Nintendo 64 accessories

Last updated

This is a list of accessories for the Nintendo 64 video game console.


First party accessories

Controller (NUS-005)

A Nintendo 64 controller. N64-Controller-Gray.jpg
A Nintendo 64 controller.

The Nintendo 64 controller is an "m"-shaped controller with 10 buttons (A, B, C-Up, C-Down, C-Left, C-Right, L, R, Z, and Start), one analog stick in the center, a digital directional pad on the left side, and an extension port on the back for many of the system's accessories. [1] Initially available in the seven colors of gray, yellow, green, red, blue, purple, and black, and it was later released in translucent versions of those colors except gray.

Controller Pak (NUS-004)

A Nintendo-brand Controller Pak. Nintendo-64-Controller-Pak.jpg
A Nintendo-brand Controller Pak.

The Controller Pak [lower-alpha 1] is the console's memory card, comparable to those seen in the PlayStation and other CD-ROM-based video game consoles. Certain games allow saving of game files to the Controller Pak, which plugs into the back of the Nintendo 64 controller (as do the Rumble and Transfer Paks). The Controller Pak was marketed as a way to exchange data with other Nintendo 64 owners, since information saved on the game cartridge can not be transferred between cartridges.

It is plugged into the controller and allows the player to save game progress and configuration. The original models from Nintendo offered 256 kilobits (32KB) 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 256kbits. [2] The number of pages that a game occupies varies, sometimes using the entire card. It is powered by a common CR2032 battery. [3]

Upon launch, the Controller Pak was initially useful, and even necessary for earlier Nintendo 64 games. Over time, the Controller Pak lost popularity to the convenience of a battery backed SRAM or EEPROM found in some cartridges. Because the Nintendo 64 uses a Game Pak cartridge format that allows saving data on the cartridge itself, few first party and second party games use the Controller Pak. [4] 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, [5] or International Superstar Soccer 64 , which uses up the entire cartridge's space for its save data. Tony Hawk's Pro Skater uses 11 pages. [6] 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.

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". [7]

Jumper Pak (NUS-008)

Jumper Pak Nintendo-64-Jumper-Pak.jpg
Jumper Pak

The Jumper Pak [lower-alpha 2] is a filler that plugs into the console's memory expansion port. [8] It serves no functional purpose other than to terminate the RAMBUS bus in the absence of the Expansion Pak. [1] [9] This is functionally equivalent to a continuity RIMM in a RAMBUS motherboard filling the unused RIMM sockets until the user upgrades. Nintendo 64 consoles were shipped with the Jumper Pak included and already installed. [10] Jumper Paks were not sold individually in stores and could only be ordered through Nintendo's online store. The system requires the Jumper Pak when the Expansion Pak is not present or else there will be no picture on the TV screen.

Expansion Pak (NUS-007)

The 4 MB memory Expansion Pak. Nintendo-64-Memory-Expansion-Pak.jpg
The 4 MB memory Expansion Pak.

The Expansion Pak [lower-alpha 3] consists of 4 MB (megabytes) of random access memory (RAM)—which is RDRAM, the same type of memory used inside the console itself [1] [9] —increasing the Nintendo 64 console's RAM from 4 MB to 8 MB of contiguous main memory. [9] It is installed in a port on top of the console and replaces the pre-installed Jumper Pak, which is simply a RAMBUS terminator. [8] [9] Originally designed to accompany the 64DD disk drive expansion peripheral for its larger multimedia workstation applications, the Expansion Pak was launched separately in Q4 1998 and then bundled with the 64DD's delayed December 1999 Japan launch package.[ citation needed ] The Expansion Pak was bundled with Donkey Kong 64, [11] [12] and in Japan, the Expansion Pak additionally came bundled with Zelda: Majora's Mask and Perfect Dark, though the games have been also available separately in other regions.[ citation needed ]

It was bundled with an "ejector tool" (NUS-012) meant for removing the original Jumper Pak.[ citation needed ]

Game developers took advantage of the increased memory in various ways, including greater visual appeal. The Expansion Pak is required in order to run two cartridge games, Donkey Kong 64 and The Legend of Zelda: Majora's Mask ; [12] [13] a third game, Perfect Dark , would lack most of its content (such as the single-player campaign) when no Expansion Pak was present, a fact described on the back cover as "approximately 35%" of the game being available in that case, arguably amounting to a mere demo mode. [14] It is also required for all 64DD software. In StarCraft 64 , it is needed to unlock levels from the Brood War add-on for the PC version of the game. The Nintendo 64 all-remade version of Quake II features higher color depth and better performance, but not a higher resolution when using the Expansion Pak. Finally, in the vast majority of games with support, such as Castlevania: Legacy of Darkness and Indiana Jones and the Infernal Machine , the expansion pak is merely used as additional framebuffer memory to enable various high-resolution (usually interlaced) mode options, at the downside of usually worse performance, in some cases dramatically so. This common simple use of the Expansion Pak can be attributed to ease of implementation and the fact that games still mainly targeted the stock N64 configuration; also, the additional RDRAM could not be easily used to circumvent other bottlenecks of the console, such as the small texture cache.[ citation needed ] Also, the original NTSC release[ citation needed ] of Space Station Silicon Valley is known to potentially crash in certain places if the Expansion Pak is present. [15]

IGN celebrated the Nintendo 64 industry's methods in launching and supporting the Expansion Pak, for making a high impact accessory with "immediate and noticeable" effects but which is nonetheless mostly optional. [14]

Games that support the Expansion Pak [12]
TitlePak RequiredNotes
Aidyn Chronicles: The First Mage NoThe Expansion Pak is required for the "High Quality" graphics setting.
All-Star Baseball 2000 No
All-Star Baseball 2001 No
Armorines: Project S.W.A.R.M. NoAdds hi-res letterbox (480×232i) and hi-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 NoThe Expansion Pak enables the option to turn on "Hi-Res" mode (490×355i).
Command & Conquer NoMakes the "high" battlefield resolution option in ingame options menu available, which engages a hi-res interlaced mode.
Daikatana NoAdds a "hi-res" interlaced letterbox mode, accessible from main menu.
Donald Duck: Goin' Quackers NoAllows high resolution mode
Donkey Kong 64 YesMarketed as improving the game's frame rate and rendering of objects at a distance. [16] According to Rare programmer Chris Marlow, the company could not resolve a bug that occurred without the Expansion Pak and thus they were forced, at great expense, to bundle the game with the memory upgrade. [17] However, lead artist Mark Stevenson called Marlow's story a "myth" and said that the decision to use the Expansion Pak was made early on in development. While 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." [18] Nintendo said that the choice to bundle, rather than selling the accessory separately, would avoid consumer confusion. [19]
Duke Nukem: Zero Hour NoAdds additional interlaced medium and high-res modes, accessible from main menu options.
Excitebike 64 NoThe Expansion Pak enables the option to turn on "Hi-Res" mode. Only the PAL version signifies its Expansion Pak compatibility on the box.
F-1 World Grand Prix II NoThe Expansion Pak allows a full race replay.
FIFA 99 NoAllows for an unadvertised "Super High" resolution mode of 640×480i.
Gauntlet Legends NoThe Expansion Pak is required for 4 player multiplayer.
Hybrid Heaven NoEnables hi-res letterbox and hi-res (640×474i) modes, accessible from main menu options.
Hydro Thunder NoThe Expansion Pak is required for 3 and 4 player multiplayer.
Indiana Jones and the Infernal Machine NoEnables hi-res mode, which increases resolution to 400×440i.
International Superstar Soccer 2000 NoThe Expansion Pak is required for high-resolution textures; however, performance suffered as a result.
International Track & Field 2000 No
Jeremy McGrath Supercross 2000 No
Ken Griffey, Jr.'s Slugfest NoAllows for hi-res gameplay.
The Legend of Zelda: Majora's Mask YesThe only released non-64DD game completely designed from the ground up with the Expansion Pak in mind. Utilized to increase texture detail, remove fog that is prevalent in Ocarina of Time, and increase number of on-screen models, as well as add new effects, such as motion blur. [14]
Madden NFL 2000 No
Madden NFL 2001 No
Madden NFL 2002 No
NBA Jam 2000 NoOnly the PAL version signifies its Expansion Pak compatibility on the box.
NFL Quarterback Club '99 No
NFL Quarterback Club 2000 No
Nuclear Strike 64 NoAdds a progressive "medium" resolution mode, accessible from main menu options.
Perfect Dark Required for story modeThe Expansion Pak is required for the single player, co-operative and counter-operative campaigns, as well as most multiplayer features. It also adds an optional hi-res mode accessible via ingame pause menu, increasing the resolution to 640×222p (from 320×222p) in NTSC, and 448×268p (from 320×268p) in PAL.
Pokémon Stadium 2 NoStates "Expansion Pak Detected" on the Start screen if one is being used. Increases the resolution to 640×480i.
Quake II NoImproves graphical fidelity by increasing framebuffer color depth, removing dithering, and turns off screen blur. Also slightly increases framerate.
Rayman 2: The Great Escape NoAdds a progressive hi-res mode accessible from ingame pause menu.
Re-Volt NoAdds an interlaced "medium resolution" mode accessible from ingame pause menu.
Resident Evil 2 NoIncreased video resolution and texture detail, switching between various progressive and interlaced resolutions on a per-screen basis.
Road Rash 64 NoAdds additional letterboxed, widescreen and hi-res progressive modes, accessible from main menu options.
Roadsters No
San Francisco Rush 2049 NoThe Expansion Pak is required for track 6, the Advanced Circuit, changeable rims, and music during Arcade races.
Shadow Man NoAdds an interlaced hi-res mode acessible from main menu options.
Spider-Man No
South Park NoEnables interlaced hi-res letterbox and high-res mode options, increases frame rate in lo-res mode.[ citation needed ]
StarCraft 64 NoThe Expansion Pak is required for the Brood War missions and the two player split-screen mode.
Star Wars: Episode I: Battle for Naboo NoEnables hi-res mode, which increases resolution to 400×440i.
Star Wars: Episode 1 Racer NoEnables hi-res mode, which runs at 640×480i with higher-resolution textures. Also increases the framerate in lo-res mode for smoother gameplay.[ citation needed ]
Star Wars: Rogue Squadron NoEnables hi-res mode, which increases resolution to 400×440i.
The World Is Not Enough NoAdds a "hi-color" mode, accessible from ingame 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 NoIncreases framerate, especially noticeable during multiplayer games.
Tony Hawk's Pro Skater 3 No
Top Gear Hyper Bike No
Top Gear Overdrive NoAdds "half" and "full" hi-res (640x240p) options to main menu setup.
Top Gear Rally 2 No
Turok 2: Seeds of Evil NoAdds hi-res letterbox (480×232i) and hi-res (480×360i) modes, accessible from pause menu.
Turok 3: Shadow of Oblivion NoAdds hi-res letterbox (480×232i) and hi-res (480×360i) modes, accessible from pause menu.
Turok: Rage Wars NoAdds hi-res letterbox (480×232i) and hi-res (480×360i) modes, accessible from pause menu.
Vigilante 8 NoAdds a high resolution mode (480x360i) accessible from pause menu. A hidden "ultra" mode (640×480i) is added by entering "MAX_RESOLUTION" in the password screen.
Vigilante 8: 2nd Offense NoAdds a high resolution mode (480x360i) 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 (NUS-013)

The Rumble Pak. Nintendo-64-Rumble-Pak.jpg
The Rumble Pak.

The Rumble Pak [lower-alpha 4] is an accessory which provides haptic feedback to the player by way of vibration. It is powered by two AAA batteries and connects to the controller's expansion port. It was released in 1997 for the new game Star Fox 64 or Lylat Wars , with which it was originally bundled. [20] [1]

Transfer Pak (NUS-019)

The Transfer Pak. Nintendo-64-GB-Transfer-Pak.jpg
The Transfer Pak.

The Transfer Pak [lower-alpha 5] is an accessory that plugs into the controller and allows the Nintendo 64 to transfer data between its own games and Game Boy or Game Boy Color games. [13] The Transfer Pak has a Game Boy Color slot and a part that fits onto the expansion port of the N64 controller. It was included with the game Pokémon Stadium , as the game's main feature is importing Pokémon teams from Game Boy games.

In Japan it is called "64GB" as Shigeru Miyamoto described at Nintendo's Space World 1997 trade show. It was a key feature of the infamous creature raising game prototype that was never released, Cabbage . [21]

Pokémon Stadium and Pokémon Stadium 2 are games that rely heavily on the Transfer Pak. Pokémon Stadium also includes a "GB Tower" mode for playing Pokémon Red, Blue, and Yellow directly on the Nintendo 64 via a built-in Game Boy emulator. [22]

The Japanese version of the Game Boy Camera can be connected to the Mario Artist series. [23] Mario Golf and Mario Tennis make use of the Transfer Pak. [22] Rare's Perfect Dark was initially going to be compatible with the Transfer Pak in order to use pictures taken with the Game Boy Camera to create characters with real-life faces, but this function was removed from development after the attacks at Columbine High School and a wave of anti-violent video game sentiment; the Transfer Pak is usable only in combination with the Game Boy Color version of Perfect Dark for unlocking bonuses. [24] [22]

Games which are compatible with the Transfer Pak [13]
Nintendo 64 gameGame Boy (Color) game
Cabbage (64DD, unreleased) [25] [26] [27] [28]
Choro Q 64 2: Hachamecha Grand Prix Race (Japan)Choro Q Hyper Customizable GB
DT Bloodmasters (64DD, unreleased) [26] [29] [22]
Jikkyō Powerful Pro Yakyū 6 (Japan) Power Pro Kun Pocket
Jikkyō Powerful Pro Yakyū 2000 (Japan)Power Pro Kun Pocket 2
Mario Artist: Talent Studio (Japan) [30] Game Boy Camera [23]
Mario Golf Mario Golf
Mario Tennis Mario Tennis
Mickey's Speedway USA Mickey's Speedway USA
Nushi Tsuri 64: Shiokaze ni Notte (Japan)Kawa no Nushi Tsuri 4
PD Ultraman Battle Collection 64 (Japan)Any
Perfect Dark Perfect Dark
Pocket Monsters Stadium (Japan)Pocket Monsters Red, Green, and Blue versions
Pokémon Stadium (Pocket Monsters Stadium 2 in Japan) Pokémon Red, Blue and Yellow versions
Pokémon Stadium 2 (Pocket Monsters Stadium GS in Japan)Pokémon Red, Blue, Yellow, Pokémon Gold, Silver, and Crystal versions
Puyo Puyo 'N Party (Japan)Pocket Puyo Puyo SUN
Robot Ponkottsu 64: Nanatsu no Umi no Caramel (Japan) Robopon Sun, Star, and Moon Versions
Super B-Daman: Battle Phoenix 64 (Japan)Super B-Daman: Fighting Phoenix
Super Robot Wars 64 (Japan)Super Robot Taisen Link Battler
Transformers: Beast Wars Transmetals (Japan) Kettō Transformers Beast Wars: Beast Senshi Saikyō Ketteisen


The Wide Boy 64 AGB, the last version of the Wide Boy 64 that could play Game Boy Advance games. Nintendo-Intelligent-Systems-WideBoy64-AGB-04x.jpg
The Wide Boy 64 AGB, the last version of the Wide Boy 64 that could play Game Boy Advance games.

Developed by Intelligent Systems, the Wide-Boy64 is a series of adapters similar to the Super Game Boy that was able to play Game Boy games. The device was never sold in retail to general consumers and was only provided to developers and the gaming press. Two major versions of Wide-Boy64 were released: the GBC, which could play Game Boy and Game Boy Color games, and the updated GBA, which could also play Game Boy Advance game paks. It also allowed the gaming press to capture screen shots more easily. Like the Super Game Boy and Game Boy Player, the game screen is surrounded by a template mimicking the appearance of the portable system. This device was used for final matches at the Pokémon League Summer Training Tour '99. Developers and magazines could purchase one directly from Nintendo at a cost of 1400 USD apiece. The Canadian children's game show Video & Arcade Top 10 used Wide-Boy64 adapters so contestants could play Game Boy titles on some later episodes.

S-Video Cable

The S-Video Cable provides a better quality picture than composite RCA cables via the MultiAV port. The NTSC cable is identical to and compatible with earlier SNES (NTSC/PAL) and later GameCube (NTSC-only) S-Video cables. The first party NTSC Nintendo 64 S-Video cable sold by Nintendo, however, was not produced in PAL regions. The PAL Nintendo 64 does natively output S-Video (Luma/Chroma), [31] but require a different cable to NTSC Nintendo 64 due to a design difference in most or all PAL motherboard revisions. Nintendo never released an official S-Video cable for the PAL console. Using an NTSC S-Video cable on a PAL console will usually produce over-bright, garish colors; or it may not produce any video image at all. [32]

Third party S-Video cables for both the NTSC and PAL consoles were produced, though it is important to note that many cheaper S-Video cables do not deliver a true S-Video signal, merely passing the composite video signal (the yellow plug of the standard red/white/yellow AV cables) through the S-Video plug. [33]

64DD (NUS-010)

The 64DD peripheral, unattached. 64DD-Bare.jpg
The 64DD peripheral, unattached.

The 64DD (short for "Dynamic Drive", and subsequently "Disk Drive") is an official peripheral capable of reading and writing disks. The peripheral was initially announced in 1995, planned for release in 1997, and repeatedly delayed until its release in December 1999. It launched alongside a now defunct online service called Randnet. With nine games released, it was a commercial failure and was consequently never released outside Japan.

Mouse (NUS-017)

The Mouse was only produced as a pack-in with Mario Artist: Paint Studio for the 64DD. Nintendo-64-Mouse.jpg
The Mouse was only produced as a pack-in with Mario Artist: Paint Studio for the 64DD.

The mouse was developed for the 64DD's GUI-based games and applications, such the Mario Artist suite, SimCity 64 , and the web browser for Nintendo's defunct online service Randnet. It was manufactured by Mitsumi and bundled with the 64DD's launch game, Mario Artist: Paint Studio . [35] [36] It works with the Game Pak Mario no Photopi. [lower-alpha 6]

VRU (NUS-020, NUS-021, NUS-022, and NUS-025)

The VRU (Voice Recognition Unit). N64 VRU.png
The VRU (Voice Recognition Unit).

The VRU (Voice Recognition Unit) is compatible with only two games: Hey You, Pikachu! and Densha de Go! 64 . A VRU is included with every factory package of Hey You, Pikachu! and is required to play the game. Densha de Go! 64 does not require the VRU, and as such, they are sold separately. The peripheral consists of a ballast (NUS-020) connected to controller port 4 of the system, 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 child's voice. As a result, the voices of adults and teenagers are less likely be recognized properly by the VRU.

VRUs are region dependent, and a USA region VRU cannot be used with Japanese games and vice versa (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 was also released for the Wii called the Wii Speak.

Cleaning Kit (NUS-014, NUS-015, and NUS-016)

Nintendo released a first party cleaning kit for the Nintendo 64. It contains everything required to clean the connectors of the control deck, controllers, Game Paks, Rumble Paks, and Controller Paks.

RF Switch and RF Modulator (NUS-009 and NUS-003)

The RF adapter for the Nintendo 64 and the GameCube. Nintendo-64-RF-Adapter.jpg
The RF adapter for the Nintendo 64 and the GameCube.

These accessories allow the Nintendo 64 and model 2 SNES (redesigned after the launch of the Nintendo 64) to hook up to the television through RF. It was primarily intended for customers with older televisions that lack AV cable support. Since the Nintendo 64 and model 2 SNES lack built-in RF compatibility, the modulator acts as a special adapter that plugs into the Nintendo 64's AV port to give the Nintendo 64 RF compatibility. 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 (NUS-028)

A video capture cassette for use on the Mario Artist [lower-alpha 7] 64DD game series. It can capture composite video with stereo sound and microphone mix. It was bundled with the 64DD game Mario Artist - Talent Studio. [lower-alpha 8]

Modem (NUS-029)

A 28.8 kbit/s modem on a Nintendo 64 cartridge, formerly for use with the Randnet service and compatible 64DD games.

Power Supply (NUS-002) (UKV-EUR-AUS-JPN-USA)

Supplied with the Nintendo 64 Console to provide power to the Control Deck.


An official compact keyboard for use with the Randnet service and compatible 64DD games.

SmartMedia memory cards

SmartMedia cards for Mario no Photopi N64-SMC.jpg
SmartMedia cards for Mario no Photopi

Memory cards for use on the game Mario no Photopi , [lower-alpha 9] containing images, backgrounds, borders, and other media assets to be used while editing the user photos. There are at least six different cards:

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

Licensed accessories


The ASCIIWHEEL 64 is an alternate controller shaped as a steering wheel for driving games, which plugs into the controller's expansion port. [37]

Bio Sensor (NUS-A-BIO-JPN)

The Nintendo 64 bio sensor Nintendo-64-Bio-Sensor.jpg
The Nintendo 64 bio sensor

An ear-clip that plugs into the Controller Pak slot of the controller to measure the user's heart rate. Manufactured by Seta and released only in Japan and compatible only with Tetris 64 where it will slow down or speed up the game depending on how fast the player's heart is beating. This device is similar to the Wii Vitality Sensor.

Tsuricon 64 (ASC-0905)

The Tsuricon 64 [38] is a fishing controller manufactured by ASCII Corporation and compatible with a few Japanese fishing games, like Bass Rush - ECOGEAR Power Worm Championship, [lower-alpha 16] The Legend of the River King 64 - Riding the sea breeze, [lower-alpha 17] or Itoi Shigesato no Bass Tsuri No.1 Definitive Edition! [lower-alpha 18]

Densha de Go! controller

A train controller compatible with just one game: Let's go by Train! 64. [lower-alpha 19] It is similar to other controllers for the same game series on different platforms such as Dreamcast and PlayStation.

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. The larger of these two organizers holds up to 24 game cartridges, and is designed to hold the Nintendo 64 on top of the organizer. The larger organizer is also designed to work with Super NES consoles, game cartridges, and controllers. The smaller organizer holds up to 12 game cartridges.

Traveling accessories

The Messenger Bag is a black bag made to carry on the left side of the body. It is branded on the front with the Nintendo 64 logo and name. It comes with zippered compartments on the outside and inside and with mesh pockets. It can only hold 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 is made to carry the Nintendo 64 system with 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.


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

The Doctor v64 Doctor-V64-Nintendo-64-Attached-FL.jpg
The Doctor v64

Nintendo's original development environment for Nintendo 64 software is a card made by SGI containing most of a Nintendo 64 console, plus a software development kit (SDK), for self-hosted installation in an SGI Indy workstation.

The second generation moved to a much cheaper partner model between a normal Nintendo 64 console and a PC, by providing a cartridge form factor holding flash storage with a cable connection to a PC. Nintendo officially licensed SN Systems to make the SN Systems dev kit and SN Maestro 64, the second generation of Nintendo 64 SDK in PC partner form to replace the Indy-hosted hardware solution. Unofficial kits include IS-VIEWER 64 and Partner 64. The Monegi Smart Pack is a collection of third party hardware and software which can be used to do real-time development while the game is running on the console.

Through the decades, many unlicensed third party peripheral devices provide many consumer-friendly alternative storage mediums for retail Nintendo 64 consoles, bypassing console security for the purpose of development or for users making backups of game cartridges and save data. The Doctor V64 is a CD-ROM peripheral designed by Bung Enterprises Ltd and released in 1996. It plugs into the Nintendo 64's underside expansion slot, and uses a lockout-bypass adaptor that fits into the cartridge port into which any retail cartridge is inserted for use of its lockout chip by proxy. The Doctor V64 Jr. is a cheaper, condensed version that fits into the cartridge port and provides a parallel port connection to a PC. Bung made the DX 256 Super Game Saver [39] which stores 256 battery EEPROM save states, and the DS1 Super Doctor Save Card. The CD 64 is a CD-ROM drive developed by UFO/Success Company. Mr. Backup Z64 designed by Harrison Electronics, Inc. is a ZIP drive peripheral for creating writable backups and performing playback of any Nintendo 64 cartridge. The modern Everdrive 64, ED64 Plus, N64 Neo Myth, and 64Drive use SD cards for mass storage of ROM image files or USB cables to connect to a PC for transfer.

Third party accessories

The GameShark Pro GameShark-Pro-N64.jpg
The GameShark Pro

See also


  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: イラムト集 - ポストカード 1
  11. Japanese: イラムト集 - 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: バスラッシュ - ECOGEAR Power Worm Championship
  17. Japanese: ぬし釣り 64 潮風にのって/ Nushi Tsuri 64 - Shiokaze Ninotte
  18. Japanese: 糸井重里のバス釣り No.1 決定版!
  19. Japanese: 電車 で GO! 64 Hepburn: Densha de Go! 64

Related Research Articles

Nintendo 64 Home video game console produced by Nintendo

The Nintendo 64 (officially abbreviated as N64, hardware model number pre-term: NUS, stylized as NINTENDO64) is a home video game console developed and marketed by Nintendo. Named for its 64-bit central processing unit, it was released in June 1996 in Japan, September 1996 in North America, and March 1997 in Europe and Australia. It was the last major home console to use the ROM cartridge as its primary storage format until the Switch in 2017. The Nintendo 64 was discontinued in 2002 following the launch of its successor, the GameCube, in 2001.

64DD Video game peripheral

The 64DD is a magnetic disk drive peripheral for the Nintendo 64 game console developed by Nintendo. It was announced in 1995, prior to the Nintendo 64's 1996 launch, and after numerous delays was released only in Japan on December 1, 1999. The "64" references both the Nintendo 64 console and the 64 MB storage capacity of the disks, and "DD" is short for "disk drive" or "dynamic drive".

Super Game Boy add-on for the SNES video game console

The Super Game Boy is a peripheral that allows Game Boy cartridges to be played on a Super Nintendo Entertainment System console. Released in June 1994, it retailed for $59.99 in the United States and £49.99 in the United Kingdom.

<i>Pokémon Stadium</i> 1999 strategy video game

Pokémon Stadium is a strategy video game developed and published by Nintendo for the Nintendo 64 video game console. First released in Japan on April 30, 1999, it was later released as the first Stadium title in Western regions the following year, and is a sequel to the Japanese-only 1998 Nintendo 64 release Pocket Monsters Stadium. The gameplay revolves around a 3D turn-based battling system using the 151 Pokémon from the Game Boy games Pokémon Red, Pokémon Blue, and Pokémon Yellow.

Game Boy Player Nintendo GameCube accessory

The Game Boy Player (DOL-017) is a Nintendo GameCube peripheral developed by Nintendo which enables it to play Game Boy, Game Boy Color, and Game Boy Advance cartridges, allowing those games to be played on a television.

Nintendo DS Nintendo handheld game console

The Nintendo DS, or simply DS, is a dual-screen handheld game console developed and released by Nintendo. The device released globally across 2004 and 2005. The DS, an initialism for "Developers' System" or "Dual Screen", introduced distinctive new features to handheld gaming: two LCD screens working in tandem, a built-in microphone and support for wireless connectivity. Both screens are encompassed within a clamshell design similar to the Game Boy Advance SP. The Nintendo DS also features the ability for multiple DS consoles to directly interact with each other over Wi-Fi within a short range without the need to connect to an existing wireless network. Alternatively, they could interact online using the now-defunct Nintendo Wi-Fi Connection service. Its main competitor was Sony's PlayStation Portable during the seventh generation of video game consoles.

Rumble Pak haptic accessory for the Nintendo 64

The Rumble Pak is a removable device from Nintendo which provides force feedback while playing video games. Games that support the Rumble Pak cause it to vibrate in select situations, such as when firing a weapon or receiving damage, to immerse the player in the game. Versions of the Rumble Pak are available for the Nintendo 64, the Nintendo DS, and the Nintendo DS Lite. A select few Game Boy Color and Game Boy Advance games use a similar technology built into the game cartridge. Force feedback vibration has become a built-in standard feature in almost every home video game console controller since.

Nintendo Space World, formerly named Shoshinkai and Famicom Space World, was a video game trade show hosted by Nintendo from 1989 to 2001. Its three days of high-energy party atmosphere was the primary venue for Nintendo and its licensees to announce and demonstrate new consoles and games. Anticipated and dissected each year with hype and exclusivity, it was a destination for the international video game press, with some detailed developer interviews and technology demos. The events served as the launch or marketing flashpoints of countless major industrywide products, especially Nintendo's flagship platforms and video games. There launched the Super Famicom, GameCube, Game Boy Advance, Nintendo 64, 64DD, and all the core games for the Super Mario, The Legend of Zelda, and Pokémon franchises. Some major exhibitions would be teased and then never be seen again, leaving fans and press to maintain hype and inquiry for years as with the Super Mario 128 demo, the controversial Wind Waker teaser video, EarthBound 64, and a litany of lost 64DD games.

iQue Player Chinese home video game console

The iQue Player is a home video game console that was manufactured by iQue, a joint venture between Nintendo and Chinese-American scientist Wei Yen after China had made claims of banning video games. The system's Chinese name was Shén Yóu Ji (神游机), literally "Divine Gaming Machine". Shényóu (神游) serves a double entendre because the term also means "to make a mental journey". Although the console was never released in any English-speaking countries, the name "iQue Player" appears in the console's instruction manual. The console itself takes the form of the controller and plugs directly into the television. A box accessory is available that allows multiplayer gaming. It was only marketed in mainland China, as the console's unusual game distribution method is an attempt to curb game piracy in that region.

<i>Mario Artist</i> video game series

Mario Artist is an interoperable suite of three games and one Internet application for Nintendo 64: Paint Studio, Talent Studio, Polygon Studio, and Communication Kit. These flagship disks for the 64DD peripheral were developed to turn the game console into an Internet multimedia workstation. A bundle of the 64DD unit, software disks, hardware accessories, and the Randnet online service subscription package was released in Japan starting in December 1999.

Virtual Console, also abbreviated as VC, is a line of downloadable video games for Nintendo's Wii and Wii U home video game consoles and the Nintendo 3DS handheld game console.

A video game accessory is a distinct piece of hardware that is required to use a video game console, or one that enriches the video game's play experience. Essentially, video game accessories are everything except the console itself, such as controllers, memory, power adapters (AC), and audio/visual cables. Most video game consoles come with the accessories required to play games out of the box : one A/V cable, one AC cable, and a controller. Memory is usually the most required accessory outside of these, as game data cannot be saved to compact discs. The companies that manufacture video game consoles also make these accessories for replacement purposes as well as improving the overall experience. There is an entire industry of companies that create accessories for consoles as well, called third-party companies. The prices are often lower than those made by the maker of the console (first-party). This is usually achieved by avoiding licensing or using cheaper materials. For the mobile systems like the PlayStation Portable and Game Boy iterations, there are many accessories to make them more usable in mobile environments, such as mobile chargers, lighting to improve visibility, and cases to both protect and help organize the collection of system peripherals to. Newer accessories include many home-made things like mod chips to bypass manufacturing protection or homemade software.

This is a list of video game accessories that have been released for the Game Boy handheld console and its successors. Accessories add functionality that the console would otherwise not have.

GameCube controller Primary game controller for the Nintendo GameCube

The GameCube controller is the standard game controller for the GameCube home video game console, manufactured by Nintendo and launched in 2001. It is the successor to the Nintendo 64 controller and as such, evolves Nintendo's controller design in numerous ways. The contentious M-shaped design of its predecessor was replaced with a more conventional handlebar style controller shape; a second analog stick was added, replacing the C buttons with a C stick and the X and Y face buttons, last seen on the Super Nintendo controller, were reintroduced; the shoulder buttons were changed to hybrid analog triggers. A wireless variant of the GameCube controller known as the WaveBird was released in 2002.

This is a list of GameCube accessories.

Game backup device device for backing up ROM information from a video game cartridge to a computer file called a ROM image and playing them back on the real hardware

A game backup device, formerly usually called a copier and more recently a flash cartridge, is a device for backing up ROM information from a video game cartridge to a computer file called a ROM image and playing them back on the real hardware. Recently flash cartridges, especially on the Game Boy Advance and Nintendo DS platforms, only support the latter function; they cannot be used for backing up ROM data. Game backup devices also make it possible to develop homebrew software on video game systems. Game backup devices differ from modchips in that modchips are used in conjunction with systems that use generally available media such as CDs and DVDs, whereas game backup devices are used with systems that use cartridges.

Nintendo Entertainment System Home video game console developed by Nintendo

The Nintendo Entertainment System (NES) is an 8-bit third-generation home video game console produced by Nintendo. Nintendo first released it in Japan as the Family Computer, commonly known as the Famicom, in 1983. The NES, a remodelled version, was released internationally in the following years.

Retro Duo video game console

The Retro Duo is a video-game clone console developed by Retro-Bit and distributed by Innex, Inc. It plays game cartridges for the Nintendo Entertainment System and Super Nintendo Entertainment System. It plays North American, European and Japanese games and has the highest compatibility of any other clone system. S-video is compatible when playing SNES games. The console is not licensed by Nintendo and it’s not fully compatible with every game released for the two game systems; however, the majority of games function properly. While it has only been released in Canada and the United States, it can still be used in Europe and Japan with a power plug adapter. The console is compatible with official and third party SNES controllers.

This article describes the processor, memory, and other components of the 1996 Nintendo 64 home video game console.


  1. 1 2 3 4 5 "Nintendo 64 (video game platform)". Giant Bomb. Archived from the original on October 18, 2009. Retrieved November 1, 2009.
  2. Casamassina, Matt (February 23, 1999). "Nintendo 64 Mailbag". IGN. Archived from the original on July 19, 2007. Retrieved October 3, 2007.
  3. "GB HUNTER Related Articles This is a list of accessories for t". Archived from the original on July 7, 2011. Retrieved May 12, 2010.
  4. "Mantop!!! - Nintendo 64". Archived from the original on February 14, 2010. Retrieved May 12, 2010.
  5. Thomas, Lucas M. (January 30, 2007). "Mario Kart 64 VC Review - Wii Review at IGN". Archived from the original on February 13, 2009. Retrieved May 12, 2010.
  6. Scott McCall (April 4, 2000). "Archive 64: Tony Hawk's Pro Skater - Nintendo 64 (N64) Review". Retrieved May 12, 2010.
  7. "Who Won the Videogame Wars of 1996?". Next Generation . No. 28. Imagine Media. April 1997. p. 17.
  8. 1 2 "Installing the Nintendo 64 Expansion Pak". Nintendo - Customer Service. Nintendo of America Inc. Archived from the original on May 4, 2010. Retrieved November 1, 2009.
  9. 1 2 3 4 "Nintendo 64 Tech". Ryan C. Underwood. May 17, 2007. Archived from the original on April 30, 2009. Retrieved November 1, 2009.
  10. The Watch Dog (November 1997). "Buyers Beware". GamePro . No. 110. IDG. p. 28.
  11. Taruc, Nelson (November 22, 1999). "Donkey Kong 64 Review". GameSpot . Archived from the original on August 30, 2016. Retrieved December 17, 2016.
  12. 1 2 3 "Expansion Pak Games". Nintendo of America. Archived from the original on April 13, 2001. Retrieved January 11, 2014.
  13. 1 2 3 "Accessories". Nintendo 64. Nintendo of Europe. Retrieved July 21, 2014.
  14. 1 2 3 Buchanan, Levi (October 29, 2008). "N64 Expansion Pak". IGN . Retrieved September 5, 2014.
  15. "Buyers Beware". GamePro . No. 132. September 1999. p. 29.
  16. IGN Staff (May 12, 1999). "Donkey Kong Enforces 4MBs". IGN . Archived from the original on December 21, 2016. Retrieved December 19, 2016.
  17. Watts, Martin (May 28, 2013). "Donkey Kong 64 Required Expansion Pak to Prevent Game-Breaking Bug". Nintendo Life . Archived from the original on December 20, 2016. Retrieved December 18, 2016.
  18. Lane, Gavin (November 23, 2019). "Feature: Donkey Kong 64 Devs On Bugs, Boxing And 20 Years Of The DK Rap". Nintendo Life . Retrieved May 30, 2020.
  19. IGN Staff (May 20, 1999). "Kong/Expansion Pak Bundle Absolute". IGN . Archived from the original on December 21, 2016. Retrieved December 19, 2016.
  20. "Nintendo 64 Rumble Pak". Nintendo of America. Archived from the original on December 1, 2000. Retrieved August 10, 2020.
  21. Miyamoto, Shigeru (November 25, 1997). "Miyamoto Meets" (Interview). Interviewed by Peer Schneider and Douglass Perry. Retrieved August 6, 2020.
  22. 1 2 3 4 IGN Staff (September 14, 2001). "Connecting to the Cube" . Retrieved August 7, 2020.
  23. 1 2 "GDC: Miyamoto Unveils Camera Connection". IGN. March 18, 1999. Archived from the original on June 10, 2001. Retrieved November 20, 2015.
  24. Hiranand, Ravi (10 February 2000). "Rare Cleans Up Perfect Dark". GameSpot . Archived from the original on 30 December 2011. Retrieved 16 January 2011.
  25. "Nintendo Still Cooking Cabbage". IGN. April 4, 2000. Archived from the original on February 23, 2014. Retrieved February 25, 2014.
  26. 1 2 IGN Staff (January 29, 1998). "64DD: The Games". Archived from the original on January 29, 2015. Retrieved January 25, 2015.
  27. Miyamoto, Shigeru; Itoi, Shigesato (December 1997). "A friendly discussion between the "Big 2"". The 64DREAM. Translation. p. 91.
  28. Gantayat, Anoop (August 21, 2006). "Miyamoto Opens the Vault". IGN. Archived from the original on September 24, 2015. Retrieved January 28, 2015.
  29. "What's DT, you ask?". IGN. August 27, 1999. Archived from the original on December 20, 2004. Retrieved January 3, 2015.
  30. Schneider, Peer (August 27, 1999). "Mario Artist: Talent Studio (Import)". IGN. Archived from the original on January 29, 2015. Retrieved January 25, 2015.
  31. "S-Video on PAL N64 (pics, details inside)". Archived from the original on 2014-11-06. Retrieved 2014-09-18.
  32. "Help with N64 svideo - overbright image".
  33. "Any recommendations on an S-Video cable for SNES, N64, or GameCube?".
  34. Byrne, Brian C. (2019-08-04). History of Nintendo: Volume One (Console Gamer Magazine). Console Gamer Magazine. Retrieved June 4, 2020.
  35. Byrne, Brian C. (2019-08-04). History of Nintendo: Volume One (Console Gamer Magazine). Console Gamer Magazine. Archived from the original on 2020-06-05. Retrieved 2020-06-05.
  36. "Nintendo Mouse". IGN. May 12, 1998. Archived from the original on April 23, 1999. Retrieved November 20, 2015.
  37. "ASCIIWHEEL 64". Nintendo of America. Archived from the original on December 1, 2000. Retrieved August 10, 2020.
  38. Japanese: つりコン64
  39. IGN Staff (February 26, 1999). "DX 256 - Super Game Saver". IGN. Retrieved February 16, 2019.
  40. [ dead link ]
  41. "TremorPak Plus". IGN. March 3, 1999. Retrieved July 12, 2006.
  42. "Hyper Pak Plus". IGN. June 12, 1998. Retrieved July 12, 2006.(most likely not real options on hyper pack plus)
  43. 1 2 "Mad Catz Gets Into N64 Act" (PDF). Electronic Gaming Monthly . No. 86. Ziff Davis. September 1996. p. 17. Archived (PDF) from the original on 2019-08-21.
  44. 1 2 3 "GamePro Labs". GamePro . No. 96. IDG. September 1996. p. 36.
  45. "Multisystem Drivin'" (PDF). Electronic Gaming Monthly . No. 95. Ziff Davis. June 1997. p. 22. Archived (PDF) from the original on 2020-07-07.
  46. "Fuel-Injected Gaming" (PDF). Electronic Gaming Monthly . No. 97. Ziff Davis. August 1997. p. 26. Archived (PDF) from the original on 2020-07-27.
  47. "Flight for N64: InterAct First to Make 64-Bit Flight Sim Stick" (PDF). Electronic Gaming Monthly . No. 88. Ziff Davis. November 1996. p. 22. Archived (PDF) from the original on 2020-03-27.
  48. "Buyers Beware". GamePro . No. 107. IDG. August 1997. p. 18.