Nintendo 64 accessories#First-party
{{Use mdy dates|date=August 2022}}
{{short description|Accessories for the Nintendo 64}}
{{More citations needed|date=March 2009}}
Nintendo 64 accessories are first-party Nintendo hardware{{mdash}}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
First-party Nintendo 64 accessories have a product code prefixed with NUS, short for "Nintendo Ultra Sixty-four".{{Cite web |last=Lane |first=Gavin |date=May 6, 2020 |title=Nintendo Console Codenames And Product Codes |url=https://www.nintendolife.com/news/2020/05/feature_nintendo_console_codenames_and_product_codes |archive-url=https://web.archive.org/web/20200917061039/https://www.nintendolife.com/news/2020/05/feature_nintendo_console_codenames_and_product_codes |archive-date=September 17, 2020 |access-date=September 25, 2020 |website=Nintendo Life}}{{Cite web |last=Kelly |first=Mark |title=Nintendo 64 Hardware and Accessories |url=https://nindb.net/n64/hardware.html |archive-url=https://web.archive.org/web/20191201225734/https://nindb.net/n64/hardware.html |archive-date=December 1, 2019 |access-date=September 25, 2020 |website=nindb.net}}
= Controller =
{{Main|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.{{Cite magazine |date=February 1996 |title=The Ultra 64 Joypad |url=https://archive.org/details/nextgen-issue-014/page/n39/mode/2up |magazine=Next Generation |publisher=Imagine Media |pages=38–39 |issue=14}}{{Cite web |title=N64 Wireless Computer Controller Mod |date=September 27, 2013 |url=http://www.picaxeforum.co.uk/archive/index.php/t-24584.html |url-status=live |archive-url=https://web.archive.org/web/20140201210726/http://www.picaxeforum.co.uk/archive/index.php/t-24584.html |archive-date=February 1, 2014 |access-date=January 24, 2014}}
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.
= Controller Pak =
File:Nintendo-64-Controller-Pak.jpg
The {{nihongo foot|Controller Pak|コントローラパック|Kontorōra Pakku|lead=yes|group=lower-alpha}} (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.{{Cite web |last=Casamassina |first=Matt |author-link=Matt Casamassina |date=February 23, 1999 |title=Nintendo 64 Mailbag |url=http://ign64.ign.com/mail/1999-02-23.html |url-status=dead |archive-url=https://web.archive.org/web/20070719050209/http://ign64.ign.com/mail/1999-02-23.html |archive-date=July 19, 2007 |access-date=October 3, 2007 |publisher=IGN}} Games occupy varying numbers of pages, sometimes using the entire card. It is powered by a common CR2032 battery.{{Cite web |title=GB HUNTER Related Articles This is a list of accessories for t |url=http://amazines.com/GB_Hunter_related.html |url-status=dead |archive-url=https://web.archive.org/web/20110707124428/http://amazines.com/GB_Hunter_related.html |archive-date=July 7, 2011 |access-date=May 12, 2010 |publisher=Amazines.com}}
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.{{Cite web |title=Mantop!!! - Nintendo 64 |url=http://dinkacak.multiply.com/journal/item/141 |archive-url=https://web.archive.org/web/20100214144619/http://dinkacak.multiply.com/journal/item/141 |archive-date=February 14, 2010 |access-date=May 12, 2010 |publisher=Dinkacak.multiply.com}} 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,{{Cite web |last=Thomas |first=Lucas M. |date=January 30, 2007 |title=Mario Kart 64 VC Review – Wii Review at IGN |url=http://wii.ign.com/articles/759/759659p1.html |url-status=dead |archive-url=https://web.archive.org/web/20090213163720/http://wii.ign.com/articles/759/759659p1.html |archive-date=February 13, 2009 |access-date=May 12, 2010 |publisher=Wii.ign.com}} or International Superstar Soccer 64, which uses the entire cartridge's space for its save data. Tony Hawk's Pro Skater uses 11 pages.{{Cite web |last=Scott McCall |date=April 4, 2000 |title=Archive 64: Tony Hawk's Pro Skater – Nintendo 64 (N64) Review |url=https://www.pennoaks.net/archive64/N64_Reviews/T/Tony_Hawk_Pro_Skater.htm |access-date=May 12, 2010 |publisher=Pennoaks.net}} 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.{{cite magazine|title=アイスクライマー ビッグプレゼント|magazine=Nintendo Dream|volume=58|publisher=Ambit|date=2001-05-21|page=87}}
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".{{Cite magazine |date=April 1997 |title=Who Won the Videogame Wars of 1996? |url=https://archive.org/details/NEXT_Generation_28/page/n17/mode/2up |magazine=Next Generation |publisher=Imagine Media |issue=28 |pages=17}}
= Jumper Pak {{anchor|Jumper pack}} =
File:Nintendo-64-Jumper-Pak.jpg
The Jumper Pak{{efn|Known in Japan as {{nihongo|Terminator Pack|ターミネータ パック|Tāminēta Pakku|lead=yes}}}} (NUS-008) is a filler module that plugs into the Nintendo 64's memory expansion port.{{Cite web |title=Installing the Nintendo 64 Expansion Pak |url=https://www.nintendo.com/consumer/systems/nintendo64/hook_expansionpak.jsp |url-status=live |archive-url=https://web.archive.org/web/20100504093733/http://www.nintendo.com/consumer/systems/nintendo64/hook_expansionpak.jsp |archive-date=May 4, 2010 |access-date=November 1, 2009 |website=Nintendo – Customer Service |publisher=Nintendo of America Inc.}} It serves no functional purpose beyond terminating the RDRAM (Rambus DRAM) bus when the Expansion Pak is not installed.{{Cite web |date=May 17, 2007 |title=Nintendo 64 Tech |url=http://n64.icequake.net/ |archive-url=https://web.archive.org/web/20090430131325/http://n64.icequake.net/ |archive-date=April 30, 2009 |access-date=November 1, 2009 |website=Icequake.net |publisher=Ryan C. Underwood}}
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.{{Cite magazine |last=The Watch Dog |date=November 1997 |title=Buyers Beware |url=https://archive.org/details/GamePro_Issue_110_Volume_09_Number_11_1997-11_IDG_Publishing_US/page/n29/mode/2up |magazine=GamePro |publisher=IDG |page=28 |issue=110}} 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 =
File:Nintendo-64-Memory-Expansion-Pak.jpg
The {{nihongo foot|Expansion Pak|拡張パック|Kakuchō Pakku|lead=yes|group=lower-alpha}} (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. It installs into the console’s memory expansion port, replacing the pre-installed Jumper Pak.
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|date=September 2020}} Outside of Japan, it was bundled with Donkey Kong 64,{{Cite web |last=Taruc |first=Nelson |date=November 22, 1999 |title=Donkey Kong 64 Review |url=http://www.gamespot.com/reviews/donkey-kong-64-review/1900-2543651/ |url-status=live |archive-url=https://web.archive.org/web/20160830005452/http://www.gamespot.com/reviews/donkey-kong-64-review/1900-2543651/ |archive-date=August 30, 2016 |access-date=December 17, 2016 |website=GameSpot}}{{Cite web |title=Expansion Pak Games |url=https://www.nintendo.com/n64/epgames.html |url-status=dead |archive-url=https://web.archive.org/web/20010413171908/http://www.nintendo.com/n64/epgames.html |archive-date=April 13, 2001 |access-date=January 11, 2014 |publisher=Nintendo of America}} while in Japan, it was also packaged with The Legend of Zelda: Majora's Mask and Perfect Dark.{{citation needed|date=September 2020}}
All official Expansion Paks included an ejector tool (NUS-012) to assist in removing the original Jumper Pak.{{cite web |date=February 10, 2001 |title=Everything About the 64DD |url=https://www.ign.com/articles/2001/02/10/everything-about-the-64dd |accessdate=October 15, 2024 |publisher=IGN |archive-date=August 8, 2019 |archive-url=https://web.archive.org/web/20190808221259/https://www.ign.com/articles/2001/02/10/everything-about-the-64dd |url-status=live }}
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.{{Cite web |title=Accessories |url=https://www.nintendo.co.uk/Corporate/Nintendo-History/Nintendo-64/Nintendo-64-625959.html |access-date=July 21, 2014 |website=Nintendo 64 |publisher=Nintendo of Europe |archive-date=April 15, 2023 |archive-url=https://web.archive.org/web/20230415181838/https://www.nintendo.co.uk/Hardware/Nintendo-History/Nintendo-64/Nintendo-64-625959.html |url-status=live }} 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.{{Cite web |last=Buchanan |first=Levi |date=October 29, 2008 |title=N64 Expansion Pak |url=http://www.ign.com/articles/2008/10/29/n64-expansion-pak |access-date=September 5, 2014 |publisher=IGN}} 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.
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.{{Cite magazine |date=September 1999 |title=Buyers Beware |url=https://archive.org/details/GamePro_Issue_122_September_1999/page/n29/mode/2up?q=space+station+silicon+valley |magazine=GamePro |page=29 |issue=132 }}
role="presentation" class="wikitable mw-collapsible mw-collapsed" | ||
scope="col" | Title
! scope="col" class="nowrap" | Pak required ! scope="col" | Notes | ||
---|---|---|
40 Winks | {{No}} | Adds high-res letterbox (480×232i) and high-res (480×360i) modes. |
Aidyn Chronicles: The First Mage | {{No}} | Enables a "high resolution" setting, changes certain music tracks, and adds foliage to maps. Its absence enables behind-the-scenes memory management features. |
All-Star Baseball 2000 | {{No}} | Enables longer replays in the replay feature.{{Cite web |last= |date=c. 2000 |title=Nintendo Sports: Baseball: All-Star Baseball 2000 |url=http://www.nintendosports.com/allstar2000/index.html |archive-url=https://web.archive.org/web/20000302180005/http://www.nintendosports.com/allstar2000/index.html |archive-date=March 2, 2000 |access-date=September 21, 2020 |website=nintendosports.com |publisher=Nintendo Sports |quote=If you pop in an Expansion Pak, though, you'll witness extra-long replays.}} |
All-Star Baseball 2001 | {{No}} | |
Armorines: Project S.W.A.R.M. | {{No}} | Adds high-res letterbox (480×232i) and high-res (480×360i) modes, accessible from pause menu. |
Army Men: Air Combat | {{No}} | |
Army Men: Sarge's Heroes | {{No}} | |
Army Men: Sarge's Heroes 2 | {{No}} | |
Battlezone: Rise of the Black Dogs | {{No}} | |
Castlevania: Legacy of Darkness | {{No}} | Enables the option to turn on "Hi-Res" mode (490×355i). |
Command & Conquer | {{No}} | Makes the "high" battlefield resolution option in in-game options menu available, which engages a high-res interlaced mode. |
Daikatana | {{No}} | Adds a "hi-res" interlaced letterbox mode, accessible from main menu. |
Donald Duck: Goin' Quackers | {{No}} | Enables high resolution mode. |
Donkey Kong 64 | {{Yes}} | Marketed as improving the frame rate and object rendering at a distance.{{Cite web |last=IGN Staff |date=May 12, 1999 |title=Donkey Kong Enforces 4MBs |url=http://www.ign.com/articles/1999/05/12/donkey-kong-enforces-4mbs |url-status=live |archive-url=https://web.archive.org/web/20161221220238/http://www.ign.com/articles/1999/05/12/donkey-kong-enforces-4mbs |archive-date=December 21, 2016 |access-date=December 19, 2016 |website=IGN }} According to Rare programmer Chris Marlow, the company could not resolve a bug that occurred without the Expansion Pak and thus was forced, at great expense, to bundle the game with it.{{Cite web |last=Watts |first=Martin |date=May 28, 2013 |title=Donkey Kong 64 Required Expansion Pak to Prevent Game-Breaking Bug |url=http://www.nintendolife.com/news/2013/05/donkey_kong_64_required_expansion_pak_to_prevent_game_breaking_bug |url-status=live |archive-url=https://web.archive.org/web/20161220142504/http://www.nintendolife.com/news/2013/05/donkey_kong_64_required_expansion_pak_to_prevent_game_breaking_bug |archive-date=December 20, 2016 |access-date=December 18, 2016 |website=Nintendo Life }}{{Cite AV media |last=Seavor |first=Chris |date=May 28, 2013 |title=CONKER'S BFD : DIRECTORS COMMENTARY PRT 1 |url=https://www.youtube.com/watch?v=VgtAXCaSlpk&t=3m9s |access-date=December 17, 2016}} However, lead artist Mark Stevenson called Marlow's story a "myth" and said that the Expansion Pak was committed to early in development. Though such a bug did exist towards the end of development, according to Stevenson, "the Expansion Pak wasn't introduced to deal with this and wasn't the solution to the problem."{{Cite web |last=Lane |first=Gavin |date=November 23, 2019 |title=Feature: Donkey Kong 64 Devs On Bugs, Boxing And 20 Years Of The DK Rap |url=https://www.nintendolife.com/news/2019/11/feature_donkey_kong_64_devs_on_bugs_boxing_and_20_years_of_the_dk_rap |access-date=May 30, 2020 |website=Nintendo Life}} Nintendo said that the bundle would avoid consumer confusion.{{Cite web |last=IGN Staff |date=May 20, 1999 |title=Kong/Expansion Pak Bundle Absolute |url=http://www.ign.com/articles/1999/05/20/kongexpansion-pak-bundle-absolute |url-status=live |archive-url=https://web.archive.org/web/20161221215619/http://www.ign.com/articles/1999/05/20/kongexpansion-pak-bundle-absolute |archive-date=December 21, 2016 |access-date=December 19, 2016 |website=IGN }} |
Duke Nukem: Zero Hour | {{No}} | Adds interlaced medium and high-res modes, accessible from main menu options. |
Excitebike 64 | {{No}} | Enables high-res mode. Only the PAL version signifies its Expansion Pak compatibility on the box. |
F-1 World Grand Prix II | {{No}} | Enables a full race replay. |
FIFA 99 | {{No}} | Enables an unadvertised "Super High" resolution mode of 640×480i. |
Gauntlet Legends | {{No}} | Required for 4-player multiplayer. |
Hybrid Heaven | {{No}} | Enables high-res letterbox and high-res (640×474i) modes, accessible from main menu options. |
Hydro Thunder | {{No}} | Required for 3 and 4 player multiplayer. |
Indiana Jones and the Infernal Machine | {{No}} | Enables high-res mode of 400×440i and unlocks level 13, "King Sol's Mines". |
International Superstar Soccer 2000 | {{No}} | Enables high-resolution textures but at reduced performance. |
International Track & Field 2000 | {{No}} | |
Jeremy McGrath Supercross 2000 | {{No}} | |
Ken Griffey, Jr.'s Slugfest | {{No}} | Enables high-res mode. |
The Legend of Zelda: Majora's Mask | {{Yes}} | One of the two released non-64DD game completely designed for the Expansion Pak, to increase texture detail, remove fog that is prevalent in Ocarina of Time, increase number of on-screen models, and add effects such as motion blur. |
Madden NFL 2000 | {{No}} | |
Madden NFL 2001 | {{No}} | |
Madden NFL 2002 | {{No}} | |
NBA Jam 2000 | {{No}} | Only the PAL version signifies its Expansion Pak compatibility on the box. |
NFL Quarterback Club '99 | {{No}} | |
NFL Quarterback Club 2000 | {{No}} | |
Nuclear Strike 64 | {{No}} | Adds a progressive "medium" resolution mode, accessible from main menu options. |
Perfect Dark | {{Partial|Required for story mode}} | The Expansion Pak is required for the single player, co-operative, and counter-operative campaigns, and most multiplayer features. It also adds an optional high-res mode accessible via pause menu, increasing the resolution to 640×222p (from 320×222p) in NTSC, and 448×268p (from 320×268p) in PAL. However, the Japanese version fully requires the Expansion Pak. |
Pokémon Stadium 2 | {{No}} | States "Expansion Pak Detected" on the Start screen, increases render resolution to 640×480i, and improves resolution of some textures. |
Quake II | {{No}} | Increases framebuffer color depth, removes dithering, turns off screen blur, and slightly increases framerate. |
Rayman 2: The Great Escape | {{No}} | Adds a progressive high-res mode, accessible from pause menu. |
Re-Volt | {{No}} | Adds an interlaced "medium resolution" mode, accessible from pause menu. |
Resident Evil 2 | {{No}} | Increased resolution and texture detail, switching between various progressive and interlaced resolutions on a per-screen basis. |
Road Rash 64 | {{No}} | Adds letterboxed, widescreen, and high-res progressive modes, accessible from main menu. |
Roadsters | {{No}} | |
San Francisco Rush 2049 | {{Partial|Required for some content}} | Required for track 6, the Advanced Circuit, changeable rims, some cars and music during Arcade races. |
Shadow Man | {{No}} | Adds an interlaced high-res mode, accessible from main menu. |
Spider-Man | {{No}} | |
South Park | {{No}} | Enables interlaced high-res letterbox and high-res mode options; increases frame rate in low-res mode.{{cn|date=July 2020}} |
StarCraft 64 | {{Partial|Required for some modes}} | Required for the Brood War missions and the two player split-screen mode. |
Star Wars: Episode I: Battle for Naboo | {{No}} | Enables high-res mode, which increases resolution to 400×440i. |
Star Wars: Episode 1 Racer | {{No}} | Enables high-res mode at 640×480i with higher-resolution textures, and increases the framerate in low-res mode.{{cn|date=July 2020}} |
Star Wars: Rogue Squadron | {{No}} | Enables high-res mode at 400×440i. |
The World Is Not Enough | {{No}} | Adds a "hi-color" mode, accessible from pause menu, which switches to a higher progressive resolution and turns off the screen noise effect. |
Tony Hawk's Pro Skater | {{No}} | |
Tony Hawk's Pro Skater 2 | {{No}} | Increases framerate, especially noticeable during multiplayer games. |
Tony Hawk's Pro Skater 3 | {{No}} | |
Top Gear Hyper Bike | {{No}} | |
Top Gear Overdrive | {{No}} | Adds "half" and "full" high-res (640×240p) options to main menu setup. |
Top Gear Rally 2 | {{No}} | |
Turok 2: Seeds of Evil | {{No}} | Adds high-res letterbox (480×232i) and high-res (480×360i) modes, accessible from pause menu. |
Turok 3: Shadow of Oblivion | {{No}} | Adds high-res letterbox (480×232i) and high-res (480×360i) modes, accessible from pause menu. |
Turok: Rage Wars | {{No}} | Adds high-res letterbox (480×232i) and high-res (480×360i) modes, accessible from pause menu. |
Vigilante 8 | {{No}} | Adds a high resolution mode (480×360i), accessible from pause menu. A hidden "ultra" mode (640×480i) is added by entering "MAX_RESOLUTION" in the password screen. |
Vigilante 8: 2nd Offense | {{No}} | Adds a high resolution mode (480×360i), accessible from pause menu. A hidden "ultra" mode (640×480i) is added by entering "GO_MAX_REZ" in the password screen, which is accessed by selecting "Game Status", pressing A twice, then pressing L+R. |
Xena: Warrior Princess: The Talisman of Fate | {{No}} |
= Rumble Pak =
File:Nintendo-64-Rumble-Pak.jpg
{{Main|Rumble Pak}}
The {{nihongo foot|Rumble Pak|振動パック|Shindō Pakku|lead=yes|group=lower-alpha}} (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,{{Cite web |title=Nintendo 64 Rumble Pak |url=http://www.nintendo.com/n64/rumblepak.html |url-status=dead |archive-url=https://web.archive.org/web/20001201233700/http://www.nintendo.com/n64/rumblepak.html |archive-date=December 1, 2000 |access-date=August 10, 2020 |publisher=Nintendo of America}} 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 =
File:Nintendo-64-GB-Transfer-Pak.jpg
{{Main|Transfer Pak}}
The Transfer Pak{{efn|Known in Japan as {{nihongo|64 GB Pack|64GBパック|Rokujūyon Jī Bī Pakku|lead=yes}}}} (NUS-019) plugs into the controller to transfer data between supported Nintendo 64 games and Game Boy or Game Boy Color games. 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.{{Cite web |date=March 7, 2000 |title=Transfer Pak |url=https://www.ign.com/articles/2000/03/07/transfer-pak |url-status=live |archive-url=https://web.archive.org/web/20170909075300/https://www.ign.com/articles/2000/03/07/transfer-pak |archive-date=September 9, 2017 |access-date=October 5, 2022 |publisher=IGN}}
= 64DD =
{{Main|64DD}}
The 64DD (NUS-010) is a {{nowrap|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 =
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.{{Cite book |last=Byrne |first=Brian C. |url=https://books.google.com/books?id=UZCnDwAAQBAJ&q=mouse |title=History of Nintendo: Volume One (Console Gamer Magazine) |date=August 4, 2019 |publisher=Console Gamer Magazine |access-date=June 4, 2020}}{{Cite book |last=Byrne |first=Brian C. |url=https://books.google.com/books?id=UZCnDwAAQBAJ&q=n64+mouse&pg=PA2007 |title=History of Nintendo: Volume One (Console Gamer Magazine) |date=August 4, 2019 |publisher=Console Gamer Magazine |language=en |access-date=June 5, 2020 |archive-url=https://web.archive.org/web/20200605012215/https://books.google.de/books?id=UZCnDwAAQBAJ&pg=PA2007&lpg=PA2007&dq=nintendo+64+game+pak&source=bl&ots=pWrMxcG1K7&sig=ACfU3U3nLp5xBl_Dp3coWSr5wgg9Vzvnmw&hl=de&sa=X&ved=2ahUKEwji57CVvenpAhWH_KQKHVbYA4Y4ChDoATAJegQICRAB#v=onepage&q=n64%20mouse&f=false |archive-date=June 5, 2020 |url-status=live}}{{Cite web |date=May 12, 1998 |title=Nintendo Mouse |url=http://ign64.ign.com/hardware/20.html |url-status=dead |archive-url=https://web.archive.org/web/19990423015028/http://ign64.ign.com/hardware/20.html |archive-date=April 23, 1999 |access-date=November 20, 2015 |publisher=IGN}} It works with {{nihongo foot|Mario no Photopi|マリオのふぉとぴ|lead=yes|group=lower-alpha}}, which was switched from the 64DD to Game Pak.
= VRU =
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.{{cite web | url=https://archive.org/details/denshadegoboxvrucontrollerhires/ | title=Densha de Go Box VRU Controller HiRes | date=July 30, 1999 }} 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 =
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 =
File:Nintendo-64-RF-Adapter.jpg
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 =
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 =
The video capture cassette (NUS-028), or cartridge, is for the {{nihongo foot|Mario Artist|マリオアーティスト|lead=yes|group=lower-alpha}} 64DD game series. The back of the cartridge has audio, video, and microphone input jacks. It was bundled with the 64DD game {{nihongo foot|Mario Artist: Talent Studio.|マリオアーティスト タレントスタジオ|lead=yes|group=lower-alpha}}
= Modem =
The modem cartridge (NUS-029) connects at up to {{nowrap|28.8 kbit/s}}, for the defunct Randnet service and compatible 64DD games and web browser.
= Power supply =
The power supply (NUS-002, UKV-EUR-AUS-JPN-USA) provides electricity to the Control Deck and 64DD.
= Keyboard =
The compact keyboard is for the Randnet service and compatible 64DD games.
= SmartMedia =
SmartMedia memory cards for {{nihongo foot|Mario no Photopi|マリオのふぉとぴ|lead=yes|group=lower-alpha}} contain images, backgrounds, borders, and other media assets for editing the user's photos.
There are at least 10 different cards:
- Illustrations – {{nihongo foot|Postal cards 1|イラスト集 ポストカード 1|lead=yes|group=lower-alpha}}
- Illustrations – {{nihongo foot|Funny accessories 1|イラスト集 おもしろアクセサリー 1|lead=yes|group=lower-alpha}}
- Characters collection – {{nihongo foot|Yoshi's Story|キャラクター集 ヨッシーストーリー|lead=yes|group=lower-alpha}}
- Characters collection – {{nihongo foot|Sylvanian Families|キャラクター集 シルバニアファミリー|lead=yes|group=lower-alpha}}
- Characters collection – {{nihongo foot|Bomberman|キャラクター集 ボンバーマン|lead=yes|group=lower-alpha}}
- Characters collection – {{nihongo foot|The Legend of Zelda: Ocarina of Time|キャラクター集 ゼルダの伝説 - 時のオカリナ|lead=yes|group=lower-alpha}}
- Characters collection – {{nihongo foot|Himitsu no Akko-chan|キャラクター集 ひみつのアッコちゃん|lead=yes|group=lower-alpha}}
- Characters collection – {{nihongo foot|Hello Kitty|キャラクター集 Hello Kitty|lead=yes|group=lower-alpha}}
- Characters collection – {{nihongo foot|Card Captor Sakura|キャラクター集 カードキャプターさくら|lead=yes|group=lower-alpha}}
- Characters collection – {{nihongo foot|Medarot|キャラクター集 メダロット|lead=yes|group=lower-alpha}}
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
= ASCIIWHEEL 64 =
The ASCIIWHEEL 64 is an alternate controller shaped as a steering wheel for driving games, with an accessory port.{{Cite web |title=ASCIIWHEEL 64 |url=http://www.nintendo.com/n64/asciiwheel.html |url-status=dead |archive-url=https://web.archive.org/web/20001206132500/http://www.nintendo.com/n64/asciiwheel.html |archive-date=December 6, 2000 |access-date=August 10, 2020 |publisher=Nintendo of America}}
= Bio Sensor =
File:Nintendo-64-Bio-Sensor.jpg
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.{{Cite magazine |date=February 1998 |title=Peripheral Visions |magazine=Electronic Gaming Monthly |publisher=Ziff Davis |issue=103 |page=21}} 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.{{cite web | last=Extension | first=Time | title=Fancy Playing Tetris With Your Pulse? Say Hello To The Nintendo 64 Bio Sensor | website=Time Extension | date=February 27, 2023 | url=https://www.timeextension.com/features/fancy-playing-tetris-with-your-pulse-say-hello-to-the-nintendo-64-bio-sensor | access-date=October 9, 2024}} This device is similar to the unreleased Wii Vitality Sensor.
= Tsuricon 64 =
The {{nihongo foot|Tsuricon 64|つりコン64|lead=yes|grup=lower-alpha}} (ASC-0905) is a fishing controller manufactured by ASCII Corporation and compatible with a few fishing games released in Japan, like {{nihongo foot|Bass Rush – ECOGEAR Power Worm Championship|バスラッシュ - ECOGEAR Power Worm Championship|lead=no|group=lower-alpha}}, {{nihongo foot|Nushi Tsuri 64: Shiokaze Ninotte|ぬし釣り64~潮風にのって~ |extra={{lit.}} "Master of Fishing 64, Ride the Salt Sea Wind"|lead=no|group=lower-alpha}}, or {{nihongo foot|Itoi Shigesato no Bass Tsuri No.1 Definitive Edition!|糸井重里のバス釣り No.1 決定版!|lead=no|group=lower-alpha}}
= ''Densha de Go! 64'' controller =
A train controller compatible with just one game: {{nihongo foot|Densha de Go! 64.|電車 で GO! 64|extra={{lit.}} "Let's Go by Train! 64"|lead=no|group=lower-alpha}} 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 =
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 =
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 =
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
{{further|Nintendo 64#Development}}
File:Doctor-V64-Nintendo-64-Attached-FL.jpg]]
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 {{USD|250,000|1994}}Gaming Gossip. Electronic Gaming Monthly. Issue 69. Pg.52. April 1995.{{Cite magazine |last=Haigh-Hutchinson |first=Mark |date=January 1997 |title=Classic Postmortem: Star Wars: Shadows Of The Empire |url=http://www.gamasutra.com/view/news/114010/Classic_Postmortem_Star_Wars_Shadows_Of_The_Empire.php |url-status=dead |archive-url=https://web.archive.org/web/20150402141636/http://www.gamasutra.com/view/news/114010/Classic_Postmortem_Star_Wars_Shadows_Of_The_Empire.php |archive-date=April 2, 2015 |access-date=February 5, 2015 |magazine=Game Developer}} Each system was equipped with a {{USD|50,000|1994}}{{Cite magazine |date=August 1998 |title=Nintendo 64 |url=https://archive.org/stream/ng_unedited/ng_44_unedited#page/n41/mode/2up |access-date=December 14, 2015 |magazine=Next Generation |page=40 |issue=44}} RealityEngine2 graphics board and four 150 MHz R4400 CPUs.{{Cite magazine |date=April 1994 |title=Silicon Graphics: Showing Off |url=https://archive.org/stream/EDGE.N007.1994.04/EDGE.N007.1994.04-Escapade_4900px#page/n17/mode/2up |access-date=December 14, 2015 |magazine=Edge |pages=18–19 |issue=7}} 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.{{Cite press release |title=Nintendo and Silicon Graphics Join Forces to Create World's Most Advanced Video Entertainment Technology |date=September 4, 1993 |publisher=Silicon Graphics, Inc. |url=http://www.sgi.com/Headlines/1993/Sep/sept_04.html |access-date=December 29, 2014 |url-status=dead |archive-url=https://web.archive.org/web/19970707183909/http://www.sgi.com/Headlines/1993/Sep/sept_04.html |archive-date=July 7, 1997}}
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. 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{{Cite web |last=IGN Staff |date=February 26, 1999 |title=DX 256 – Super Game Saver |url=https://www.ign.com/articles/1999/02/27/dx-256-super-game-saver |access-date=February 16, 2019 |website=IGN |archive-date=February 18, 2019 |archive-url=https://web.archive.org/web/20190218021131/https://www.ign.com/articles/1999/02/27/dx-256-super-game-saver |url-status=live }} 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.{{cite magazine |last=D'Aprile |first=Jason |title=DexDrive |url=http://www.coremagazine.com/features/2.php3 |url-status=dead |archive-url=https://web.archive.org/web/19991018180814/http://www.coremagazine.com/features/2.php3 |archive-date=October 18, 1999 |access-date=September 25, 2022 |magazine=Core Magazine}}{{Cite web |last=Wilcott |first=Aaron |date=2014-05-07 |title=Everything and More About the DexDrive |url=http://micro-64.com/features/dexdrive.shtml |access-date=2022-01-25 |website=Micro-64 |archive-date=August 30, 2022 |archive-url=https://web.archive.org/web/20220830152054/http://micro-64.com/features/dexdrive.shtml |url-status=live }} 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
File:Nintendo-Intelligent-Systems-WideBoy64-AGB-04x.jpg
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 {{USD|1400|1999|long=no|about=yes}}.{{cite web |url=https://www.ign.com/articles/2000/04/01/tgs-wide-boy-gets-an-upgrade |title=TGS: Wide Boy Gets an Upgrade |website=IGN |last=Harris |first=Craig |date=March 31, 2000 |access-date=January 1, 2023 |archive-date=January 1, 2023 |archive-url=https://web.archive.org/web/20230101205852/https://www.ign.com/articles/2000/04/01/tgs-wide-boy-gets-an-upgrade |url-status=live }}
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.{{cite web |url=https://www.ign.com/articles/1999/09/01/wide-boy |title=Wide Boy |website=IGN |last=Harris |first=Craig |date=August 31, 1999 |access-date=January 1, 2023 |archive-date=January 7, 2023 |archive-url=https://web.archive.org/web/20230107072936/https://www.ign.com/articles/1999/09/01/wide-boy |url-status=live }}{{Cite web |title=Gameboy (DMG & GBC) Development Kit Hardware |url=https://www.retroreversing.com/gameboy-development-kit-hardware/#presentationdemo-tools |access-date=2025-04-02 |website=RetroReversing |language=English}}
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.{{cite web |url=https://www.ign.com/articles/2000/04/13/gba-wide-boy-advance-in-the-works |title=GBA: Wide Boy Advance in the Works |website=IGN |last=Harris |first=Craig |date=April 12, 2000 |access-date=January 7, 2023}}
Unlicensed
File:GameShark-Pro-N64.jpg Pro]]
File:Nintendo-64-InterAct-SharkPad-Pro.jpg
- 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.{{Cite web |date=June 2, 1999 |title=Mad Catz High-Rez Pack |url=https://www.ign.com/articles/1999/06/03/mad-catz-high-rez-pack |url-status=live |archive-url=https://web.archive.org/web/20200926184628/https://www.ign.com/articles/1999/06/03/mad-catz-high-rez-pack |archive-date=September 26, 2020 |publisher=IGN}} There were reports of overheating due to inadequate cooling/venting, and the unit suffered from poor build quality.{{citation needed|date=September 2008}}
- 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.{{Cite web |date=March 3, 1999 |title=TremorPak Plus |url=http://gear.ign.com/articles/059/059021p1.html |url-status=dead |archive-url=https://web.archive.org/web/20070331025950/http://gear.ign.com/articles/059/059021p1.html |archive-date=March 31, 2007 |publisher=IGN}}
- The Nyko Hyper Pak Plus contains internal memory and a rumble feature.{{Cite web |date=June 12, 1998 |title=Hyper Pak Plus |url=http://gear.ign.com/articles/059/059031p1.html |url-status=dead |archive-url=https://web.archive.org/web/20070330202003/http://gear.ign.com/articles/059/059031p1.html |archive-date=March 30, 2007 |publisher=IGN}}
- The Advanced Controller is a Mad Catz gamepad with the same form and controls as the standard Nintendo 64 controller, plus a turbo button.{{Cite magazine |date=September 1996 |title=Mad Catz Gets Into N64 Act |url=https://retrocdn.net/images/2/2e/EGM_US_086.pdf |url-status=live |magazine=Electronic Gaming Monthly |publisher=Ziff Davis |issue=86 |page=17 |archive-url=https://web.archive.org/web/20190821193530/https://retrocdn.net/images/2/2e/EGM_US_086.pdf |archive-date=August 21, 2019}}{{Cite magazine |date=September 1996 |title=GamePro Labs |url=https://archive.org/details/GamePro_Issue_096_Volume_08_Number_09_1996-09_IDG_Publishing_US/page/n37/mode/2up |magazine=GamePro |publisher=IDG |issue=96 |page=36}}
- 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.
- The Power Wheel is a steering wheel with foot pedal module, produced by Game Source.{{Cite magazine |date=June 1997 |title=Multisystem Drivin' |url=https://retrocdn.net/images/b/be/EGM_US_095.pdf |url-status=live |magazine=Electronic Gaming Monthly |publisher=Ziff Davis |issue=95 |page=22 |archive-url=https://web.archive.org/web/20200707142128/https://retrocdn.net/images/b/be/EGM_US_095.pdf |archive-date=July 7, 2020}}
- 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.{{Cite magazine |date=August 1997 |title=Fuel-Injected Gaming |url=https://retrocdn.net/images/3/3b/EGM_US_097.pdf |url-status=live |magazine=Electronic Gaming Monthly |publisher=Ziff Davis |issue=97 |page=26 |archive-url=https://web.archive.org/web/20200727235809/https://retrocdn.net/images/3/3b/EGM_US_097.pdf |archive-date=July 27, 2020}}
- The Flight Force Pro 64 is a flight stick from InterAct.{{Cite magazine |date=November 1996 |title=Flight for N64: InterAct First to Make 64-Bit Flight Sim Stick |url=https://retrocdn.net/images/8/89/EGM_US_088.pdf |url-status=live |magazine=Electronic Gaming Monthly |publisher=Ziff Davis |issue=88 |page=22 |archive-url=https://web.archive.org/web/20200327193413/https://retrocdn.net/images/8/89/EGM_US_088.pdf |archive-date=March 27, 2020}}
- The Arcade Shark is an arcade-style joystick controller from InterAct with slow motion and autofire buttons.
- 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.
- 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.{{cite web|url=https://www.timeextension.com/reviews/forever-pak-64-fixing-your-n64s-ticking-time-bomb|title=Forever Pak 64 – Fixing Your N64's Ticking Time Bomb|website=Time Extension|last=McFerran|first=Damien|date=January 12, 2023|access-date=March 25, 2024|archive-date=March 26, 2024|archive-url=https://web.archive.org/web/20240326060440/https://www.timeextension.com/reviews/forever-pak-64-fixing-your-n64s-ticking-time-bomb}}
Unreleased
- The 64 GB Cable was an accessory designed by Marigul Management to connect the 64DD to a Game Boy Color, allowing data to be transferred between the two as well as using the GBC as a second screen, similar to the GameCube – Game Boy Advance link cable.{{Cite magazine |date=January 1998 |title=新ゲーム創世紀の Hyper Gears |trans-title=Hyper Gears, A New Gaming Phenomenon |magazine=Monthly Nintendo Power |publisher=Media Factory |page=19 |lang=ja}} While demonstrated at Space World 1999, the accessory was never released, presumably due to the failure of the 64DD.{{Cite web |date=August 28, 1999 |title=What's DT, you ask? |url=https://www.ign.com/articles/1999/08/28/whats-dt-you-ask-2 |url-status=live |archive-url=https://web.archive.org/web/20240423200641/https://www.ign.com/articles/1999/08/28/whats-dt-you-ask-2 |archive-date=April 23, 2024 |access-date=April 23, 2024 |website=IGN}}{{Cite news |last=Harris |first=Craig |date=September 14, 2001 |title=Connecting to the Cube |url=https://www.ign.com/articles/2001/09/14/connecting-to-the-cube |url-status=live |archive-url=https://web.archive.org/web/20201128163844/https://www.ign.com/articles/2001/09/14/connecting-to-the-cube |archive-date=November 28, 2020 |access-date=August 7, 2020 |publisher=IGN}}
- 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.{{Cite magazine |date=August 1997 |title=Buyers Beware |url=https://archive.org/details/GamePro_Issue_107_Volume_09_Number_08_1997-08_IDG_Publishing_US/page/n19/mode/2up |magazine=GamePro |publisher=IDG |issue=107 |page=18}}
Notes
{{notelist}}