is planned to include a 4 megabyte
       RDRAM upgrade for the Nintendo 64, which will bring the total
       RDRAM for the N64 system up to 8 megabytes total, more than
       any console game system.

       The Nintendo 64 Disk Drive hardware will also contain a built-in
       ROM with some helpful data files that can be accessed by Nintendo
       64 Disk Drive developers. In addition, the Nintendo 64 Disk Drive
       hardware has a real-time clock.

       Speed:
       The Nintendo 64 Disk Drive will read data at about one megabyte
       per second, which is roughly comparable to a 6X PC CD-ROM
       drive. Sega Saturn and Sony Playstation sport 2X CD-ROM drives,
       which only transfer about 300 kB/sec.

       Details:
       The Nintendo 64 Disk Drive unit sits underneath the Nintendo 64
       console and plugs into the EXT. expansion connector on the bottom
       of the system.

       The Nintendo 64 Disk Drive uses a disk that is physically about the
       size of a 3.5 floppy disk, but is twice as thick.

       Because of the potential for exposure to very young children, the
       Nintendo 64 Disk Drive drive itself has many ruggedizing features.
       For example, it has a locking bay drive door that will not open
       unless two small rails on the Nintendo 64 Disk are inserted into it.
       This will keep little fingers and cookies out of the Nintendo 64 Disk
       Drive. The Nintendo 64 Disk itself also has a durable case and locks
       up tight when not in the drive.

       A variable amount of the space on the Nintendo 64 Disk can be
       designated as readable (ROM) or writable (RAM). There are
       several different ways the data can be divided between readable and
       writable, ranging from a split of 38 megabytes writable and 26
       megabytes readable, to having the entire disk's 64 megabytes of
       memory read only.

       Although a cost for the Nintendo 64 Disks has not been announced,
       it will be less expensive from a manufacturing standpoint than the
       cost of cartridges.

       The Nintendo 64 Disk Drive is a "burst access" device. This means
       that it does not stream data to the N64, but rather sends it in high
       speed bursts. Because of this, the Nintendo 64 Disk Drive will not
       be ideal for full motion video, or for streaming audio data (although
       clever developers will of course find ways to create FMV effects
       with the system). However, with the powerful 3D polygon
       capabilities of the N64, it is just as effective to create 3D real-time
       movies with polygonal characters.

       On the Development Side:
       The Nintendo 64 Disk gives the developer up to 64 megabytes for
       code and data (compared to the 8-12 megabytes of currently
       available N64 cartridge configurations).

       The 8 megabytes of RDRAM will allow for large frame buffers and
       custom sound wave tables in RAM.

       With the Nintendo 64 Disk Drive's writable capability, the game can
       save extensive amounts of customization data or tons of stats.
       SimCity has been mentioned as a possible game that could make use
       of this extended writable memory.

       The Nintendo 64 Disk Drive's capabilities create three ideal game
       development scenarios. The first scenario makes use of the
       expanded RDRAM of the system and is ideal for a racing game with
       multiple tracks or an RPG. In these kinds of games, where the basic
       program code is not too large, but the tracks and world maps are, a
       developer could put the code in the RDRAM, and then load the
       different tracks or world maps off of the Nintendo 64 Disk Drive as
       they are encountered.

       Another scenario would be to use the Nintendo 64 Disk Drive for a
       game with many different levels that have different game play. In this
       case, the program code and the level data would be loaded into
       RDRAM from the Nintendo 64 Disk Drive at the beginning of each
       level.

       Another scenario, that may be used for Zelda 64, is to use the
       Nintendo 64 Disk Drive to create future expansions for a cartridge
       based game. This allows the developer or publisher to release their
       game immediately, and then give it extra long life with expansion
       disks. This can easily be done if the "hooks" for the Nintendo 64
       Disk Drive are put into the cartridge program in advance.