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Nintendo 64 accessories

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Nintendo 64 accessories are first-party Nintendo hardware—and third-party hardware, licensed and unlicensed. Nintendo's first-party accessories are mainly transformative system expansions: the 64DD Internet multimedia platform, with a floppy drive, video capture and editor, game building setup, web browser, and online service; the controller plus its own expansions for storage and rumble feedback; and the RAM-boosting Expansion Pak for big improvements in graphics and gameplay. Third-party accessories include the essential game developer tools built by SGI and SN Systems on Nintendo's behalf, an unlicensed SharkWire online service, and unlicensed cheaper counterparts to first-party items. In the fifth generation of video game consoles, the Nintendo 64 had a market lifespan from 1996 to 2002.

First-party

[edit]

First-party Nintendo 64 accessories have a product code prefixed with NUS, short for "Nintendo Ultra Sixty-four".[1][2]

Controller

[edit]
A gray Nintendo 64 controller

The Nintendo 64 controller (NUS-005) features a distinctive "M"-shaped design, with a "control stick", making Nintendo the first manufacturer to include a thumbstick as a standard feature in its primary controller. While functionally similar to an analog stick, the control stick is digital, operating on the same principles as a ball mouse.[3][4]

The controller includes a D-pad and ten buttons: a large A and B button, a Start button, four C-buttons (Up, Down, Left, and Right), two shoulder buttons (L and R), and a Z trigger positioned on the back. A port on the bottom of the controller allows users to connect other accessories, including the Controller Pak, the Rumble Pak, and the Transfer Pak.[3]

Controller Pak

[edit]
Controller Pak

The Controller Pak[a] (NUS-004) is the console's memory card, comparable to those of the PlayStation and GameCube. Compatible games can save player data to the Controller Pak, which plugs into the bottom of the Nintendo 64 controller, as do the Rumble Pak and Transfer Pak. The Controller Pak was marketed for exchanging data between Nintendo 64 owners, because data on the game cartridge can not be transferred.

The original models from Nintendo have 32 KB of battery backed SRAM, split into 123 pages with a limitation of 16 save files, but third-party models have much more, often in the form of 4 selectable memory banks of 32 KB.[5] Games occupy varying numbers of pages, sometimes using the entire card. It is powered by a common CR2032 battery.[6]

Upon launch, the Controller Pak was initially useful, and even necessary for early games. Over time, the Controller Pak lost popularity to the convenience of a battery backed SRAM or EEPROM in some cartridges. Because the Nintendo 64 Game Pak format also allows saving data on supported cartridges, few first-party and second-party games use the Controller Pak.[7] The vast majority are from third-party developers. This is most likely due to the increased production and retail costs which would have been caused by including self-contained data on the cartridge. Some games use it to save optional data that is too large for the cartridge, such as Mario Kart 64, which uses 121 of the total 123 pages for storing ghost data,[8] or International Superstar Soccer 64, which uses the entire cartridge's space for its save data. Tony Hawk's Pro Skater uses 11 pages.[9] Quest 64 and Mystical Ninja Starring Goemon use the Controller Pak exclusively for saved data. The Japan-only game Animal Forest uses the Controller Pak to travel to other towns. Animal Forest also had the ability to play Famicom games that were saved onto a Controller Pak. This second use was far less known, as only one game, Ice Climber, was released via this method through magazine giveaways.[10]

Following the 1996 Christmas shopping season, Next Generation reported "impressive sales of the memory pack cartridges despite the lack of available games to take advantage of the $19.99 units".[11]

Jumper Pak

[edit]
Jumper Pak

The Jumper Pak[b] (NUS-008) is a filler module that plugs into the Nintendo 64's memory expansion port.[12] It serves no functional purpose beyond terminating the RDRAM (Rambus DRAM) bus when the Expansion Pak is not installed.[13]

Rambus memory controllers require memory modules to be installed in pairs, with any unused slots needing continuity modules like the Jumper Pak. These modules do not provide additional memory; instead, they ensure proper signal propagation by directing signals to termination resistors. Without them, signals would reflect, causing instability.

Most Nintendo 64 consoles were shipped with the Jumper Pak pre-installed.[14] Replacement Jumper Paks were not sold individually in retail stores and could only be ordered through Nintendo’s online store. The console will not boot unless either a Jumper Pak or an Expansion Pak is installed.

Expansion Pak

[edit]
The 4 MB memory Expansion Pak

The Expansion Pak[c] (NUS-007) adds 4 MB of RDRAM (Rambus DRAM), the same type of memory as the console's onboard RAM, doubling the system's total memory from 4 MB to 8 MB.[13] It installs into the console’s memory expansion port, replacing the pre-installed Jumper Pak.[12][13]

Originally developed for the 64DD to support its multimedia applications, the Expansion Pak was released separately in late 1998 and later bundled with the 64DD’s delayed launch in Japan in December 1999.[citation needed] Outside of Japan, it was bundled with Donkey Kong 64,[15][16] while in Japan, it was also packaged with The Legend of Zelda: Majora's Mask and Perfect Dark.[citation needed]

All official Expansion Paks included an ejector tool (NUS-012) to assist in removing the original Jumper Pak.[17]

Game developers leveraged the increased memory for improved visuals, gameplay enhancements, and performance improvements. Some games require the Expansion Pak, including Donkey Kong 64, The Legend of Zelda: Majora's Mask, and all 64DD software.[16][18] Others restricted access to certain content without it. For example, the Expansion Pak is necessary to play the single-player campaign in Perfect Dark, with the game’s packaging stating that only "approximately 35%" of the game is available without it.[19] In StarCraft 64, the Expansion Pak was required to play the Brood War expansion.

IGN praised the Expansion Pak for delivering an "immediate and noticeable" impact on supported games, making it one of the most influential add-ons for the Nintendo 64.[19]

However, the Expansion Pak could also introduce compatibility issues in some games. Space Station Silicon Valley may crash in certain areas when the Expansion Pak is installed.[20]

Rumble Pak

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Rumble Pak

The Rumble Pak[d] (NUS-013) provides force feedback while playing video games, enhancing player immersion by delivering vibration at key moments, such as when firing a weapon or taking damage. Released in 1997 alongside Star Fox 64, with which it was originally bundled,[27] the Rumble Pak later became available as a stand-alone accessory. Like the Controller Pak and Transfer Pak, it plugs into the expansion port on the bottom of the Nintendo 64 controller.

Powered by two AAA batteries, the Rumble Pak offers approximately 50–60 hours of continuous use before requiring replacement. However, its design prevents the simultaneous use of the Controller Pak, and the console did not support hot swapping of accessories in the controller expansion port. This posed a challenge for games that relied on external save storage. Some titles allowed saving to a Controller Pak in a second controller without a Rumble Pak, and Nintendo later offered developers the ability to include a special pause screen function that would allow for swapping of accessories.

The Rumble Pak was well received and proved highly influential. Its success popularized force feedback technology, which has since become a standard feature in nearly every home console controller.

Transfer Pak

[edit]
Transfer Pak

The Transfer Pak[e] (NUS-019) plugs into the controller to transfer data between supported Nintendo 64 games and Game Boy or Game Boy Color games.[18] It was released in Japan in August 1998, bundled with the game Pocket Monsters' Stadium, and in North America and Europe in February and April 2000 respectively, where it was similarly bundled with Pokémon Stadium.[28]

64DD

[edit]
64DD, unattached

The 64DD (NUS-010) is a 64 MB floppy drive with real-time clock, font and audio library in ROM, and a bundle of other accessories and custom games. The peripheral was initially announced in 1995, planned for release in 1997, and repeatedly delayed until its release in December 1999. It was launched alongside a now defunct online service called Randnet. With nine games released, it was a commercial failure and so was never released outside Japan.

Mouse

[edit]
Nintendo 64 mouse

The mouse (NUS-017) was developed for the 64DD's GUI-based games and applications, such as the Mario Artist suite, SimCity 64, and the web browser for Nintendo's defunct online service Randnet. It was manufactured by Mitsumi and was released only as a bundle with the 64DD's launch game, Mario Artist: Paint Studio.[29][30][31] It works with Mario no Photopi[f], which was switched from the 64DD to Game Pak.

VRU

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VRU (Voice Recognition Unit)

The VRU or Voice Recognition Unit (NUS-020, NUS-021, NUS-022, and NUS-025) is compatible with only two games: Hey You, Pikachu! and Densha de Go! 64. Hey You, Pikachu! is packaged with the VRU and requires it, while the VRU is not required for gameplay in Densha de Go! 64 but does include it in the box.[32] The VRU consists of a ballast (NUS-020) connected to controller port 4, a microphone (NUS-021), a yellow foam cover for the microphone, and a clip for clipping the microphone to the controller (NUS-025, bundled with Hey You, Pikachu!) or a plastic neck holder for hands-free usage (NUS-022, bundled with Densha de Go! 64). The VRU is calibrated for best recognition of a high-pitched voice, such as a small child's, and other voices are less likely be recognized properly by the VRU.

VRUs are region dependent, and foreign region VRUs are not detected by the games. No VRU compatible game was launched in the EUR region (PAL, Europe), so there is no EUR-region VRU. A similar device for the Wii is Wii Speak.

Cleaning Kit

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The cleaning kit (NUS-014, NUS-015, and NUS-016) contains materials to clean the connectors of the Control Deck, controllers, Game Paks, Rumble Paks, and Controller Paks.

RF Switch and RF Modulator

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RF adapter for Nintendo 64 and GameCube

The RF Switch and RF Modulator (NUS-009 and NUS-003) connect the Nintendo 64 and model 2 SNES (redesigned after the launch of the Nintendo 64) to the television through RF. It is primarily intended for older televisions that lack AV cable support. The RF switch itself is identical in every way to the RF switches released for Nintendo's prior systems (the NES and the SNES) and can be interchanged if needed. This set was later re-released for the GameCube to give it RF capability. The cables intended for the GameCube will also work with the Nintendo 64 and SNES.

Euro Connector Plug

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The Euro Connector Plug is an adaptor packaged with European releases of the console, which converts RCA composite and stereo cable inputs to Composite SCART.

Video capture cassette

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The video capture cassette (NUS-028), or cartridge, is for the Mario Artist[g] 64DD game series. The back of the cartridge has audio, video, and microphone input jacks.[33] It was bundled with the 64DD game Mario Artist: Talent Studio.[h]

Modem

[edit]

The modem cartridge (NUS-029) connects at up to 28.8 kbit/s, for the defunct Randnet service and compatible 64DD games and web browser.

Power supply

[edit]

The power supply (NUS-002, UKV-EUR-AUS-JPN-USA) provides electricity to the Control Deck and 64DD.

Keyboard

[edit]

The compact keyboard is for the Randnet service and compatible 64DD games.

SmartMedia

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SmartMedia cards for Mario no Photopi

SmartMedia memory cards for Mario no Photopi[i] contain images, backgrounds, borders, and other media assets for editing the user's photos. There are at least 10 different cards:

The cards are all 3.3 V 2 MB SmartMedia memory cards manufactured by Hagiwara Sys-Com. Mario no Photopi was bundled with an empty memory SmartMedia card for storing the user creations.

Licensed

[edit]

ASCIIWHEEL 64

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The ASCIIWHEEL 64 is an alternate controller shaped as a steering wheel for driving games, with an accessory port.[34]

Bio Sensor

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Bio Sensor

The Bio Sensor (NUS-A-BIO-JPN) is an ear clip that plugs into the Controller Pak slot of the controller to measure the user's heart rate.[33] It was manufactured by Seta and released only in Japan. It is compatible only with Tetris 64, which causes simpler or more complex shapes to drop depending on how fast the player's heart is beating.[35] This device is similar to the unreleased Wii Vitality Sensor.

Tsuricon 64

[edit]

The Tsuricon 64[36] (ASC-0905) is a fishing controller manufactured by ASCII Corporation and compatible with a few fishing games released in Japan, like Bass Rush – ECOGEAR Power Worm Championship[t], Nushi Tsuri 64: Shiokaze Ninotte[u], or Itoi Shigesato no Bass Tsuri No.1 Definitive Edition![v]

Densha de Go! 64 controller

[edit]

A train controller compatible with just one game: Densha de Go! 64.[w] It is similar to other controllers for the same game series on different platforms such as Dreamcast and PlayStation. The game optionally supports the VRU.

System Organizer

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Nintendo licensed A.L.S. Industries to make two types of black wooden system organizers. Both feature a plastic drawer, bearing a Nintendo 64 sticker, with slots designed to hold Nintendo 64 game cartridges, controllers, and Controller Paks.

Traveling accessories

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The Messenger Bag is a black bag to be carried on the left side of the body. It comes with zippered compartments on the outside and inside and with mesh pockets, for a few games and a controller.

Nintendo licensed a Traveling Case—a black bag, with the Nintendo 64 name stitched on the front. Two plastic buckles on the front keep the bag closed. It carries the Nintendo 64 console, controllers, games, and accessories. They also made a standard black backpack with the Nintendo 64 logo on the top and a zippered compartment on the front.

Camera

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A basic 35 mm camera, complete with a timer and flash. Official cameras have a Nintendo 64 logo on the front. They come in different colors such as blue and orange.

Development and backup

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The initial official development platform for the Nintendo 64 was developed and sold by SGI in the form of its Onyx supercomputer, priced at up to US$250,000 (equivalent to $530,366 in 2024)[37][38] Each system was equipped with a US$50,000 (equivalent to $106,073 in 2024)[39] RealityEngine2 graphics board and four 150 MHz R4400 CPUs.[40] By July 1995, as the Nintendo 64's hardware neared finalization, the Onyx supercomputer was replaced with a more affordable development kit that consisted of a console simulation board hosted on a low-end SGI Indy workstation.[41]

Eventually, the SGI systems were supplanted by the SN Maestro 64, a development kit built under license by SN Systems. This kit took the form of a cartridge that slotted into a standard Nintendo 64 console and connected to a PC via cable.

Doctor V64

Third-party development kits included the IS-VIEWER 64 and Partner 64, while the Monegi Smart Pack enabled real-time development on the console. The Doctor V64 by Bung Enterprises allowed games to be loaded via CD, with the more affordable Doctor V64 Jr. offering PC connectivity through a parallel port. Bung also produced the DX 256 Super Game Saver[42] and the DS1 Super Doctor Save Card. Similar devices include the CD 64 (a CD-ROM drive by UFO/Success Company) and the Mr. Backup Z64, a ZIP drive for backups and cartridge playback. DexDrive was a retail adapter that connected a Nintendo 64 Controller Pak to a PC for save game sharing.[43][44] Modern alternatives like the Everdrive 64, ED64 Plus, N64 Neo Myth, and 64Drive use SD cards or USB for ROM storage and file transfer.

Wide-Boy64

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The Wide-Boy64 AGB, the last version of the Wide-Boy64 that can play Game Boy Advance games

The Wide-Boy64 is a series of adapters, similar to the Super Game Boy, that allow Game Boy games to be played on a Nintendo 64. Unlike the Super Game Boy, the Wide-Boy64 was never sold at retail to general consumers. Instead, it was exclusively available to developers and gaming press outlets, who could purchase it directly from Nintendo for $1,400 (equivalent to about $2,643 in 2024).[45]

Developed by Intelligent Systems, a longtime Nintendo partner known for creating Game Boy software development kits, the Wide-Boy64 was primarily used for capturing screenshots and video clips more efficiently. The device displayed the game screen with a border resembling the portable system.[46][47]

Internally, the Wide-Boy64 contains Game Boy hardware, allowing it to run games natively rather than through emulation. Two major versions were released: the CGB model, which supported Game Boy and Game Boy Color games, and the updated AGB model, which added support for Game Boy Advance Game Paks.[48]

Unlicensed

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The GameShark Pro
The SharkPad Pro
  • The Glove Controller is a wearable glove-like controller similar to the Power Glove with buttons like a normal controller. It is usable in any game.
  • The Tilt Pak is a rumble feedback and motion sensor made by Pelican.
  • The GameShark, or Action Replay in Europe, is an unlicensed cheat device, similar to the Game Genie, made by InterAct in two versions. The first version has an LED display and a slot on the back of the unit for an expansion card that was never made. The second version (known as the "Pro" series, versions 3.2 and up) has a parallel port on the back for connecting to a computer for game downloads.
  • SharkWire Online is a GameShark with modem and PC-style serial port for keyboards. It allowed emailing and Game Shark updates through the now discontinued sharkwire.com dial-in service.
  • The GB Hunter is a Game Boy player, similar to the first-party Super Game Boy for the SNES.
  • The High-Rez Pack is Mad Catz's less expensive version of the Expansion Pak.[49] There were reports of overheating due to inadequate cooling/venting, and the unit suffered from poor build quality.[citation needed]
  • The N64 Passport is an adaptor and cheat device that bypasses games' region lock, with a few exceptions.
  • The Memory Card Comfort by Speed-Link is a controller expansion with four separate memory areas and 123 pages each, selectable via a small switch.
  • The SharkPad Pro is a third-party controller from InterAct, with slow motion and autofire capabilities.
  • The Tremor Pak is a third-party rumble expansion with its own expansion port, allowing for the use of another accessory simultaneously.[50]
  • The Nyko Hyper Pak Plus contains internal memory and a rumble feature.[51]
  • The Advanced Controller is a Mad Catz gamepad with the same form and controls as the standard Nintendo 64 controller, plus a turbo button.[52][53]
  • The Mad Catz Steering Wheel is a set consisting of an analog steering wheel that turns 270 degrees, two foot pedals, and a stick shift.[52][53]
  • The Power Wheel is a steering wheel with foot pedal module, produced by Game Source.[54]
  • The V3 Racing Wheel is a steering wheel with foot pedals produced by InterAct. It has built-in rumble feature and includes an expansion port for Memory Card. It does not support the Rumble Pak due to its redundancy and the risk that it would grate on the player's crotch.[55]
  • The Flight Force Pro 64 is a flight stick from InterAct.[56]
  • The Arcade Shark is an arcade-style joystick controller from InterAct with slow motion and autofire buttons.[53]
  • The Tristar 64 is a third-party adaptor enabling NES and SNES games on Nintendo 64. The device expands the cartridge slot into three total slots for each cartridge type.
  • InterAct reportedly had two Nintendo 64 light guns "packed and ready to ship", one of them with built-in force feedback, but never released them due to the complete lack of light gun shooters for the console.[57]
  • The Forever Pak 64 is a memory card developed by 4Layer Technologies. It offers 256 kilobits of storage, but unlike the official Controller Pak, it uses non-volatile memory to hold data indefinitely.[58]

Notes

[edit]
  1. ^ Japanese: コントローラパック, Hepburn: Kontorōra Pakku
  2. ^ Known in Japan as Terminator Pack (Japanese: ターミネータ パック, Hepburn: Tāminēta Pakku)
  3. ^ Japanese: 拡張パック, Hepburn: Kakuchō Pakku
  4. ^ Japanese: 振動パック, Hepburn: Shindō Pakku
  5. ^ Known in Japan as 64 GB Pack (Japanese: 64GBパック, Hepburn: Rokujūyon Jī Bī Pakku)
  6. ^ Japanese: マリオのふぉとぴ
  7. ^ Japanese: マリオアーティスト
  8. ^ Japanese: マリオアーティスト タレントスタジオ
  9. ^ Japanese: マリオのふぉとぴ
  10. ^ Japanese: イラスト集 ポストカード 1
  11. ^ Japanese: イラスト集 おもしろアクセサリー 1
  12. ^ Japanese: キャラクター集 ヨッシーストーリー
  13. ^ Japanese: キャラクター集 シルバニアファミリー
  14. ^ Japanese: キャラクター集 ボンバーマン
  15. ^ Japanese: キャラクター集 ゼルダの伝説 - 時のオカリナ
  16. ^ Japanese: キャラクター集 ひみつのアッコちゃん
  17. ^ Japanese: キャラクター集 Hello Kitty
  18. ^ Japanese: キャラクター集 カードキャプターさくら
  19. ^ Japanese: キャラクター集 メダロット
  20. ^ バスラッシュ - ECOGEAR Power Worm Championship
  21. ^ ぬし釣り64~潮風にのって~, lit. "Master of Fishing 64, Ride the Salt Sea Wind"
  22. ^ 糸井重里のバス釣り No.1 決定版!
  23. ^ 電車 で GO! 64, lit. "Let's Go by Train! 64"

References

[edit]
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