
Nintendo 64 is out in Japan (maybe, June 21st, I think). The price is supposed to be 24900 yen. Like usual, Nintendo has no pack-in a game for the Japanese release. The only thing that is included with the system is one controller and an AC adapter. You can use your Super Famicom Stereo A/V cable with the Nintendo 64. N64 games retail for 9800 yen in Japan. By contrast, 32 megabit SFC games recently sold for about 12000 yen in Japan. Three to five games available at launch.
Nintendo 64 is coming out on September 30, 1996 in North America (U.S. and Canada). Right now, it is not known whether or not the American version will include a pack-in game. But, you can bet that Super Mario 64 will be the pack-in game. The system will cost less than $250! N64 games will cost anywhere from $60 to $70 in the U.S. About eight games will be available at launch.
The European release of the Nintendo 64 has been targeted for late fall. Right now, the estimated price point is 200 British pounds. One controller and a pack-in game are good bets to be included as well.

Physical Dimensions:
Approximately the size of the Sega Saturn
Video and Resolution:
Maximum resolution of 1280 x 1024
Limited by TV standards
True 24-bit Photographic image capable Can display images from 16.8
million
colors
Extension Options:
One extension port for add-on mechanisms
Cartridge slot supports add-on mechanisms
Controller ports support add-on mechanisms
Memory Expansion option
Controller Ports:
4 Controller Ports
3-prong feed
Controllers:
Includes digital joypad at left
Includes analog circular dishpad in lower middle
Includes six buttons on the right
Includes two buttons on top
Includes one button on the back
Custom CPU:
Custom 64-bit MIPS made R4300
RISC CPU running at 100 MHz
FPU-in-CPU data path
32-bit external bus
3.3 volt 120-pin PQFP
$35
64-bit RISC "Reality Immersion" GPU/DSP utilizing Reality Immersion
Technology;
functional at 100MHz
Benchmarks:
125 MIPS for the Main CPU
60 SPECint92 for the Main CPU
45 SPECfp92 for the Main CPU
100 PFLOPS for the "Reality Immersion" Graphics Processor
600,000 real-time generated polygons (using all the special effects) per
second
Memory:
3 Megabytes total RAM
Rambus DRAM subsystem capable of transferring up to 500 Megabytes per
second
Custom 8-bit Rambus Bus runs at 500 MHz
Audio:
Stereo 16-bit
64 PCM Channels
Sampled at 44.1 KHz
Video Output:
RGB Output
HDTV Compatible
System games:
Games begin at 100-200 Megabits using compression algorithm
(compressed onto
32-64 Megabit ROMs; 3:1 Ratio)
256 Megabit ROM max (using four 64 Meg ROMs); downward compatible
Use "FastROM" technology
Use "MegaROM" technology
Extra Features:
Real-time:
Textured mapping, Morphing Scaling,
Rotation,
Skewing, Shading, Anti-aliening, Tri-linear Mip map interpolation, Load
Management, Transparency, Gouraud Shading, Phong Shading,
Utilizes newly developed on-board audio/video decompression algorithm