I took this from a faq at game cheats :
http://www.cheatsearch.com/SNK_Neo_Geo/unp...eats_05341.HTML
1.Bouriki One
2.Fatal Fury
3.Samurai Shodown 64 (first 3D fighting effort, good quality, 15/20)
4.Samurai Shodown 64 II (the effort really shows on this game, well done, 18/20)
DRIVING:
5.Off Beat Racer (weird racer, good quality, above average, 15/20)
6.Road's Edge (first effort, okay game, but not up to par, 13/20)
7.Xtreme Rally (great game, has the feel of a driving game, 18/20)
GUN-Based:
8.Beast Busters:Second Nightmare (even more grisly than House of the Dead, excellent, 19/20)
heres ngh64 specs from klov.com :
Technical
CPU: 64-bit RISC Chip with 4Mb RAM and 64Mb Program Memory, built locally near CPU
Colors: 16.7 million maximum (4,096 simultaneous)
3D Branch: Vertex Memory-96Mb, Texture Memory-16Mb (maximum)
2D Sprite Branch: 60 frames per second animation Character Memory-128Mb Scaling, montage, chain, mosaic, mesh, action, up/down, right/left reverse
2D Scrolling Branch: Number of Game Planes--4 Character Memory-64Mb Scaling, revolution, morphing; horizontal/vertical screen partitioning and line scrolling
Sound: 32 Channels Maximum Sampling Frequency--44.1 KHz Wavetable RAM--32Mb
N64- specs from game dude :
CPU: MIPS 64-bit RISC CPU (customized R4000 series)
CLOCK SPEED: 93.75 MHz
CO-PROCESSOR: 64-bit RISC processor running at 62.5 MHz
RCP SP (Sound and Graphics Processor)
and DP ( Pixel Drawing Processor)
MEMORY: Rambus D-RAM 36 Mbits
TRANSFER SPEED: Maximum transfer speed 4,500 M bits/sec.
running at 500Mhz.
RESOLUTION: 256 X 224 - 640 X 480 dots with flicker free
interlace mode support
COLOR: Maximum: 16.8 million colors, 32-Bit RGBA
Pixel Color Frames Buffer Support
& 21-Bit color video output
out of a 16.8 million color palette it can
display 32,000 on screen colors at once
VIDEO OUTPUT: RF, RGB, and HDTV compatible
AUDIO: Stereo 16-bit/64 PCM channels sampled at 44.1 kHz
BENCHMARK PERFORMANCE: Main CPU clocked at 125 MIPS (millions
of instructions per second)
Graphics Co-Processor clocked at
100+ MFLOPS (millions of floating point
operations per second)100,000 polygons per second,
with all hardware graphic features turned on.
http://www.cheatsearch.com/SNK_Neo_Geo/unp...eats_05341.HTML
1.Bouriki One
2.Fatal Fury
3.Samurai Shodown 64 (first 3D fighting effort, good quality, 15/20)
4.Samurai Shodown 64 II (the effort really shows on this game, well done, 18/20)
DRIVING:
5.Off Beat Racer (weird racer, good quality, above average, 15/20)
6.Road's Edge (first effort, okay game, but not up to par, 13/20)
7.Xtreme Rally (great game, has the feel of a driving game, 18/20)
GUN-Based:
8.Beast Busters:Second Nightmare (even more grisly than House of the Dead, excellent, 19/20)
heres ngh64 specs from klov.com :
Technical
CPU: 64-bit RISC Chip with 4Mb RAM and 64Mb Program Memory, built locally near CPU
Colors: 16.7 million maximum (4,096 simultaneous)
3D Branch: Vertex Memory-96Mb, Texture Memory-16Mb (maximum)
2D Sprite Branch: 60 frames per second animation Character Memory-128Mb Scaling, montage, chain, mosaic, mesh, action, up/down, right/left reverse
2D Scrolling Branch: Number of Game Planes--4 Character Memory-64Mb Scaling, revolution, morphing; horizontal/vertical screen partitioning and line scrolling
Sound: 32 Channels Maximum Sampling Frequency--44.1 KHz Wavetable RAM--32Mb
N64- specs from game dude :
CPU: MIPS 64-bit RISC CPU (customized R4000 series)
CLOCK SPEED: 93.75 MHz
CO-PROCESSOR: 64-bit RISC processor running at 62.5 MHz
RCP SP (Sound and Graphics Processor)
and DP ( Pixel Drawing Processor)
MEMORY: Rambus D-RAM 36 Mbits
TRANSFER SPEED: Maximum transfer speed 4,500 M bits/sec.
running at 500Mhz.
RESOLUTION: 256 X 224 - 640 X 480 dots with flicker free
interlace mode support
COLOR: Maximum: 16.8 million colors, 32-Bit RGBA
Pixel Color Frames Buffer Support
& 21-Bit color video output
out of a 16.8 million color palette it can
display 32,000 on screen colors at once
VIDEO OUTPUT: RF, RGB, and HDTV compatible
AUDIO: Stereo 16-bit/64 PCM channels sampled at 44.1 kHz
BENCHMARK PERFORMANCE: Main CPU clocked at 125 MIPS (millions
of instructions per second)
Graphics Co-Processor clocked at
100+ MFLOPS (millions of floating point
operations per second)100,000 polygons per second,
with all hardware graphic features turned on.