Nintendo 64 accessories

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

First party accessories

A Nintendo 64 controller.

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 joypad on the left hand side, and an extension port on the bottom. Initially available in seven colors (gray, yellow, green, red, blue, purple, and black) and later in transparent versions of said colors (except gray). The N64 pad's analog stick is notorious for becoming very worn. Also, the analog stick would become uncalibrated if not centered properly when the system was booted up; if the stick was not centered, the game would calibrate with a zero of the altered position. Because this may not be discovered until the player enters the game, a universal software recentering method is printed in every manual (simultaneously pressing the L, R, and START buttons). Early titles such as Wonder Project J2 would lose calibration if the player moved the cursor while accessing the Controller Pak save.

Controller Pak

File:Nintendo64ControllerMemoryPak.jpg
A Nintendo-brand Controller Pak.

The Controller Pak is the console's memory card, comparable to those seen in the PlayStation and other CD-ROM-based video game consoles. Certain games allowed saving of game files to the Controller Pak, which plugged into the back of the Nintendo 64 controller (as did 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 could not be transferred to another cartridge.

It is plugged into the controller and allowed 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 had much more, often in the form of 4 selectable memory bank of 256kbits.[1] The number of pages that a game occupied varied (sometimes, it used the entire card). It is powered by a common CR2032 battery.[citation needed] Larger off-brand paks range from around 1–4 MB in size, many of which also used corruption-prone data compression schemes.[citation needed] Some later 3rd-party controller paks include a built-in rumble pak to eliminate the need to plug controller paks into an additional, unused controller.[citation needed]

A Controller Pak was initially useful or even necessary for the earlier N64 games. Over time, the Controller Pak lost ground to the convenience of a battery backed SRAM (or EEPROM) found in some cartridges. Because the Nintendo 64 used a game cartridge format that allows saving data on the cartridges themselves, few first party and second party games used the Controller Pak.[original research?] The vast majority were from third-party developers, likely because of cost expenses: including self-contained data on the cartridge would have increased production and retail costs.[original research?] Some games used it to save optional data that was too large for the cartridge, such as Mario Kart 64, which used 121 pages for storing ghost data.[original research?] Another game is Tony Hawk's Pro Skater, which uses 11 pages.[citation needed] Quest 64 and Mystical Ninja Starring Goemon used the Controller Pak exclusively for saved data.[citation needed]

While the Nintendo 64 itself does not have a Controller Pak management screen, holding the start button while powering on most Controller Pak-compatible games opens a management screen programmed into the cartridge by the game developer that can be used to manage records from any game.[citation needed]

Jumper Pak

The Jumper Pak is a filler that plugged into the console's memory expansion port. It serves no functional purpose other than to terminate the RAMBUS bus in the absence of the Expansion Pak. This is functionally equivalent to a continuity RIMM in a RAMBUS motherboard filling the unused RIMM sockets until the user upgrades. Early Nintendo 64 consoles (prior to the Expansion Pak's release) came with the Jumper Pak included and already installed. Jumper Paks were not sold individually in stores and could only be ordered individually through Nintendo's online store.

The 4 MB memory Expansion Pak.

Expansion Pak

The Expansion Pak allows the random access memory (RAM) of the Nintendo 64 console to increase from 4 megabytes (MB) to 8 MB of contiguous main memory. With the help of an included key, the Expansion Pak fits into the slot that is below a removable panel on the top of the N64 console. Game developers can take advantage of the increased memory in several ways, including making games that are more visually appealing. The add-on was released in 1999 and contains 4 MB RDRAM, the same type of memory used inside the console itself. By increasing system memory, there is potential for enhancements to games designed with the added RAM storage in mind. The Expansion Pak is installed in a port on top of the Nintendo 64 and replaces the pre-installed Jumper Pak, which is simply a RAMBUS terminator.[citation needed]

Some of the games to support this accessory are Aidyn Chronicles: The First Mage, Duke Nukem: Zero Hour, Star Wars: Rogue Squadron, Gauntlet Legends, Hybrid Heaven, Resident Evil 2, Road Rash 64, Shadow Man, Star Wars: Episode I Racer, Turok 2: Seeds of Evil, San Francisco Rush 2049, South Park, and The World Is Not Enough. Only a few games, such as Rare's Donkey Kong 64, the single player mode of Rare's Perfect Dark, the multiplayer mode of Blizzard's Starcraft 64 and Nintendo's The Legend of Zelda: Majora's Mask required it for play. Supporting games usually offered higher video resolutions or higher textures and/or higher color depth. For example, the Nintendo 64 all-remade version of Quake 2 features higher color depth but not a higher resolution when using the Expansion Pak. It was used in Starcraft 64, to unlock levels from the popular Brood War add-on for the PC version of the game. The Expansion Pak was available separately as well as bundled with Donkey Kong 64. In Japan, the Expansion Pak was additionally bundled with Zelda: Majora's Mask and Perfect Dark, though you could buy them separately as well.

Rumble Pak

A blue Nintendo 64 controller with the Rumble Pak inserted.

The Rumble Pak is an accessory powered by two AAA batteries that plugged into the controller and vibrated during game play. It was released in 1997 for the new game Star Fox 64, with which it was originally bundled.

Transfer Pak

The Transfer Pak.

The Transfer Pak is an accessory that plugged into the controller and allowed the Nintendo 64 to transfer data between Game Boy and N64 games. The Transfer Pak has a Game Boy Color slot and a part that fits onto the expansion port of the N64 controller. It is considered the predecessor of the GameCube-Game Boy Advance cable. It was included with the game Pokémon Stadium, as the game's main feature was importing Pokémon teams from Game Boy titles.

Pokémon Stadium and Pokémon Stadium 2 are games that rely heavily on the Transfer Pak. Pokémon Stadium also included a "GB Tower" mode for playing Pokémon Red, Blue, and Yellow on the N64 via a built-in Game Boy emulator (which included unlockable "Doduo" and "Dodrio" modes which would speed up the game by a factor of 2 and 3, respectively). Normally it is not possible to actually play Game Boy games on the N64 with the Transfer Pak, as was possible with the Super Game Boy on the Super Nintendo Entertainment System. However, Pokémon Stadium and Pokémon Stadium 2 allowed the compatible Pokémon titles to be played in the Game Boy Tower.

Both Mario Golf and Mario Tennis also made use of it. 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 in the game, but this function was scrapped, and the Transfer Pak was usable only in combination with the Game Boy Color version of Perfect Dark for unlocking bonuses.

Games which are compatible with the Transfer Pak
Nintendo 64 Game Game Boy / Game Boy Color Game
Choro Q 64 2: Hachamecha Grand Prix Race (Japan) Choro Q Hyper Customizable GB
Jikkyo Powerful Pro Yakyu 6 (Japan) Power Pro Kun Pocket
Jikkyo Powerful Pro Yakyu 2000 (Japan) Power Pro Kun Pocket 2
Mario Artist (64DD) (Japan) Game Boy Camera
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
Pokémon Stadium (Pocket Monsters Stadium 2 in Japan) Pokémon Red, Blue, and Yellow versions
Pokémon Stadium 2 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 Taisen 64 (Japan) Super Robot Taisen Link Battler
Transformers Beast Wars Metals 64 (Japan) Gekitou Beast Wars

Wide-Boy 64

Developed by Intelligent Systems, the Wide-Boy 64 (CGB/AGB) is a rather obscure series of adapters similar to the Super Game Boy that was able to play Game Boy games; however, it was only released to the developers and the press and was never released to the public. A device similar to the Super Game Boy and Game Boy Player, the Wide-Boy 64 allows video game developers to play Game Boy Color games on the television screen in a similar fashion as the Game Boy Player does with Game Boy Advance games and the Super Game Boy with original Game Boy games. It also allowed the gaming press to capture screen shots more easily. Like the Super Game Boy and Game Boy Player, the game screen itself is surrounded by a template mimicking the appearance of the portable system. It was not a consumer product as only developers and magazines could purchase one from Nintendo at a cost of $1400 USD a piece.

The N64 Disk Drive.

S-Video Cable

The S-Video Cable provides a better quality picture than composite RCA cables via the MultiAV port. The cable is identical to and compatible with earlier SNES and later Gamecube S-Video cables.

Nintendo 64DD

The Nintendo 64 Disk Drive (known as the Nintendo 64DD or just 64DD) is the official N64 Disk Drive attachment. It was a commercial failure and was consequently never released outside of Japan. It featured networking capabilities similar to the SNES Satellaview.

The VRU (Voice Recognition Unit).

VRU

The VRU (Voice Recognition Unit) has only two compatible games Densha de Go! 64 and Hey You, Pikachu! each available with this accessory packed in or available separately in the case of 'Densha de Go! 64' because it was not required for gameplay, while it was required to play 'Hey You, Pikachu!'. It consisted of a ballast that connects into controller port 4 of the system, a microphone, a yellow foam cover for the microphone and a clip for clipping the microphone to the controller. Players would hold the L or Z button on the controller and talk to Pikachu. One major drawback is the fact that the VRU is only calibrated to high pitched voices like that of a child as stated in the manual, so older children and adults will have problems issuing commands.

Dance Pad

The Dance Pad is an accessory packaged separately that is needed to play Dance Dance Revolution: Disney Dancing Museum.

Cleaning Kit

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

RF Switch and RF Modulator

These accessories allow the Nintendo 64 and model 2 SNES (redesigned after the launch of the N64) 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 identical set was later re-released for the GameCube to also give it RF compatibility, and additionally, the connectivity cables intended for the GameCube will fit the N64.

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.

Storage Cases

Nintendo made a black rectangular container built of wood, with a plastic drawer with one row of slots designed for Nintendo 64 games. Official cases have the Nintendo 64 sticker on the drawer. Nintendo made two types of these storage cases—one for 12 games and one for 24 games.

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 also made a Traveling Case—a black bag, with the Nintendo 64 name stitched on the front. Two plastic buckles on the front keeps 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. Lastly, Nintendo made 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.

Third party accessories

  • Bio Sensor — An ear-clip that plugs into the Controller Pak slot of the N64 controller to measure the user's heart rate. 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.
  • Tilt Pak — A combo Rumble Pak and Motion sensor made by Pelican.
  • Dex Drive — Made by Interact, allowed the player to upload data from their memory cards and either store the files on your computer, or send via the internet.
  • GameShark — A cheat device made by Interact in two versions. The first version had a LED display that would count down 5 seconds upon turning the system on. The period in the display would be lit while playing to show that the unit was functioning. There is 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) had a SCSI or parallel port on the back for connecting to a computer for downloads. It also featured a cheat search function. Version 3.2 had a similar LED display as the earlier versions. This feature was removed in version 3.3. GameShark cards (or Action Replay cards in Europe) could be used to access content that would normally be inaccessible if a game is played normally without the card.
  • SharkWire Online — An Interact Game Shark with modem and PC style serial port for keyboards. Allowed emailing and Game Shark updates through the now discontinued sharkwire.com dial-in service.
  • GB Hunter — The GB Hunter is one of two Nintendo 64 items released by EMS Production Ltd., the other being the N64 Passport. It is a Game Boy emulator for the Nintendo 64. A N64 game is plugged into the back of the item and a Game Boy cartridge is plugged into the top. Like the Super Game Boy, it connects to the N64's cartridge slot and requires a N64 boot cartridge plugged into its back, and allows you to play Game Boy games on it, without the game's sound; instead GB Hunter's theme is played over and over during the game. There is also a cheating device programmed into it, called the "Golden Finger" (like the Game Genie or Game Shark).[2][unreliable source?] Holding the 'L' and 'R' buttons simultaneously will cause the game to freeze at that point and the GB Hunters' Menu to appear. The Game Screen can be maximized or minimized, from the Main menu, allowing the player to see the game full screen. The GB Hunters color pallette can also be changed from the menu, to view the game in a variety of the 3 different colors. Most sellers of this item, on eBay and other places such as the EMS site itself, do not mention that the video game sounds while being played on the GB Hunter are not emulated. Rather, users are subjected to the theme song of the GB Hunter, which loops endlessly.
  • High Rez Pack — Mad Catz' less-expensive version of the Expansion Pak. There were reports of overheating due to inadequate cooling/venting, and the unit suffered from poor build quality. [citation needed]
  • N64 Passport — Adapter and cheat device allowing players to play games from different regions on their model N64, with a few exceptions.
  • Memory Card Comfort by Speed-Link — A sort of Controller Pak with four separate memory areas, and 123 pages each, selectable via a small switch.
  • Battery-free Rumble Paks — Late in the N64's run, a few third-party companies made Rumble Paks that, instead of requiring batteries to work, drew power from the system. Curiously, it was possible to modify an official Rumble Pak using basic soldering in order to make it powered by the console.

References

  1. ^ Casamassina, Matt (1999-02-23). "Nintendo 64 Mailbag". IGN. Retrieved 2007-10-03.
  2. ^ "GBA to TV Adapter / Converter". GameBoy-Advanced.net. Retrieved 2007-03-15.