Nintendo 64 microphone

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Hey You Pikachu [Microphone Bundle] Nintendo 64

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Sours: https://www.pricecharting.com/game/nintendo-64/hey-you-pikachu-microphone-bundle

Video game:Nintendo 64 Hey You Pikachu! + Microphone

"Gotta catch em all!" First issued by Nintendo in 1996, this challenge sparked a Pokemon craze that led to a successful television series, trading card game, and full-length movie. Since its initial release, Pokemon has become the second best selling video game franchise worldwide, and the best selling role-playing video game (RPG) of all time.

Nintendo released the first Pokemon games for the Game Boy in Japan as "Pocket Monsters: Red & Green." After proving successful, the games came to North America in 1998 as "Pokemon Red" and "Pokemon Blue." The games provide a simple premise: A single player travels and catches Pokemon while fighting other trainers and their teams of monsters. The player's ultimate goal involves winning Pokemon battles against eight Gym Leaders and entering the Pokemon League to battle the Elite Four, while simultaneously completing one's Pok퀌�dex, which contains a record of all known Pokemon. Although it is a single-player game, players have the opportunity to trade or battle Pokemon with other Game Boys via a Game Link Cable.

Even though Peter Bartholow, a Gamespot critic, described the graphics and audio of the original Pokemon games as "somewhat primitive," other critics praised the games for their innovativeness, as well their promotion of imagination and creativity among the children playing them. Satoshi Tajiri, the creator of Pokemon, modeled the monsters after the insects that he collected as a child. He did this to provide a new generation of children with the opportunity to collect insects and creatures while stimulating their sense of exploration and ingenuity.

After "Pokemon Red" and "Blue" proved successful in the United States, Nintendo continued to release new and updated versions of the game. Most of these were RPGs similar to the original games, but Nintendo also released several spin-offs. In 2000, the company released one such game for the Nintendo 64 (N64), entitled "Hey You, Pikachu!" In this life simulation game, the player completes day-to-day tasks with Pikachu, the most popular monster from the original Pokemon series. It became the only game released in the United States to utilize the N64's Voice Recognition Unit (VRU), which allowed players to speak with Pikachu and complete tasks. Hardcore Pokemon fans enjoyed the game, while critics believed the voice recognition software that the game depended on was not as developed as it needed to be.

In 1999, Pokemon appeared on the cover of Time Magazine in a story titled "Beware of the Pok퀌�mania." The so-called "Pok퀌�mania" was sweeping the nation via trading cards, a television series, toys, websites, and the original Game Boy games. By 1998, "Pokemon Red" and "Pokemon Blue" sold a combined 9.85 million copies in the United States and spawned many sequels. It is evident that even decades later, the "Pokemon flu" that struck America's children with the release of the first games has still not subsided.

Sours: https://artsandculture.google.com
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Hey You, Pikachu's Mic Sends Player's Voice Through Hell Dimension

Players of the Pokémon game Hey You, Pikachu finally hear what their voice sounded like to their digital buddy, and the results are shocking.

Thanks to a voice recording, players of the old game Hey You, Pikachu can finally hear what their voice sounded like to their digital buddy, and it does not sound good. Originally released in 1998 for the Nintendo 64, Hey You, Pikachu focused on the unique mechanic of an actual microphone that players could use to communicate with Pikachu. The Pokémon mascot would, usually, understand some words and phrases spoken into the microphone. But this did not always go smoothly.

Every new Pokémon title has had some kind of brand new mechanic; Pokémon Sword & Pokémon Shield had Dynamax and Gigantamax, while Pokémon X & Pokémon Y introduced mega evolution. Pokémon Let’s Go Pikachu & Pokémon Let's Go Eevee even had a controller for the Nintendo Switch that looked like a Pokéball. These mechanics, however they might function within the games, do manage to make each entry stand out from each other a little more. Hey You, Pikachu’s microphone attachment might not have been the best, but it did still manage to make the game memorable two decades after its release. Thanks to more modern technology though, players can finally understand why Pikachu might have only listened to them about half the time.

Related: The Worst Possible Pokémon Team In Every Generation

In a post on Resetera yesterday, user Maya Fey detailed their experience investigating how different microphones would affect the quality of Hey You, Pikachu. Maya Fey posted a recording of their voice as it sounds with the Nintendo 64 microphone, or Voice Recognition Unit (VRU). As some other users pointed out, it sounds a lot like a ghost or a demon from hell; the word Pikachu is only barely recognizable in the cloud of distorted audio.

Maya Fey went on to explain that they tried the same thing with a $400 microphone, an Electro-Voice RE20, which is the audio industry standard. With the much higher quality microphone, the interaction was smoother than ever, with hardly a syllable missed. Having obtained this new information, it makes total sense that Pikachu had any trouble responding to the voice from the underworld. Many older Pokémon games are generally harder than the newer ones, but this is a rather unique variation of difficulty imposed by outdated technology.

While it’s certainly no shock that the expensive microphone ended up working out much better than the microphone that came with Hey, You Pikachu back in the 90s, it’s still interesting to finally hear what Pikachu was hearing back then. It’s a shame when the disconnect between a player and a game comes from the technology of the time. Perhaps Hey You, Pikachu deserves a remaster on a more modern Nintendo system like the Nintendo Switch. Considering the success of the recent Nintendo 64 remake, New Pokémon Snap, there is a chance it might be on Nintendo’s to-do list.

Next: Pokémon Gen 9: What Real-World Countries Could Inspire The New Region

Source: Maya Fey/Resetera

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About The Author
Matthew Buckley (19 Articles Published)

Matt Buckley is a writer for Screen Rant, covering video game news. Over the last few years, Matt has written for several digital publications and has been an avid gamer since childhood. Matt recently moved to San Diego to get away from cold New England winters. He has been a writer since he could hold a pencil, and a gamer since he could hold a controller. He's so thankful that he can combine these two passions for Screen Rant.

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Sours: https://screenrant.com/hey-you-pikachu-mic-player-voice-hell-dimension/
Is the Blue Yeti better than a $7 Nintendo 64 Microphone? (Mic Fight!)

Voice Recognition Unit

N64 VRU.jpg

Photograph of the Nintendo 64 Voice Recognition Unit.

Release year

JP: 1998
NA: 2000

Manufactured by

Nintendo

For use with

Nintendo 64

Model no.

NUS-020

The Voice Recognition Unit (abbreviated VRU, known as the VRS in Japan) is a microphone accessory for the Nintendo 64, allowing the system to detect the player's voice commands. Only two games are compatible with the Voice Recognition Unit: Hey You, Pikachu! and Densha de Go! 2 Kōsoku-hen, the former being the only Nintendo-published title to use the device and the only title in which the peripheral is required to play the game. As such, copies of Hey You, Pikachu! were packaged with the Voice Recognition Unit. The device was never released in the PAL region.

Features and functionality[edit]

The Voice Recognition Unit features two main components: the unit itself and the included microphone (NUS-021). The controller plug on the Voice Recognition Unit must be plugged into the fourth controller slot in order for the unit to work, and must be plugged into a system from the same region; a North American VRU will not work when plugged into a Japanese Nintendo 64 console or vice versa. On the front of the unit is a 3.5 mm jack, which the microphone plugs into. The Voice Recognition Unit is calibrated to better recognize higher-pitched voices (generally a child's voice).

Once the microphone has been connected, the player can mount it on the back of the controller using the Microphone Holder (NUS-025), a plastic clip that fits over the expansion slot. Copies of Densha de Go! 2 Kōsoku-hen were packaged with a second holder called the Microphone Strap (NUS-022), a clip that fits around the player's neck. Both clips are included with the device. The microphone also comes with a yellow foam cover (NUS-026).

Gallery[edit]

  • Illustration showing setup and mounting the device.

  • The Voice Recognition Unit microphone.

  • Complete setup, featuring the Microphone Strap.

External links[edit]

Sours: https://niwanetwork.org/wiki/Voice_Recognition_Unit

Microphone nintendo 64

Hey You Pikachu Microphone No Vru Nintendo 64 N64

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Seller:sosagames✉️(181,544)100%, Location:Anderson, Indiana, Ships to: Worldwide, Item:350530218869HEY YOU PIKACHU MICROPHONE NO VRU NINTENDO 64 N64. HEY YOU PIKACHU MICROPHONE NO VRU NINTENDO 64 N64 OEM Brand NewCondition:New, Restocking Fee:No, Return shipping will be paid by:Buyer, All returns accepted:Returns Accepted, Item must be returned within:60 Days, Refund will be given as:Money back or replacement (buyer's choice), MPN:none, Brand:Nintendo, Platform:Nintendo 64

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N64 VRU - Nintendo 64 Microphone Adapter

Nintendo 64 accessories

List of accessories for the Nintendo 64 video game console

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

First-party[edit]

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

Controller[edit]

Main article: Nintendo 64 controller

A Nintendo 64 controller.

The Nintendo 64 controller (NUS-005) 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. 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[edit]

A Nintendo-brand Controller Pak.

The Controller Pak[a] (NUS-004) 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.[3] The number of pages that a game occupies varies, sometimes using the entire card. It is powered by a common CR2032 battery.[4]

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.[5] 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,[6] 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.[7]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".[8]

Jumper Pak [edit]

The Jumper Pak[b] (NUS-008) is a filler that plugs into the console's memory expansion port.[9] It serves no functional purpose other than to terminate the Rambus bus in the absence of the Expansion Pak.[10] 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.[11] 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[edit]

The 4 MB memory Expansion Pak.

The Expansion Pak[c] (NUS-007) consists of 4 MB (megabytes) of random access memory (RAM)—which is RDRAM, the same type of memory used inside the console itself[10]—increasing the Nintendo 64 console's RAM from 4 MB to 8 MB of contiguous main memory.[10] It is installed in a port on top of the console and replaces the pre-installed Jumper Pak, which is simply a Rambus terminator.[9][10] 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,[12][13] and in Japan, the Expansion Pak additionally came bundled with The Legend of 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 found ways to take advantage of the increased memory, including greater visual appeal. The Expansion Pak is required in order to run both Donkey Kong 64 and The Legend of Zelda: Majora's Mask.[13][14] A third game, Perfect Dark, lacks content, including the single-player campaign, when no Expansion Pak is 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.[15] It is also required for all 64DD software. In StarCraft 64, it is needed to unlock levels from the Brood War add-on from 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 frame buffer memory to enable various high-resolution (usually interlaced) mode options, at the downside of poorer performance, in some cases dramatically so. This use of the Expansion Pak can be attributed to ease of implementation and games that mainly targeted the stock N64 configuration; additional RDRAM cannot 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 may crash in certain places if the Expansion Pak is present.[16]

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", though mostly optional, effects.[15]

Title Pak required Notes
40 WinksNoAdds hi-res letterbox (480×232i) and hi-res (480×360i) modes.
Aidyn Chronicles: The First MageNoEnables 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 2000NoEnables longer replays in the replay feature.[17]
All-Star Baseball 2001No
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 CombatNo
Army Men: Sarge's HeroesNo
Army Men: Sarge's Heroes 2No
Battlezone: Rise of the Black DogsNo
Castlevania: Legacy of DarknessNoEnables the option to turn on "Hi-Res" mode (490×355i).
Command & ConquerNoMakes the "high" battlefield resolution option in ingame options menu available, which engages a hi-res interlaced mode.
DaikatanaNoAdds a "hi-res" interlaced letterbox mode, accessible from main menu.
Dinosaur PlanetYes
Donald Duck: Goin' QuackersNoEnables high resolution mode.
Donkey Kong 64YesMarketed as improving the game's frame rate and rendering of objects at a distance.[18] 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.[19] 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".[20] Nintendo said that the choice to bundle, rather than selling the accessory separately, would avoid consumer confusion.[21]
Duke Nukem: Zero HourNoAdds additional interlaced medium and high-res modes, accessible from main menu options.
Excitebike 64NoEnables hi-res mode. Only the PAL version signifies its Expansion Pak compatibility on the box.
F-1 World Grand Prix IINoEnables a full race replay.
FIFA 99NoEnables an unadvertised "Super High" resolution mode of 640×480i.
Gauntlet LegendsNoRequired for 4-player multiplayer.
Hybrid HeavenNoEnables hi-res letterbox and hi-res (640×474i) modes, accessible from main menu options.
Hydro ThunderNoRequired for 3 and 4 player multiplayer.
Indiana Jones and the Infernal MachineNoEnables hi-res mode, which increases resolution to 400×440i.
International Superstar Soccer 2000NoRequired for high-resolution textures; however, performance suffered as a result.
International Track & Field 2000No
Jeremy McGrath Supercross 2000No
Ken Griffey, Jr.'s SlugfestNoEnables hi-res mode.
The Legend of Zelda: Majora's MaskYesThe 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.[15]
Madden NFL 2000No
Madden NFL 2001No
Madden NFL 2002No
NBA Jam 2000NoOnly the PAL version signifies its Expansion Pak compatibility on the box.
NFL Quarterback Club '99No
NFL Quarterback Club 2000No
Nuclear Strike 64NoAdds a progressive "medium" resolution mode, accessible from main menu options.
Perfect DarkRequired 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. However, the Japanese version fully requires the Expansion Pak.
Pokémon Stadium 2NoStates "Expansion Pak Detected" on the Start screen if one is being used. Increases render resolution to 640×480i and improves resolution of some textures.
Quake IINoImproves graphical fidelity by increasing framebuffer color depth, removing dithering, and turns off screen blur. Also slightly increases framerate.
Rayman 2: The Great EscapeNoAdds a progressive hi-res mode, accessible from ingame pause menu.
Re-VoltNoAdds an interlaced "medium resolution" mode, accessible from ingame pause menu.
Resident Evil 2NoIncreased video resolution and texture detail, switching between various progressive and interlaced resolutions on a per-screen basis.
Road Rash 64NoAdds additional letterboxed, widescreen and hi-res progressive modes, accessible from main menu options.
RoadstersNo
San Francisco Rush 2049NoRequired for track 6, the Advanced Circuit, changeable rims, and music during Arcade races.
Shadow ManNoAdds an interlaced hi-res mode, accessible from main menu options.
Spider-ManNo
South ParkNoEnables interlaced hi-res letterbox and high-res mode options; increases frame rate in lo-res mode.[citation needed]
StarCraft 64NoRequired for the Brood War missions and the two player split-screen mode.
Star Wars: Episode I: Battle for NabooNoEnables hi-res mode, which increases resolution to 400×440i.
Star Wars: Episode 1 RacerNoEnables 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 SquadronNoEnables hi-res mode, which increases resolution to 400×440i.
The World Is Not EnoughNoAdds 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 SkaterNo
Tony Hawk's Pro Skater 2NoIncreases framerate, especially noticeable during multiplayer games.
Tony Hawk's Pro Skater 3No
Top Gear Hyper BikeNo
Top Gear OverdriveNoAdds "half" and "full" hi-res (640×240p) options to main menu setup.
Top Gear Rally 2No
Turok 2: Seeds of EvilNoAdds hi-res letterbox (480×232i) and hi-res (480×360i) modes, accessible from pause menu.
Turok 3: Shadow of OblivionNoAdds hi-res letterbox (480×232i) and hi-res (480×360i) modes, accessible from pause menu.
Turok: Rage WarsNoAdds hi-res letterbox (480×232i) and hi-res (480×360i) modes, accessible from pause menu.
Vigilante 8NoAdds 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 OffenseNoAdds 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 FateNo

Rumble Pak[edit]

Main article: Rumble Pak

The Rumble Pak[d] (NUS-013) 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, with which it was originally bundled.[22]

Transfer Pak[edit]

The Transfer Pak[e] (NUS-019) plugs into the controller to transfer data between supported Nintendo 64 games and Game Boy or Game Boy Color games.[14] It 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.

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.[23]

Pokémon Stadium and Pokémon Stadium 2 are games that rely heavily on the Transfer Pak, as the games' main feature is importing Pokémon teams from the Game Boy games. 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.[24]

The Japanese version of the Game Boy Camera can be connected to the Mario Artist series.[25]Mario Golf and Mario Tennis allow players to transfer their created characters from the Game Boy Color versions to the Nintendo 64 versions via the Transfer Pak.[26][24] 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.[27][24]

Nintendo 64 gameGame Boy (Color) game
Cabbage (64DD, unreleased)[28][29][30][31]
Choro Q 64 2: Hachamecha Grand Prix RaceChoro Q Hyper Customizable GB
DT Bloodmasters (64DD, unreleased)[29][32][24]
Jikkyō Powerful Pro Yakyū 6Power Pro Kun Pocket
Jikkyō Powerful Pro Yakyū 2000Power Pro Kun Pocket 2
Mario Artist: Talent Studio[33]Game Boy Camera[25]
Mario GolfMario Golf
Mario TennisMario Tennis
Mickey's Speedway USAMickey's Speedway USA
Nushi Tsuri 64: Shiokaze ni NotteKawa no Nushi Tsuri 4
PD Ultraman Battle Collection 64Any
Perfect DarkPerfect Dark
Pocket Monsters StadiumPocket Monsters Red, Green, and Blue versions
Pokémon StadiumPokémon Red, Blue and Yellow versions
Pokémon Stadium 2Pokémon Red, Blue, Yellow, Gold, Silver, and Crystal versions
Puyo Puyo 'N PartyPocket Puyo Puyo SUN
Robot Ponkottsu 64: Nanatsu no Umi no CaramelRoboponSun, Star, and Moon versions
Super B-Daman: Battle Phoenix 64Super B-Daman: Fighting Phoenix
Super Robot Wars 64Super Robot Taisen Link Battler
Transformers: Beast Wars TransmetalsKettō Transformers Beast Wars: Beast Senshi Saikyō Ketteisen

Wide-Boy64[edit]

The Wide-Boy64 AGB, the last version of the Wide-Boy64 that can 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 CGB, which could play Game Boy and Game Boy Color games, and the updated AGB, 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 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[edit]

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),[34] 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.[35]

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.[36]

64DD[edit]

Main article: 64DD

The 64DD peripheral, unattached.

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

Mouse[edit]

The mouse (NUS-017) 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.[38][39] It works with the Game Pak Mario no Photopi.[f]

VRU[edit]

The VRU (Voice Recognition Unit).

The VRU or Voice Recognition Unit (NUS-020, NUS-021, NUS-022, and NUS-025) is compatible with only two games: Hey You, Pikachu! and Densha de Go! 64. Hey You, Pikachu! is packaged with the VRU and requires it, but Densha de Go! 64 does not and is sold separately. The VRU 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[edit]

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

RF Switch and RF Modulator[edit]

The RF adapter for the Nintendo 64 and the GameCube.

The RF Switch and RF Modulator (NUS-009 and NUS-003) 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[edit]

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[edit]

The video capture cassette, or cartridge, (NUS-028) for use on the Mario Artist[g] 64DD game series. The back of the cartridge has audio, video, and microphone input jacks through which it can collect video and audio data.[40] It was bundled with the 64DD game. Mario Artist - Talent Studio.[h]

Modem[edit]

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

Power supply[edit]

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

Keyboard[edit]

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

SmartMedia[edit]

SmartMedia cards for Mario no Photopi

SmartMedia memory cards for use with the game Mario no Photopi[i] contain 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 3.3 V 2 MB 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[edit]

ASCIIWHEEL 64[edit]

The ASCIIWHEEL 64 is an alternate controller shaped as a steering wheel for driving games. It includes a slot for the Controller Pak and other controller accessories.[41]

Bio Sensor[edit]

The Nintendo 64 bio sensor

The Bio Sensor (NUS-A-BIO-JPN) is an ear clip that plugs into the Controller Pak slot of the controller to measure the user's heart rate.[40] It was manufactured by Seta and released only in Japan. It is compatible only with Tetris 64, which slows down or speeds up depending on how fast the player's heart is beating. This device is similar to the unreleased Wii Vitality Sensor.

Tsuricon 64[edit]

The Tsuricon 64[42] (ASC-0905) is a fishing controller manufactured by ASCII Corporation and compatible with a few Japanese fishing games, like Bass Rush - ECOGEAR Power Worm Championship,[t]The Legend of the River King 64 - Riding the sea breeze,[u] or Itoi Shigesato no Bass Tsuri No.1 Definitive Edition![v]

Densha de Go! 64 controller[edit]

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

System Organizer[edit]

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

Traveling accessories[edit]

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, for a few games and a controller.

Nintendo licensed a Traveling Case—a black bag, with the Nintendo 64 name stitched on the front. Two plastic buckles on the front keep the bag closed. It 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.

Camera[edit]

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[edit]

Further information: Nintendo 64 § Development

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[43] 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.

Unlicensed[edit]

  • Glove Controller is a wearable controller with buttons like a normal controller, usable in any game.
  • Tilt Pak is a rumble feedback and motion sensor made by Pelican.
  • GameShark is an unlicensed cheat device made by Interact in two versions. The first version has an LED display and a slot on the back of the unit for an expansion card that was never made. The second version (known as the "Pro" series, versions 3.2 and up) has a parallel port on the back for connecting to a computer for game downloads. GameShark cards (or Action Replay cards in Europe) can be used to access cheat content.
  • SharkWire Online is an InterAct 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.
  • GB Hunter is a Game Boy player, similar to the first-party Super Game Boy for the SNES.
  • High Rez Pack — Mad Catz's less-expensive version of the Expansion Pak.[44] There were reports of overheating due to inadequate cooling/venting, and the unit suffered from poor build quality.[citation needed]
  • N64 Passport is an adaptor and cheat device allowing players to play games from different regions, with a few exceptions.
  • Memory Card Comfort by Speed-Link is a controller expansion with four separate memory areas, and 123 pages each, selectable via a small switch.
  • Tremor Pak is a third-party rumble expansion.[45]
  • The Nyko Hyper Pak Plus contains internal memory and a rumble feature.[46]
  • Advanced Controller is a Mad Catz gamepad with the same form and controls as the standard Nintendo 64 controller, plus a turbo button.[47][48]
  • Mad Catz Steering Wheel is a set consisting of an analog steering wheel that turns 270 degrees, two foot pedals, and a stick shift.[47][48]
  • Power Wheel is a steering wheel with foot pedal module produced by Game Source.[49]
  • V3 Racing Wheel is a steering wheel with foot pedals produced by Interact. It includes an expansion port which does not support the Rumble Pak, due to the risk that it would grate on the player's crotch.[50]
  • Flight Force Pro 64 is a flight stick from InterAct.[51]
  • Arcade Shark is an arcade-style joystick controller from InterAct, with slow motion and auto-fire buttons.[48]
  • Tristar 64 is a third party adaptor enabling NES and SNES games on Nintendo 64. The device expands the cartridge slot into three total slots for each cartridge type.
  • Interact reportedly had two Nintendo 64 light guns "packed and ready to ship", one of them with built-in force feedback, but never released them due to the complete lack of light gun shooters for the console.[52]

Notes[edit]

References[edit]

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  42. ^Japanese: つりコン64
  43. ^IGN Staff (February 26, 1999). "DX 256 - Super Game Saver". IGN. Retrieved February 16, 2019.
  44. ^"Mad Catz High-Rez Pack". IGN. June 2, 1999. Archived from the original on September 26, 2020.
  45. ^"TremorPak Plus". IGN. March 3, 1999. Archived from the original on March 31, 2007.
  46. ^"Hyper Pak Plus". IGN. June 12, 1998. Archived from the original on March 30, 2007.
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  51. ^"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 March 27, 2020.
  52. ^"Buyers Beware". GamePro. No. 107. IDG. August 1997. p. 18.
Sours: https://en.wikipedia.org/wiki/Nintendo_64_accessories

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