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{{Lead too short|date=August 2009}} [[File:Noegeo64.jpg|right|thumb|A Hyper NeoGeo 64 board.]] The '''Hyper Neo Geo 64''' was an [[arcade system board|arcade system]] created by [[SNK Playmore|SNK]]. It was the first and only SNK hardware set capable of rendering in [[3D computer graphics|3D]], and was meant to replace SNK's older MVS system. Company executives planned for the project to bring SNK into the new era of 3D gaming that had arisen during the mid-1990s, and had planned for a corresponding home system to replace the aging and expensive [[Neo Geo (console)|AES]] home console. Although details regarding the planned home system are sketchy, it is believed that like the AES machine, much of the hardware from the Neo Geo 64 arcade platform would also have been present in the home system, meaning gameplay would be identical or near-identical whether a given game was played at home or in the arcade. It is unknown what media the home system would have used, as cartridges had become expensive and obsolete, but offered up to around 1 [[gigabyte]] of storage space{{Citation needed|date=August 2009}}, where CDs were cheaper to produce, but were limited to 750 [[megabytes]] of capacity and may not have been big enough to hold the game data. Only seven games were produced for the arcade variation of the system, none of which proved particularly popular, and as a result the project was discontinued. The proposed home system never got beyond initial planning stages and only one of the arcade games,{{Citation needed|date=August 2009}} the PlayStation version of Fatal Fury: Wild Ambition, was ported to home systems. ==History== The Hyper Neo Geo 64 was conceived to usher SNK into the 3D era as well as to provide the hardware basis for a home system that would replace their aging [[Neo Geo (console)|Neo Geo]], one that SNK hoped would be capable of competing with [[Sega Saturn|Saturn]], [[Sony]]'s [[PlayStation]], [[Atari Jaguar|Jaguar]] and the [[Nintendo 64]] as well as systems such as the [[3DO Interactive Multiplayer|REAL/3DO]] and [[CD-i|Phillips CD-i]]. The arcade system was released in September 1997, featuring a custom 64-bit RISC processor, 4 [[megabyte]]s of program memory, 64 megabytes of 3D and texture memory, and 128 megabytes of memory for 2D characters and backgrounds. The first title released for the system was ''Road's Edge'', with ''[[Samurai Shodown 64]]'' and ''[[Fatal Fury: Wild Ambition]]'' following soon after. Although all three games looked great, none were particularly well received: hardcore SNK fans preferred the 2D versions of [[Samurai Shodown series|Samurai Shodown]] and [[Fatal Fury]] and newcomers were seldom interested at all; [[Namco]] and [[Sega]] had superior arcade hardware and a larger catalog of 3D games to tempt them with. By 1999, the system was dead, with only seven games released in total and only ''[[Fatal Fury: Wild Ambition]]'' was translated to the Sony [[PlayStation]] home system, with graphics that were well below the original's performance.{{Citation needed|reason=bitwidth should not make a huge difference in this case. please provide a better reason such as the cpu clock speed|date=August 2009}}. == Specifications == *[[Central processing unit|Processors]]: CPU #1 (main): 100 MHz NEC [[R4300i|VR4300]] (64-bit MIPS III) CPU #2 (secondary, handles audio I/O): V53@16 MHz 16-bit microcontroller ([[NEC V20|V33]] superset) CPU #3 (secondary, handles communications I/O): KL5C80A12CFP@12.5 MHz 8-bit microcontroller ([[Z80]] compatible) *[[Computer data storage|Memory layout]]: 0x00000000..0x00FFFFFF: mainboard [[RAM]] (16 MiB) 0x04000000..0x05FFFFFF: cartridge RAM (16 MiB) 0x1FC00000..0x1FC7FFFF: [[Read-only memory|ROM]] (512 KiB) Cartridge ROM mapping is variable. *[[Sound chip]]: 32-channel [[PCM]] [[Wavetable synthesis|wavetable]] audio, with maximum [[Nyquist–Shannon sampling theorem|sampling]] frequency of 44.1 kHz (CD-quality) and 32 [[megabyte|MB]] of wavetable RAM ===Display=== *Color [[Palette (computing)|Palette]]: 16.7 million *Maximum Colors On-Screen: 4,096 *3D Branch: 96 MB vertex memory, 16 MB maximum texture memory *2D Sprite Branch: 60 frames per second animation, 128 MB character memory **Main Functions: Scaling, montage, chain, mosaic, mesh, action, up/down, right/left reverse *2D Scrolling Branch: Up to 4 game planes, 64 MB character memory ** Main Functions: Scaling, revolution, morphing; horizontal/vertical screen partitioning and line scrolling ===Powering the Board=== *When powering a Hyper Neo Geo 64 board all (4) +5v pins on the JAMMA connector(3,4,C,D) must have +5v going to them. This is due to the double layer board design of the Hyper Neo Geo 64. *Correctly powered boards will display a blue screen with white text as the board and game boot up. If not powered properly, only a blue screen will be displayed. ===Board Versions=== *Fighting - Only plays the 4 fighting games *Driving - Only plays the 2 driving games *Shooting - Only plays Beast Busters:Second Nightmare *Korean - Only plays the 2 [[Samurai Shodown]] Games ===Board Revisions=== The fighting game board has 2 revisions. The first revision looks to be [[JAMMA]] but is not true JAMMA as the sound does not come from the JAMMA edge but from a JST VL connector mounted on the front of the board which is controlled by a [[potentiometer]]. There is a modification available to get mono sound off the JAMMA edge which involves removing a jumper and setting another. There is also a mysterious extra +5v connector that is supposed to be connected to the back of the board to "prolong" the life of the board per SNK. It is still unconfirmed if having the extra +5v connector connected actually does increase the boards life. Some say it is to divert the heat of the high amps going through the JAMMA edge. The 2nd board revision is true JAMMA and also has a switch to select between JAMMA output as well as MVS output which has stereo sound. It is easy to tell each revision apart, Revision 1 has a volume pot and Revision 1 has a volume port and JST YL/VL connectors on the front, while the Revision 2 board has only JST YL and VL connectors (21 pin YL, 4 pin VL, 15 pin YL, 12 pin YL, 9 pin YL) on the front of the board. == List of games == <!-- To edit the text of this article, skip past the table. --> {| class="wikitable sortable" style="width:100%" ! Release date ! Developer ! English title ! Japanese title ! Genre |- | 1998-09-11 | SNK | ''[[Beast Busters]]: Second Nightmare'' | ''Beast Busters: Second Nightmare''<br>(ビーストバスターズ セカンドナイトメア) | [[Shoot 'em up#Tube and rail shooters|Rail Shooter]] |- | 1999-05-21 | SNK | ''[[Buriki-One]]'' | ''Buriki-One''<br>(武力 ~BURIKI-ONE~) | [[Versus fighting game|Versus Fighting]] |- | 1999-01-28 | SNK | ''[[Fatal Fury: Wild Ambition]]'' | ''Garou Densetsu: Wild Ambition''<br>(餓狼伝説 WILD AMBITION) | [[Versus fighting game|Versus Fighting]] |- | 1997-09-10 | SNK | ''Road's Edge'' | ''Round Trip RV''<br>(ラウンドトリップ RV) | [[Racing game|4X4 Racing]] |- | 1997-12-19 | SNK | ''[[Samurai Shodown 64]]'' | ''Samurai Spirits''<br>(侍魂 ~SAMURAI SPIRITS~) | [[Versus fighting game|Versus Fighting]] |- | 1998-10-16 | SNK | ''[[Samurai Shodown 64: Warriors Rage]]'' | ''Samurai Spirits 2: Asura Zanmaden''<br>(SAMURAI SPIRITS 2 アスラ斬魔伝) | [[Versus fighting game|Versus Fighting]] |- | 1998-05-13 | SNK | ''Xtreme Rally'' | ''Off Beat Racer!''<br>(オフビートレーサー!) | [[Racing game|Rally]] |} <!-- END OF TABLE --> ==External links== * [http://www.uvlist.net/groups/info/hyperneogeo64-hw ''Hyper Neo Geo 64'' games and statistics] {{Use mdy dates|date=August 2010}} [[Category:Arcade system boards]] [[Category:SNK Playmore consoles]] [[de:Hyper Neo Geo 64]] [[es:Hyper Neo-Geo 64]] [[fr:Hyper Neo-Geo 64]] [[nl:Hyper Neo-Geo 64]] [[ja:ハイパーネオジオ64]] [[pt:Hyper Neo-Geo 64]]
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