FOUND! Ultra 64 Controller (N64 Prototype) + Ultra 64 DEV Showcase!
Hard4Games
15 min, 1 sec
Tony reviews an Ultra 64 controller and Shane discusses the N64 development hardware.
Summary
- Tony showcases the prototype Ultra 64 controller, comparing its features with the retail N64 controller.
- Shane explains the Nintendo 64 development environment using the SGI Indy workstation and the Ultra 64 development board.
- The prototype Ultra 64 controller features a unique joystick, button layout, and RJ11 connector.
- Shane demonstrates running sample ROMs and retail games on the N64 development hardware.
Chapter 1
Tony introduces the Ultra 64 controller and expresses his nostalgia for the Ultra 64 branding.
- Tony, the host of Hartford Games, introduces a favorite item, the Ultra 64 controller.
- The controller evokes nostalgia due to its sleek black design and the mystique of the Ultra 64 name.
- A viewer from Australia sent the controller for Tony to experience and reminisce.
Chapter 2
Tony describes the physical differences between the Ultra 64 controller and the retail N64 controller.
- The prototype controller has a jet black color, distinct from the retail version's dark gray.
- It features a large top area that Tony once thought would hold the Ultra 64 logo.
- Button layout includes a different joystick design, indented A and B buttons, and arrow-labeled C buttons without a surrounding circle.
Chapter 3
Tony compares the button feel on the Ultra 64 controller to the retail version and showcases internal photos of the joystick.
- The prototype's joystick is larger with a different design and no rubberized texture, which could be slippery.
- Buttons on the prototype are spongier, and the L and R buttons are shallower and shorter than the retail version.
- Shane provided pictures of the joystick's internal mechanism, which Tony is unwilling to dismantle himself.
Chapter 4
Tony discusses the overall design, ergonomics, and connector type of the Ultra 64 controller.
- The prototype controller has slightly longer arms and a much longer central arm, fitting better in adult hands.
- The controller utilizes an RJ11 connector, which is different from the retail N64 controller's connector.
Chapter 5
Shane presents the N64 development environment using the SGI Indy workstation and the development boards.
- Shane explains the early versions of Ultra 64 development boards designed for SGI Indy workstations.
- He details the use of a joybus adapter for retail controllers and notes a spelling error on the boards.
- Instructions and sample code for the development environment are available, including the use of certain programs for loading and debugging.
Chapter 6
Shane demonstrates running sample ROMs on the N64 development hardware and discusses the limitations.
- Shane has working sample ROMs on the version 1.0 board but hasn't been able to use the joystick of the prototype controller.
- He demonstrates a game called 'Tron' using the prototype controller's L, R, and Start buttons.
- The rev 2.0 board can run full retail ROMs, which Shane showcases.
Chapter 7
Tony thanks the contributors and hints at future content while concluding the video.
- Tony thanks Shane for sending the controller and showcasing the development environment.
- He mentions Jerry O'Brien's assistance and recommends his channel for more in-depth content on N64 development hardware.
- Tony wraps up the episode, hinting at the exciting content that awaits the viewers in future episodes.