{{Use mdy dates|date=August 2022}} {{Use American English|date=January 2026}} {{short description|Video game console accessories}}
'''Nintendo 64 accessories''' are first-party Nintendo hardware{{mdash}}and third-party hardware, licensed and unlicensed{{mdash}}intended for use with the Nintendo 64, which was released in 1996. Nintendo's first-party accessories are mainly transformative system expansions: the 64DD Internet multimedia platform, with a floppy drive, video capture and editing, game designer, web browser, and online service; the controller plus its own expansions for storage, data transfer, and vibration; and the RAM-boosting Expansion Pak for improvements in graphics and gameplay. Third-party accessories include the essential game developer tools built for Nintendo by Silicon Graphics, Intelligent Systems, Kyoto Microcomputer Co.,Ltd. and SN Systems an unlicensed SharkWire Online service, and unlicensed cheaper counterparts to first-party items.
==First-party== First-party Nintendo 64 accessories have a product code prefixed with NUS, short for the console's pre-release name, "Nintendo Ultra Sixty-four".<ref>{{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}}</ref><ref>{{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}}</ref>
===Controller=== thumb|A gray Nintendo 64 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. It is functionally identical to an analog stick, but the control stick is digital, with the inner mechanism working more like a ball mouse.<ref name="NGen14">{{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}}</ref><ref>{{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}}</ref>
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.<ref name="NGen14" />
===AC Power supply=== thumb|North American AC Power Supply The AC Power Supply (NUS-002, UKV-EUR-AUS-JPN-USA) is packaged with the Nintendo 64 and provides electricity to the Control Deck.<ref name=Lid/>
===Jumper Pak {{anchor|Jumper pack}}=== thumb|Jumper Pak The Jumper Pak{{efn|Known in Japan as {{nihongo|Terminator Pack|ターミネータ パック|Tāminēta Pakku}}}} (NUS-008) is a filler module that plugs into the Nintendo 64's memory expansion port.<ref name="Nintendo Jumper Pak Instructions">{{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.}}</ref> It serves no functional purpose beyond terminating the RDRAM (Rambus DRAM) bus when the Expansion Pak is not installed.<ref name="Icequake N64">{{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}}</ref>
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.<ref>{{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}}</ref>
===RF Switch and RF Modulator=== thumb|RF Modulator for SNES, Nintendo 64, and GameCube The RF Switch and RF Modulator (NUS-009 and NUS-003) connect the Nintendo 64 to the television through RF. They are primarily intended for older televisions that lack AV cable support.<ref name=Lid>{{cite magazine|title=Lifting the Lid: Inside the Nintendo 64|magazine=N64 Magazine|publication-place=Bath|issue=1|pages=106–107|date=April 1997}}</ref> The accessories are also compatible with the NES, SNES, and GameCube.<ref>{{Cite book |last=Nintendo |title=Nintendo GameCube |date=1999 |publisher=Nintendo |page=11 |quote=NOTE: All Nintendo brand RF Switches (NES, SNES and N64) and RF Modulators (N64) will work with the Nintendo GameCube. |type=instruction manual}}</ref>
===Controller Pak=== thumb|Controller Pak The {{nihongo foot|Controller Pak|コントローラパック|Kontorōra Pakku|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 cannot 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 multiple selectable memory banks of 32 KB.<ref>{{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}}</ref> Games occupy varying numbers of pages, sometimes using the entire card. It is powered by a common CR2032 battery.<ref>{{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}}</ref>
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.<ref>{{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}}</ref> 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'' (1997), which uses 121 of the total 123 pages for storing ghost data,<ref>{{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}}</ref> or ''International Superstar Soccer 64'' (1996), which uses the entire cartridge's space for its save data. ''Tony Hawk's Pro Skater'' (2000) uses 11 pages.<ref>{{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 |archive-date=November 24, 2010 |archive-url=https://web.archive.org/web/20101124172231/http://www.pennoaks.net/archive64/N64_Reviews/T/Tony_Hawk_Pro_Skater.htm |url-status=live }}</ref> ''Quest 64'' (1998) and ''Mystical Ninja Starring Goemon'' (1997) use the Controller Pak exclusively for saved data. The Japan-only game ''Animal Forest'' (2001) uses the Controller Pak to travel to other towns. ''Animal Forest'' can also play Famicom games from a Controller Pak, though only one game, ''Ice Climber'', was released via this method through magazine giveaways.<ref>{{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}}</ref>
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".<ref>{{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}}</ref>
===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.<ref>{{cite magazine|title=Take the Lead|magazine=N64 Magazine|publication-place=Bath|issue=1|page=16|date=April 1997}}</ref>
===Rumble Pak=== thumb|Rumble Pak {{Main|Rumble Pak}} The {{nihongo foot|Rumble Pak|振動パック|Shindō Pakku|group=lower-alpha}} (NUS-013) provides haptic vibration while playing video games, enhancing player immersion by delivering vibration at key moments, such as when firing a weapon or taking damage. It was released alongside ''Star Fox 64'' (1997), with which it was originally bundled,<ref name="N64RP">{{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}}</ref> and 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.
===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.<ref name="20Things"/>
===Transfer Pak=== thumb|Transfer Pak {{Main|Transfer Pak}} The Transfer Pak{{efn|Known in Japan as {{nihongo|64 GB Pack|64GBパック|Rokujūyon Jī Bī Pakku}}}} (NUS-019) plugs into the controller to transfer data between supported Nintendo 64 games and Game Boy or Game Boy Color games.<ref name="Nintendo EU N64 Accessories" /> It was released in Japan in August 1998, bundled with the game ''Pocket Monsters' Stadium'', and in North America and Europe in March and April 2000 respectively, where it was similarly bundled with ''Pokémon Stadium''.<ref>{{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}}</ref>
===VRU=== thumb|The VRU (Voice Recognition Unit) ballast The VRU or Voice Recognition Unit is compatible with only two games: ''Hey You, Pikachu!'' (1998) and ''Densha de Go! 64'' (1999). Both games were packaged with the VRU, but ''Hey You, Pikachu!'' is the only game requiring it.<ref name=VRU-DDG>{{cite web | last=Lopes | first=Gonçalo | title=Choo-Choo! Nintendo 64 Densha de Go! 64 Gets Translated to English | website=Nintendo Life | date=April 3, 2017 | url=https://www.nintendolife.com/news/2017/04/choo-choo_nintendo_64_densha_de_go_64_gets_translated_to_english | access-date=January 17, 2026 | archive-date=May 21, 2025 | archive-url=https://web.archive.org/web/20250521221641/https://www.nintendolife.com/news/2017/04/choo-choo_nintendo_64_densha_de_go_64_gets_translated_to_english | url-status=live }}</ref> 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. ''The Legend of Zelda: Majora's Mask'' (2000) was originally intended to include VRU functionality, but this feature was removed from the final game.<ref>{{cite web | last=McFerran | first=Damien | title=Voice Commands Have Been Discovered In Zelda: Majora's Mask | website=Time Extension | date=December 28, 2024 | url=https://www.timeextension.com/news/2024/12/voice-commands-have-been-discovered-in-zelda-majorars-mask | access-date=January 18, 2026 | archive-date=December 11, 2025 | archive-url=https://web.archive.org/web/20251211204244/https://www.timeextension.com/news/2024/12/voice-commands-have-been-discovered-in-zelda-majorars-mask | url-status=live }}</ref> The accessory was also planned to be used by the cancelled games ''VRS Racer'' and ''Teo 64DD''.<ref>{{cite web | title=More Games To Talk To | website=IGN | date=February 10, 1999 | url=https://www.ign.com/articles/1999/02/10/more-games-to-talk-to | access-date=April 29, 2024 | archive-date=November 5, 2023 | archive-url=https://web.archive.org/web/20231105163929/https://www.ign.com/articles/1999/02/10/more-games-to-talk-to | url-status=live }}</ref> Some fan projects have introduced custom VRU support into games.<ref name=VRU-DDG/><ref>{{cite web | last=Yarwood | first=Jack | title=This Ocarina Of Time & Ace Attorney Crossover Is The Most Ridiculous N64 Mod We've Seen This Year | website=Time Extension | date=June 30, 2025 | url=https://www.timeextension.com/news/2025/06/this-ocarina-of-time-and-ace-attorney-crossover-is-the-most-ridiculous-n64-mod-weve-seen-this-year | access-date=June 30, 2025 | archive-date=June 30, 2025 | archive-url=https://web.archive.org/web/20250630115137/https://www.timeextension.com/news/2025/06/this-ocarina-of-time-and-ace-attorney-crossover-is-the-most-ridiculous-n64-mod-weve-seen-this-year | url-status=live }}</ref>
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. Microphone accessories would be released for later Nintendo systems, including the GameCube Microphone and Wii Speak, while other systems such as the Nintendo DS and Nintendo 3DS would have a microphone built in.
===Expansion Pak=== thumb|The 4 MB memory Expansion Pak The {{nihongo foot|Expansion Pak|拡張パック|Kakuchō Pakku|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.<ref name="Icequake N64" /> It installs into the console's memory expansion port, replacing the pre-installed Jumper Pak.<ref name="Nintendo Jumper Pak Instructions" /><ref name="Icequake N64" />
The Expansion Pak was initially developed for the 64DD to support its multimedia applications, but was instead released separately in late 1998, and was later bundled with the 64DD's delayed launch in Japan in December 1999.{{citation needed|date=September 2020}} The accessory was bundled with ''Donkey Kong 64'' (1999)<ref name="GSpot rev">{{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}}</ref><ref name="Expansion Pak Games">{{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}}</ref> and Japanese versions of ''The Legend of Zelda: Majora's Mask'' (2000) and ''Perfect Dark'' (2000).{{citation needed|date=September 2020}}
The Expansion Pak was packaged with an ejector tool (NUS-012) to assist in removing the original Jumper Pak.<ref name="IGN All About">{{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 }}</ref><!-- shown in an image on https://www.ign.com/articles/2008/10/29/n64-expansion-pak but not named -->
Game developers leveraged the increased memory for improved visuals, gameplay, and performance. Some games require the Expansion Pak, including ''Donkey Kong 64'', ''The Legend of Zelda: Majora's Mask'', and all 64DD software.<ref name="Expansion Pak Games" /><ref name="Nintendo EU N64 Accessories">{{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 }}</ref> Others restrict 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.<ref name="N64 Expansion Pak, IGN">{{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 |archive-date=August 4, 2014 |archive-url=https://web.archive.org/web/20140804115808/http://www.ign.com/articles/2008/10/29/n64-expansion-pak |url-status=live }}</ref> In ''StarCraft 64'' (2000), the Expansion Pak is required to play the ''Brood War'' expansion.<ref>{{cite web|title=''StarCraft'' Needs Some Expansion |website=IGN |date=November 16, 1999 |url=http://www.ign.com/articles/1999/11/17/starcraft-needs-some-expansion |access-date=February 16, 2016 |url-status=live |archive-url=https://web.archive.org/web/20160303013741/http://www.ign.com/articles/1999/11/17/starcraft-needs-some-expansion |archive-date=March 3, 2016 }}</ref>
''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.<ref name="N64 Expansion Pak, IGN" />
However, the Expansion Pak can introduce compatibility issues in some games. ''Space Station Silicon Valley'' (1998) may crash in certain areas when the Expansion Pak is installed.<ref>{{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 <!-- not a typo; the archive.org title seems to be inconsistent with the front cover -->}}</ref>
{| role="presentation" class="wikitable mw-collapsible mw-collapsed" ! colspan=3 | Games that support the Expansion Pak<ref name="Expansion Pak Games" /> |- ! 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.<ref>{{Cite web |last=<!--Not stated--> |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.}}</ref> |- | ''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.<ref name="IGN: Enforces">{{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 }}</ref> 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.<ref name="Expansion Pak">{{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 }}</ref><ref>{{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 |archive-date=December 31, 2021 |archive-url=https://web.archive.org/web/20211231054736/https://www.youtube.com/watch?v=VgtAXCaSlpk&t=3m9s |url-status=live }}</ref> 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."<ref name="Nintedolife">{{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 |archive-date=July 4, 2020 |archive-url=https://web.archive.org/web/20200704201952/https://www.nintendolife.com/news/2019/11/feature_donkey_kong_64_devs_on_bugs_boxing_and_20_years_of_the_dk_rap |url-status=live }}</ref> Nintendo said that the bundle would avoid consumer confusion.<ref name="IGN: Absolute">{{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 }}</ref> |- | ''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.<ref name="N64 Expansion Pak, IGN" /> |- | ''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}} || |}
===64DD=== {{Main|64DD}} thumb|64DD, unattached 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.
===Modem=== The modem cartridge (NUS-029) is a specialized N64 cartridge with a built in modular connector port. It connects at up to {{nowrap|28.8 kbit/s}}, for the defunct Randnet service and compatible 64DD games and web browser.<ref>{{cite web | last=Schneider | first=Peer | title=Nintendo's Online Service | website=IGN | date=August 28, 1999 | url=https://www.ign.com/articles/1999/08/28/inside-randnet | access-date=January 20, 2026 | archive-date=July 24, 2021 | archive-url=https://web.archive.org/web/20210724105321/https://www.ign.com/articles/1999/08/28/inside-randnet | url-status=live }}</ref><ref>{{cite web | title=N64 Modem Caught on Film | website=IGN | date=August 28, 1999 | url=https://www.ign.com/articles/1999/08/28/n64-modem-caught-on-film | archive-url=https://web.archive.org/web/20250905142749/https://www.ign.com/articles/1999/08/28/n64-modem-caught-on-film | archive-date=September 5, 2025 | url-status=live | access-date=January 20, 2026}}</ref>
===Mouse=== thumb|Nintendo 64 mouse The Nintendo 64 Mouse (NUS-017) was manufactured by Mitsumi and was released only in a bundle with a 64DD launch game, ''Mario Artist: Paint Studio'' (1999). It functions similarly to a standard computer mouse and was developed for the 64DD's GUI-based games and applications, such as the ''Mario Artist'' suite, ''SimCity 64'' (2000), and the web browser for Nintendo's defunct online service Randnet.<ref name="History of Nintendo">{{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}}</ref><ref name=":0">{{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}}</ref><ref name="Nintendo Mouse">{{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}}</ref> Mouse movement imitates the N64 controller's analog stick, and the mouse buttons act as the A and B buttons. This makes the mouse technically compatible with every N64 game, but its functionality is limited due to the missing buttons and method of analog control.<ref>{{cite web | last=Doolan | first=Liam | title=Random: Talented Individual Finishes Super Mario 64 With Nintendo 64 Mouse | website=Nintendo Life | date=August 31, 2018 | url=https://www.nintendolife.com/news/2018/08/random_talented_individual_finishes_super_mario_64_with_nintendo_64_mouse | access-date=January 27, 2026 | archive-date=July 13, 2025 | archive-url=https://web.archive.org/web/20250713173341/https://www.nintendolife.com/news/2018/08/random_talented_individual_finishes_super_mario_64_with_nintendo_64_mouse | url-status=live }}</ref>
===Capture Cassette=== The Nintendo 64 Capture Cassette (NUS-028) is a special Nintendo 64 cartridge with RCA connector audio/video jacks and a phone connector port on the back, which are used to import images and audio into the ''Mario Artist'' suite from devices like a VCR or a microphone.<ref name=EGM103 /> It was bundled with the 64DD game ''Mario Artist: Talent Studio'' (2000).<ref>{{cite web | last=Schneider | first=Peer | title=The Ultimate N64 Import Guide | website=IGN | date=May 12, 2001 | url=https://www.ign.com/articles/2001/05/12/the-ultimate-n64-import-guide | archive-url=https://web.archive.org/web/20251025081608/https://www.ign.com/articles/2001/05/12/the-ultimate-n64-import-guide | archive-date=October 25, 2025 | url-status=live | access-date=January 20, 2026}}</ref>
===Keyboard=== The compact keyboard (RND-001) is for the Randnet service and compatible 64DD games.<ref>{{cite web | last=Yarwood | first=Jack | title=Best Of 2024: Unpacking The 64DD, Nintendo's Most Infamous Flop | website=Time Extension | date=May 5, 2024 | url=https://www.timeextension.com/features/best-of-2024-unpacking-the-64dd-nintendos-most-infamous-flop | access-date=January 20, 2026 | archive-date=January 29, 2026 | archive-url=https://web.archive.org/web/20260129141844/https://www.timeextension.com/features/best-of-2024-unpacking-the-64dd-nintendos-most-infamous-flop | url-status=live }}</ref>
===SmartMedia=== thumb|SmartMedia cards plug into the custom ''Mario no Photopi'' cartridge. A set of 10 SmartMedia memory cards were released for ''Mario no Photopi'' (1998), containing images, backgrounds, borders, and other media assets for editing the user's photos. They connect to the game via two card slots in the top of the cartridge.<ref name="MnP at Vice">{{cite web | work=Vice | first=Jason | last=Johnson | date=October 5, 2017 | url=https://www.vice.com/en/article/this-forgotten-nintendo-64-game-is-one-part-photoshop-one-part-mario-paint/ | title=This Forgotten Nintendo 64 Game Is One Part Photoshop, One Part 'Mario Paint' | access-date=February 19, 2020 | archive-date=August 25, 2025 | archive-url=https://web.archive.org/web/20250825014252/https://www.vice.com/en/article/this-forgotten-nintendo-64-game-is-one-part-photoshop-one-part-mario-paint/ | url-status=live }}</ref> The following cards were released:<ref>{{cite magazine |title=マリオのふぉとぴー |trans-title=Mario no Photopi |magazine=The 64Dream |issue=29 |publisher=Mainichi Communications |date=February 1999 |pages=52–53 |lang=ja}}</ref><ref name=smartmedia>{{cite magazine |title=今日からボはカードザイナー。 |trans-title=Starting Today, I'm a Card Designer |magazine=The 64Dream |issue=40 |publisher=Mainichi Communications |date=January 2000 |page=140 |lang=ja}}</ref> {{collist| * ''Characters collection'' – ''Bomberman'' * ''Characters collection'' – ''Card Captor Sakura'' * ''Characters collection'' – ''Hello Kitty'' * ''Characters collection'' – ''Himitsu no Akko-chan'' * ''Characters collection'' – ''The Legend of Zelda: Ocarina of Time'' * ''Characters collection'' – ''Medarot'' * ''Characters collection'' – ''Sylvanian Families'' * ''Characters collection'' – ''Yoshi's Story'' * ''Illustrations'' – ''Funny accessories'' * ''Illustrations'' – ''Postal cards''}}
The cards are all 3.3 V 2 MB SmartMedia memory cards manufactured by Hagiwara Sys-Com. ''Mario no Photopi'' was bundled with an empty memory SmartMedia card for storing players' creations.<ref name=smartmedia/>
==Licensed== ===Bio Sensor=== right|thumb|Bio Sensor The {{nihongo foot|Bio Sensor|バイオセンサー|Baio Sensā|group=lower-alpha}} is an ear clip manufactured by SETA that plugs into the Controller Pak slot of the controller to measure the user's heart rate.<ref name="EGM103">{{Cite magazine |date=February 1998 |title=Peripheral Visions |magazine=Electronic Gaming Monthly |publisher=Ziff Davis |issue=103 |page=21}}</ref> It is compatible only with the Japanese-exclusive ''Tetris 64'' (1998), which causes simpler or more complex shapes to drop depending on how fast the player's heart is beating.<ref>{{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 | archive-date=October 9, 2024 | archive-url=https://web.archive.org/web/20241009125408/https://www.timeextension.com/features/fancy-playing-tetris-with-your-pulse-say-hello-to-the-nintendo-64-bio-sensor | url-status=live }}</ref> This device is similar to the unreleased Wii Vitality Sensor.<ref>{{cite magazine | last=Kohler | first=Chris | title=Nintendo 'Vitality Sensor' Already Appeared on N64 | magazine=WIRED | date=2009-06-08 | url=https://www.wired.com/2009/06/nintendo-vitality-sensor/ | access-date=2024-03-24 | archive-date=2024-03-24 | archive-url=https://web.archive.org/web/20240324012445/https://www.wired.com/2009/06/nintendo-vitality-sensor/ | url-status=live }}</ref>
===ASCIIWHEEL 64=== The ASCIIWHEEL 64, manufactured by ASCII Corporation in 1999, is an alternate controller shaped as a steering wheel for driving games, with an accessory port.<ref name="ASCIIWHEEL 64">{{cite web | title=ASCIIWheel 64 | website=IGN | date=February 2, 1999 | url=https://www.ign.com/articles/1999/02/02/asciiwheel-64 | access-date=January 27, 2026 | archive-date=January 19, 2026 | archive-url=https://web.archive.org/web/20260119043659/https://www.ign.com/articles/1999/02/02/asciiwheel-64 | url-status=live }}</ref>
===''Densha de Go! 64'' controller=== Taito released a train controller that is compatible with just one game, ''Densha de Go! 64'' (1999).<ref name=IGN>{{cite web | last=Schneider | first=Peer | title=Densha De Go! 64 (Import) Review | website=IGN | date=June 24, 2000 | url=https://www.ign.com/articles/2000/06/24/densha-de-go-64-import | access-date=January 18, 2026 | archive-date=December 8, 2024 | archive-url=https://web.archive.org/web/20241208154947/https://www.ign.com/articles/2000/06/24/densha-de-go-64-import | url-status=live }}</ref> It is similar to controllers for this game series on other platforms such as Dreamcast and PlayStation.
===Hori Mini Pad 64=== The Hori Mini Pad 64 is an alternate controller manufactured by Hori. It features a smaller two-pronged form factor and a larger, more resilient analog stick.<ref>{{cite web | last=Watts | first=Martin | title=Hardware Review: N64 Hori Mini Pad | website=Nintendo Life | date=September 2, 2013 | url=https://www.nintendolife.com/news/2013/09/hardware_review_n64_hori_mini_pad | access-date=January 27, 2026 | archive-date=November 15, 2025 | archive-url=https://web.archive.org/web/20251115001428/https://www.nintendolife.com/news/2013/09/hardware_review_n64_hori_mini_pad | url-status=live }}</ref>
===Tsuricon 64=== The {{nihongo foot|Tsuricon 64|つりコン64|group=lower-alpha}} is a fishing controller released by ASCII Corporation. It is compatible with a few Japanese fishing games, including ''Bass Rush: ECOGEAR PowerWorm Championship'' (2000), ''Nushi Tsuri 64: Shiokaze Ninotte'' (2000), and ''Itoi Shigesato no Bass Tsuri No. 1 Definitive Edition'' (2000).<ref name="20Things">{{cite web | last=Sawyer | first=Logan | title=N64: 20 More Awesome Things You Didn't Know Your Nintendo 64 Could Do | website=TheGamer | date=February 6, 2018 | url=https://www.thegamer.com/n64-more-awesome-things-you-didnt-know-your-nintendo-64-could-do/ | access-date=January 18, 2026 | archive-date=June 23, 2025 | archive-url=https://web.archive.org/web/20250623194014/https://www.thegamer.com/n64-more-awesome-things-you-didnt-know-your-nintendo-64-could-do/ | url-status=live }}</ref>
===''Dance Dance Revolution'' dance pad=== A Disney-branded dance pad was released by Konami for ''Dance Dance Revolution Disney Dancing Museum'' (2000).<ref>{{cite web | title=Dance Dance Revolution: Disney's World Dancing Museum | website=IGN | date=January 17, 2001 | url=https://www.ign.com/articles/2001/01/17/dance-dance-revolution-disneys-world-dancing-museum | access-date=January 26, 2026}}</ref><ref>{{cite magazine |date=January 2001 |title=Dance Dance Revolution ディズニーダンシングミュージアム |trans-title=Dance Dance Revolution Disney Dancing Museum |magazine=The 64Dream |publisher=Mainichi Communications |page=34 |issue=52 |lang=ja}}</ref>
===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.<ref name="20Things"/>
===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.<ref name="20Things"/>
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. A standard black backpack has the Nintendo 64 logo on the top and a zippered compartment on the front.<ref name="20Things"/>
==Development and backup== {{further|Nintendo 64#Development}} [[File:Doctor-V64-Nintendo-64-Attached-FL.jpg|thumb|Doctor V64]] 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|round=-3|long=no}}.<ref>''Gaming Gossip''. Electronic Gaming Monthly. Issue 69. Pg.52. April 1995.</ref><ref name="Shadows postmortem">{{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}}</ref> Each system was equipped with a {{USD|50,000|1994|round=-3|long=no}}<ref name="Next Generation #44">{{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}}</ref> RealityEngine2 graphics board and four 150 MHz R4400 CPUs.<ref name="Edge #7">{{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}}</ref> By July 1995, as the Nintendo 64's hardware neared finalization, the Onyx supercomputer was replaced with a more affordable development kit that consists of a console simulation board hosted on a low-end Indy workstation.<ref name="Project Reality press release at SGI">{{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}}</ref>
By 1999, the SGI systems were supplanted by the SN Maestro 64, a development kit built under license by SN Systems. This kit has a cartridge connecting a standard Nintendo 64 console to a PC via cable. Third-party development kits include the IS-VIEWER 64, Partner-N64 and the Monegi Smart Pack which enabled real-time development on the console. The Doctor V64 by Bung Enterprises loads games from CD, and the more affordable Doctor V64 Jr. connects to the PC through a parallel port. Bung produced the DX 256 Super Game Saver<ref name="DX 256">{{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 }}</ref> 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 connects a Nintendo 64 Controller Pak to a PC for save game sharing.<ref name="CMDexDrive">{{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}}</ref><ref>{{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 }}</ref> Modern alternatives like the Everdrive 64 and SummerCart64 use SD cards or USB for ROM storage and file transfer.<ref>{{cite web | last=McFerran | first=Damien | title=Hardware Review: Everdrive 64 | website=Nintendo Life | date=March 1, 2012 | url=https://www.nintendolife.com/news/2012/03/hardware_review_everdrive_64 | access-date=January 12, 2026 | archive-date=July 9, 2025 | archive-url=https://web.archive.org/web/20250709091310/https://www.nintendolife.com/news/2012/03/hardware_review_everdrive_64 | url-status=live }}</ref><ref>{{cite web | last=Hayton | first=Phil | title=Got an Analogue 3D on the way? Grab this compatible N64 flash cart while it's cheap for Black Friday | website=GamesRadar+ | date=November 20, 2025 | url=https://www.gamesradar.com/hardware/retro/got-an-analogue-3d-on-the-way-grab-this-compatible-n64-flash-cart-while-its-cheap-for-black-friday/ | access-date=January 12, 2026 | archive-date=January 6, 2026 | archive-url=https://web.archive.org/web/20260106122456/https://www.gamesradar.com/hardware/retro/got-an-analogue-3d-on-the-way-grab-this-compatible-n64-flash-cart-while-its-cheap-for-black-friday/ | url-status=live }}</ref>
==Wide-Boy64== [[File:Nintendo-Intelligent-Systems-WideBoy64-AGB-04x.jpg|thumb|right|The Wide-Boy64 AGB is the last version of the Wide-Boy64 that can play Game Boy Advance games.]] The Wide-Boy64 is a series of adapters, similar to the Super Game Boy, that allow Game Boy games to be played on a Nintendo 64. It is the successor to the Wide-Boy, a similar Famicom accessory.<ref>{{cite magazine|title=Now You Can Play GameBoy Games on TV... and in Color!!!|magazine=Electronic Gaming Monthly|date=March 1990|page=41}}</ref> Like the Wide-Boy, the Wide-Boy64 was never sold at retail to general consumers but was exclusively available to developers and gaming press outlets, who could purchase it directly from Nintendo for {{USD|1400|1999|round=-2|long=no|about=yes}}.<ref>{{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 }}</ref>
The Wide-Boy64 was developed by Intelligent Systems, a longtime Nintendo partner known for creating Game Boy software development kits. It is primarily used for capturing screenshots and video clips more efficiently, and displays the game screen with a border resembling the portable system.<ref>{{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 }}</ref><ref>{{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 |archive-date=March 29, 2025 |archive-url=https://web.archive.org/web/20250329191237/https://www.retroreversing.com/gameboy-development-kit-hardware/#presentationdemo-tools |url-status=live }}</ref>
Internally, the Wide-Boy64 contains Game Boy hardware, to run games natively rather than through emulation. Two major versions were released: the CGB model, which supports Game Boy and Game Boy Color games, and the updated AGB model, which added support for Game Boy Advance Game Paks.<ref>{{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 |archive-date=January 7, 2023 |archive-url=https://web.archive.org/web/20230107072928/https://www.ign.com/articles/2000/04/13/gba-wide-boy-advance-in-the-works |url-status=live }}</ref>
==Unlicensed== thumb|The SharkPad Pro [[File:GameShark-Pro-N64.jpg|thumb|right|The GameShark Pro]] The SharkPad Pro is a third-party controller from InterAct, with slow motion and autofire capabilities.<ref>{{cite web | title=Interact Unveils New Lineup | website=IGN | date=November 1, 1996 | url=https://www.ign.com/articles/1996/11/01/interact-unveils-new-lineup | access-date=January 20, 2026}}</ref>
The Arcade Shark is an arcade-style joystick controller from InterAct with slow motion and autofire buttons.<ref name=GPro96 />
The Flight Force Pro 64 is a flight stick from InterAct.<ref>{{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}}</ref>
The GameShark, or Action Replay in Europe, is an unlicensed cheat device similar to the Game Genie, made by InterAct and Datel 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.
The Memory Card is a series of third-party Controller Pak alternatives by InterAct, distributed by Datel in Europe. Later revisions, such the Memory Card Plus and Mega Memory Card, feature more memory than a standard Controller Pak.<ref>{{cite magazine |title=GI News |magazine=Game Informer |publisher=FuncoLand |issue=47 |date=March 1997 |page=17}}</ref><ref>{{cite magazine|title=To Buy or Not to Buy?|magazine=Total 64|issue=3|publisher=Rapide Publishing|date=April 30, 1997|page=43}}</ref>
The TremorPak is a third-party rumble expansion by InterAct, which can toggle between two levels of vibration strength. A second version, the TremorPak Plus, added an expansion port for an included InterAct Memory Card to be plugged in, with a switch to toggle between the two accessories' functionality.<ref>{{cite web | title=TremorPak Plus | website=IGN | date=March 4, 1999 | url=https://www.ign.com/articles/1999/03/04/tremorpak-plus | access-date=January 27, 2026 | archive-date=December 5, 2024 | archive-url=https://web.archive.org/web/20241205063208/https://www.ign.com/articles/1999/03/04/tremorpak-plus | url-status=live }}</ref>
The Advanced Control Pad is a Mad Catz gamepad with the same form and controls as the standard Nintendo 64 controller, plus a turbo button.<ref name="EGM86">{{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}}</ref><ref name="GPro96">{{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}}</ref>
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.<ref name="EGM86" /><ref name="GPro96" />
The Power Wheel is a steering wheel with a foot pedal module, produced by Game Source.<ref>{{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}}</ref>
The Joycard 64 is a controller released by Hudson Soft with built in turbo controls, allowing players to trigger rapid inputs just by holding a button.<ref>{{cite web | title=Hudson Announces New Controller | website=IGN | date=June 5, 1997 | url=https://www.ign.com/articles/1997/06/05/hudson-announces-new-controller | access-date=February 12, 2026}}</ref> Hudson hid secret features in games like ''Bomberman 64'' (1997) and ''Bomberman Hero'' (1998) that could only be accessed using this rapid-press function.<ref>{{cite web | title=Hudson Green with Joycards | website=IGN | date=November 21, 1997 | url=https://www.ign.com/articles/1997/11/21/hudson-green-with-joycards | access-date=February 12, 2026}}</ref>
The UltraRacer 64 is a vertically-oriented controller designed by InterAct for racing games. It features a radial dial in place of the analog stick and a trigger that functions as both the A and B buttons.<ref>{{cite magazine |title=GI News |magazine=Game Informer |publisher=FuncoLand |issue=60 |date=April 1998 |page=25}}</ref>
The GameBooster, or GB Hunter in the United States, is a Game Boy player developed by Datel, similar to the first-party Super Game Boy for the SNES. It cannot reproduce the games' sound, and instead plays a single looping music track.<ref>{{cite magazine|title=How to Cheat Like a Pro|magazine=Electronic Gaming Monthly|date=January 1999|issue=114|page=207}}</ref><ref>{{cite magazine|title=Cool Zone|magazine=Tips & Tricks|publisher=Larry Flynt Publications|date=December 1999| issue=50 | page=112}}</ref>
The V3 Racing Wheel is a steering wheel with foot pedals produced by InterAct. It has vibration and includes an expansion port for an InterAct 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.<ref>{{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}}</ref>
The Glove, made by Reality Quest, is a wearable glove-like controller similar to the Power Glove with buttons like a normal controller. It is usable in any game.<ref>{{cite web | title=The Glove | website=IGN | date=October 24, 1998 | url=https://www.ign.com/articles/1998/10/24/the-glove | archive-url=https://web.archive.org/web/20230716075614/https://www.ign.com/articles/1998/10/24/the-glove | archive-date=July 16, 2023 | url-status=live | access-date=January 20, 2026}}</ref>
The Nyko Hyper Pak Plus contains internal memory and a rumble feature.<ref>{{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}}</ref>
The N64 Passport is an adaptor and cheat device by E.M.S. that bypasses games' region lock, with a few exceptions.<ref name="20Things"/>
The Act Labs RS is a racing wheel that includes a pedal attachment. It is cross-compatible with Sega Saturn, PlayStation, and PC through the use of conversion cartridges that were sold separately.<ref>{{cite web | title=Act Labs RS Nintendo 64 Racing System | website=IGN | date=September 25, 1998 | url=https://www.ign.com/articles/1998/09/25/act-labs-rs-nintendo-64-racing-system | access-date=January 27, 2026}}</ref>
The Tilt Pak is a rumble feedback and motion sensor made by Pelican.<ref>{{cite web | title=Tilt Pak | website=IGN | date=May 4, 1999 | url=https://www.ign.com/articles/1999/05/04/tilt-pak | archive-url=https://web.archive.org/web/20190923154827/https://www.ign.com/articles/1999/05/04/tilt-pak | archive-date=September 23, 2019 | url-status=live | access-date=January 20, 2026}}</ref>
The High-Rez Pack is Mad Catz's less expensive version of the Expansion Pak.<ref>{{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}}</ref> There were reports of overheating due to inadequate cooling/venting, and the unit suffered from poor build quality.{{citation needed|date=September 2008}}
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.<ref>{{cite web | title=Just When You Thought It Was Safe... | website=IGN | date=October 8, 1999 | url=https://www.ign.com/articles/1999/10/08/just-when-you-thought-it-was-safe | archive-url=https://web.archive.org/web/20250318093539/https://www.ign.com/articles/1999/10/08/just-when-you-thought-it-was-safe | archive-date=March 18, 2025 | url-status=live | access-date=January 20, 2026}}</ref>
The Tristar 64 is a third-party adaptor by Future Laboratory enabling NES and SNES games on Nintendo 64. The device expands the cartridge slot into three total slots for each cartridge type.<ref>{{cite web | last=Schneider | first=Peer | title=Tristar 64 | website=IGN | date=June 23, 2000 | url=https://www.ign.com/articles/2000/06/23/tristar-64 | access-date=January 27, 2026 | archive-date=April 2, 2024 | archive-url=https://web.archive.org/web/20240402211419/https://www.ign.com/articles/2000/06/23/tristar-64 | url-status=live }}</ref>
The Forever Pak 64 is a memory card developed by 4Layer Technologies. It has 256 kilobits of storage, but unlike the Controller Pak, it uses non-volatile memory to hold data indefinitely.<ref>{{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}}</ref>
==Unreleased== InterAct reportedly had two Nintendo 64 light guns "packed and ready to ship" in 1997, one of them with built-in force feedback, but never released them due to the complete lack of light gun shooters for the console.<ref>{{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}}</ref>
The {{nihongo foot|64 GB Cable|64GBケーブル|Rokujūyon Jī Bī Kēburu|group=lower-alpha}} was 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.<ref>{{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}}</ref> It was demonstrated at Space World 1999, but was never released, presumably due to the failure of the 64DD.<ref>{{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}}</ref><ref>{{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}}</ref>
==Notes== {{notelist}}
==References== {{Reflist}}
{{portal bar|1990s}} {{Nintendo 64}} {{Nintendo hardware}}
Category:Nintendo 64 accessories Category:Nintendo 64