Please read the following table in HTML format from a webpage and then answer the question in detail according to the table. Each table cell is defined by a <td> and a </td> tag. Each table row starts with a <tr> and ends with a </tr> tag. 'rowspan=m' and 'colspan=n' represents a cell spaning over 'm' rows and 'n' columns.

Webpage title:
Fifth generation of video game consoles
Table title:
Comparison
Table:
<table id='hittask' contenteditable='False'>
<tr> <th colspan=1 rowspan=1 > Name </th><th colspan=1 rowspan=1 > 3DO Interactive Multiplayer </th><th colspan=1 rowspan=1 > Atari Jaguar </th><th colspan=1 rowspan=1 > Sega Saturn </th><th colspan=1 rowspan=1 > PlayStation </th><th colspan=1 rowspan=1 > Nintendo 64 </th></tr>
<tr> <th colspan=1 rowspan=1 > Developer </th><td colspan=1 rowspan=1 > The 3DO Company </td><td colspan=1 rowspan=1 > Atari </td><td colspan=1 rowspan=1 > Sega </td><td colspan=1 rowspan=1 > Sony </td><td colspan=1 rowspan=1 > Nintendo </td></tr>
<tr> <th colspan=1 rowspan=1 > Console </th><td colspan=1 rowspan=1 > - </td><td colspan=1 rowspan=1 > - </td><td colspan=1 rowspan=1 > - </td><td colspan=1 rowspan=1 > - </td><td colspan=1 rowspan=1 > - </td></tr>
<tr> <th colspan=1 rowspan=1 > Launch price (USD) </th><td colspan=1 rowspan=1 > US$699.99 (equivalent to $1,214 in 2018) </td><td colspan=1 rowspan=1 > US$249.99 (equivalent to $434 in 2018) </td><td colspan=1 rowspan=1 > US$399.99 (equivalent to $658 in 2018) </td><td colspan=1 rowspan=1 > US$299.99 (equivalent to $493 in 2018) </td><td colspan=1 rowspan=1 > US$199.99 (equivalent to $319 in 2018) </td></tr>
<tr> <th colspan=1 rowspan=1 > Release date </th><td colspan=1 rowspan=1 > NA: October 4, 1993JP: March 20, 1994EU: September 4, 1994 </td><td colspan=1 rowspan=1 > NA: November 23, 1993EU: June 27, 1994JP: November 21, 1994 </td><td colspan=1 rowspan=1 > JP: November 22, 1994NA: May 11, 1995EU: July 8, 1995 </td><td colspan=1 rowspan=1 > JP: December 3, 1994NA: September 9, 1995EU: September 29, 1995AU: November 15, 1995 </td><td colspan=1 rowspan=1 > JP: June 23, 1996NA: September 29, 1996EU: March 1, 1997AU: March 1, 1997 </td></tr>
<tr> <th colspan=1 rowspan=1 > Media </th><td colspan=1 rowspan=1 > CD-ROM </td><td colspan=1 rowspan=1 > Cartridge CD-ROM (via Jaguar CD add-on) </td><td colspan=1 rowspan=1 > CD-ROM Cartridge (limited, Japan only) </td><td colspan=1 rowspan=1 > CD-ROM </td><td colspan=1 rowspan=1 > Cartridge Proprietary magnetic disk (via 64DD) </td></tr>
<tr> <th colspan=1 rowspan=1 > Best-selling game </th><td colspan=1 rowspan=1 > Gex, over 1 million </td><td colspan=1 rowspan=1 > Alien vs Predator, more than 50.000 </td><td colspan=1 rowspan=1 > Virtua Fighter 2, 1.7 million in Japan </td><td colspan=1 rowspan=1 > Gran Turismo, 10.85 million shipped (as of April 30, 2008) </td><td class="highlighted"  colspan=1 rowspan=1 > Super Mario 64, 11.62 million (as of May 21, 2003) </td></tr>
<tr> <th colspan=1 rowspan=1 > CPU </th><td colspan=1 rowspan=1 > ARM60 (32‑bit RISC) @ 12.5 MHz (8.75 MIPS) </td><td colspan=1 rowspan=1 > "Tom" (32‑bit RISC) @ 26.59 MHz (34.635416684 MIPS) "Jerry" (32‑bit RISC) @ 26.59 MHz (34.635416684 MIPS) Motorola 68000 (16/32‑bit CISC) @ 13.3 MHz (2.3275 MIPS) </td><td colspan=1 rowspan=1 > 2× Hitachi SH-2 7604 (32‑bit RISC) @ 28.63 MHz (35 MIPS each) (70 MIPS added up) Hitachi SH-1 (32‑bit RISC) @ 20 MHz (12.5 MIPS) Motorola 68EC000 (16/32‑bit CISC) @ 11.3 MHz (1.9775 MIPS) SCU (32‑bit Saturn Control Unit) </td><td colspan=1 rowspan=1 > LSI LR333x0 (labelled as the Sony CXD8530CQ on the package) (based on the MIPS R3051 core) @ 33.8688 MHz (29.6352 MIPS) System Control Coprocessor (Inside CPU) </td><td colspan=1 rowspan=1 > NEC VR4300 (64‑bit RISC) @ 93.75 MHz (125 MIPS) </td></tr>
<tr> <th colspan=1 rowspan=1 > GPU </th><td colspan=1 rowspan=1 > 2× accelerated video co-processors Math co-processor (Inside CPU) </td><td colspan=1 rowspan=1 > Tom chip: GPU, Object Processor, Blitter Jerry chip: DSP </td><td colspan=1 rowspan=1 > Sega VDP1 (32‑bit Video Display Processor) @ 28.63 MHz (sprites, textures, polygons) Sega VDP2 (32‑bit Video Display Processor) @ 28.63 MHz (backgrounds, scrolling) SCU DSP (Inside SCU (32‑bit Saturn Control Unit) </td><td colspan=1 rowspan=1 > Sony GPU Vector math unit (in main CPU) @ 66 MIPS </td><td colspan=1 rowspan=1 > Reality Co-Processor (64‑bit MIPS R4000 based, 128‑bit vector register processor) @ 62.5 MHz </td></tr>
<tr> <th colspan=1 rowspan=1 > Sound chip(s) </th><td colspan=1 rowspan=1 > 13 channel unnamed custom 20‑bit DSP embedded in the CLIO chip </td><td colspan=1 rowspan=1 > "Jerry" chip: DSP, 2× DAC (converts digital data to analog signals) </td><td colspan=1 rowspan=1 > Yamaha YMF292 SCSP Yamaha FH1 DSP (Inside Yamaha YMF292 SCSP 24‑bit, 128-step, 4 parallel instructions) </td><td colspan=1 rowspan=1 > Sony SPU (Sound Processing Unit) </td><td colspan=1 rowspan=1 > Reality Signal Processor (DSP) </td></tr>
<tr> <th colspan=1 rowspan=1 > Memory </th><td colspan=1 rowspan=1 > 3 MB RAM 2 MB DRAM 1 MB VRAM </td><td colspan=1 rowspan=1 > 2 MB FPM DRAM (4× 512 KB chips) </td><td colspan=1 rowspan=1 > 4.5 MB RAM 2 MB SDRAM 1.5 MB VRAM (512 KB sprite/texture cache, 512 KB frame buffers, 512 KB backgrounds) 1 MB DRAM (512 KB sound, 512 KB CD-ROM sub-system buffer data cache) </td><td colspan=1 rowspan=1 > 3587 KB RAM 2 MB DRAM 1026 KB VRAM (1 MB frame buffer, 2 KB texture cache, 64 bytes FIFO buffer) 512 KB sound RAM 1 KB non-associative SRAM data cache </td><td colspan=1 rowspan=1 > 4 MB RDRAM (8 MB with Expansion Pak) </td></tr>
<tr> <th colspan=1 rowspan=1 > Video </th><td colspan=1 rowspan=1 > Resolution: 320×240 to 384×288 (progressive), 320×480 to 768×576 (interlaced) Colors: 110,592 (384×288) on screen, out of 16,777,216 (24‑bit) palette Polygons: 20,000/sec, flat shading, Gouraud shading Sprites/textures: Scaling, rotation, texture mapping Background: 1 bitmap plane </td><td colspan=1 rowspan=1 > Resolution: 320×220 to 360×220 (progressive), 320×440 to 720×440 (interlaced) Colors: 79,200 (360×220) on screen, out of 16,777,216 (24‑bit) palette Polygons: 10,000/sec, flat shading, Gouraud shading support Sprites/textures: 1,000/frame (blitter objects), scaling, rotation, texture mapping Background: 1 bitmap plane </td><td colspan=1 rowspan=1 > Resolution: 320×224 to 720×240 (progressive), 320×448 to 720×576 (interlaced) Colors: 172,800 (720×240) on screen, out of 16,777,216 (24‑bit) palette Polygons: 90,000/sec (textured, lighting, Gouraud shading) to 500,000/sec (flat shading) Sprites/textures: 16,384/frame (32 bytes each, 512 KB memory), scaling, rotation, distortion, texture mapping Backgrounds: 7 (3-6 tilemap planes, 1-4 bitmap planes), parallax scrolling, scaling, rotation </td><td colspan=1 rowspan=1 > Resolution: 256×224 to 640×240 (progressive), 256×448 to 640×480 (interlaced) Colors: 153,600 (640×240) on screen, out of 16,777,216 (24‑bit) palette Polygons: 90,000/sec (textured, lighting, Gouraud shading) to 360,000/sec (flat shading) Sprites/textures: 4,000/frame (bitmap objects), scaling, rotation, texture mapping Background: 1 bitmap plane </td><td colspan=1 rowspan=1 > Resolution: 320×240 to 720×288 (progressive), 320×480 to 720×576 (interlaced) Colors: 207,360 (720×288) on screen, out of 16,777,216 (24‑bit) palette Polygons: 150,000/sec (textured, lighting, Gouraud shading) to 600,000/sec (flat shading), anti‑aliasing, Z-buffering Sprites/textures: Scaling, rotation, texture mapping, mipmapping, texture filtering, bilinear filtering, trilinear filtering Background: 1 bitmap plane </td></tr>
<tr> <th colspan=1 rowspan=1 > Audio </th><td colspan=1 rowspan=1 > Stereo audio, with: 16‑bit sound Dolby surround sound Streaming CD-DA audio (16‑bit PCM, 44.1 kHz sampling rate) </td><td colspan=1 rowspan=1 > Stereo audio, with: Number of channels dependent on software Synthesis (wavetable synthesis, FM synthesis, FM sample synthesis, AM synthesis) 16‑bit PCM sampling </td><td colspan=1 rowspan=1 > Stereo audio, with: 32 sound channels on SCSP FM synthesis on all 32 SCSP channels 16‑bit PCM audio with 44.1 kHz sampling rate on all 32 SCSP channels 1 streaming CD-DA channel (16‑bit PCM, 44.1 kHz) </td><td colspan=1 rowspan=1 > Stereo audio, with: 24 ADPCM channels on SPU 16‑bit audio and 44.1 kHz sampling rate on all 24 ADPCM channels 1 streaming CD-DA channel (16‑bit PCM, 44.1 kHz) </td><td colspan=1 rowspan=1 > Stereo audio, with: Variable number of channels (up to 100 if all system resources are devoted to audio) Capable of playing back different types of audio (including PCM, MP3, MIDI and tracker music) 16‑bit audio and 44.1 kHz sampling rate on all channels </td></tr>
<tr> <th colspan=1 rowspan=1 > Accessories (retail) </th><td colspan=1 rowspan=1 > MPEG cards FZ-EM256 save memory backup unit Gamegun Mouse </td><td colspan=1 rowspan=1 > Jaguar TeamTap Jaguar Pro Controller Jaguar MemoryTrack Cartridge Jaguar JagLink Interface </td><td colspan=1 rowspan=1 > Arcade Stick Saturn digital gamepad 3D controller Light guns Multitap (up to 12 players) Keyboard Sega NetLink (online modem and keyboard) Mouse 1.44 MB 3.5" floppy disk drive DirectLink (LAN) Memory card MPEG cards RAM expansion cartridges </td><td colspan=1 rowspan=1 > PlayStation Multitap (up to 8 players) Fishing reel controllers (Bass Landing and Reel Fishing) Dual Analog Controller DualShock GunCon Jogcon Konami Justifier NeGcon PocketStation (Japan only) PlayStation Mouse Analog Joystick Dance pad LCD screen (for PSone systems only) Memory card Link Cable </td><td colspan=1 rowspan=1 > Controller Pak Memory Expansion Pak Rumble Pak Fishing Reel Transfer Pak Nintendo 64DD (Japan only) Microphone TiltPak </td></tr>
<tr> <th colspan=1 rowspan=1 > Online services </th><td colspan=1 rowspan=1 > None </td><td colspan=1 rowspan=1 > Jaguar Voice/Data Communicator 19.2k modem (no mass production) (1995-present) </td><td colspan=1 rowspan=1 > NetLink 28.8k modem in North America (1996-present) SegaNet and 14.4k Modem in Japan (1996-2000) </td><td colspan=1 rowspan=1 > None </td><td colspan=1 rowspan=1 > Unofficial SharkWire Online 14.4k modem in the U.S. (1999-2003) Randnet in Japan (for 64DD only) (1999-2001) </td></tr>
</table>
Question:
What is the best selling console game?
Answer:
Super Mario 64 is one of the best selling games during fifth generation of video game consoles, selling 11.62 million copies.