Parts and Accessories: Difference between revisions

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→‎Unused NUS Codes: Removed page links for these codes. No point in creating a page for each and a redirect that simply says Nintendo didn't release 3 items. Whatever these were intended for never saw the light of day.
m (→‎Unused NUS Codes: Removed page links for these codes. No point in creating a page for each and a redirect that simply says Nintendo didn't release 3 items. Whatever these were intended for never saw the light of day.)
 
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These accessories allow the Nintendo 64 and model 2 SNES (redesigned after the launch of the Nintendo 64) to hook up to the television through RF. It was primarily intended for customers with older televisions that lack AV cable support. Since the Nintendo 64 and model 2 SNES lack built-in RF compatibility, the modulator acts as a special adapter that plugs into the Nintendo 64's AV port to give the Nintendo 64 RF compatibility. The RF switch itself is identical in every way to the RF switches released for Nintendo's prior systems (the NES and the SNES) and can be interchanged if needed. This set was later re-released for the GameCube to give it RF capability. The cables intended for the GameCube will also work with the Nintendo 64 and SNES.
 
===[[Jumper PAKPak|Jumper Pak]] ([[NUS-008]])===
[[File:Nintendo-64-Jumper-Pak.jpg|thumb|Jumper Pak]]
The [[Jumper PAKPak|Jumper Pak]] is a filler that plugs into the console's memory expansion port. It serves no functional purpose other than to terminate the RAMBUS bus in the absence of the Expansion Pak. This is functionally equivalent to a continuity RIMM in a RAMBUS motherboard filling the unused RIMM sockets until the user upgrades. Nintendo 64 consoles were shipped with the Jumper Pak included and already installed. Jumper Paks were not sold individually in stores and could only be ordered individually through Nintendo's online store. The system requires the Jumper Pak when the Expansion Pak is not present or else there will be no picture on the TV screen.
 
===RF Switch ([[NUS-009]])===
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These accessories allow the Nintendo 64 and model 2 SNES (redesigned after the launch of the Nintendo 64) to hook up to the television through RF. It was primarily intended for customers with older televisions that lack AV cable support. Since the Nintendo 64 and model 2 SNES lack built-in RF compatibility, the modulator acts as a special adapter that plugs into the Nintendo 64's AV port to give the Nintendo 64 RF compatibility. The RF switch itself is identical in every way to the RF switches released for Nintendo's prior systems (the NES and the SNES) and can be interchanged if needed. This set was later re-released for the GameCube to give it RF capability. The cables intended for the GameCube will also work with the Nintendo 64 and SNES.
 
===[[Expansion PAKPak|Expansion Pak]] ([[NUS-007]])===
[[File:Nintendo-64-Memory-Expansion-Pak.jpg|thumb|The 4 MB memory Expansion Pak.]]
The [[Expansion PAKPak|Expansion Pak]] consists of 4 MB (megabytes) of random access memory (RAM)—which is RDRAM, the same type of memory used inside the console itself—increasing the Nintendo 64 console's RAM from 4 MB to 8 MB of contiguous main memory. It is installed in a port on top of the console and replaces the pre-installed Jumper Pak, which is simply a RAMBUS terminator. 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. The Expansion Pak was bundled with Donkey Kong 64, and in Japan, the Expansion Pak additionally came bundled with Zelda: Majora's Mask and Perfect Dark, though the games have been also available separately in other regions. It was bundled with an "ejector tool" ([[NUS-012]]) meant for removing the original Jumper Pak.
 
Game developers took advantage of the increased memory in various ways, including greater visual appeal. The Expansion Pak is required in order to run two cartridge games, Donkey Kong 64 and The Legend of Zelda: Majora's Mask; a third game, Perfect Dark, would lack most of its content (such as the single-player campaign) when no Expansion Pak was present, a fact described on the back cover as "approximately 35%" of the game being available in that case, arguably amounting to a mere demo mode. It is also required for all 64DD software. In StarCraft 64, it is needed to unlock levels from the Brood War add-on for the PC version of the game. The Nintendo 64 all-remade version of Quake II features higher color depth and better performance, but not a higher resolution when using the Expansion Pak. Finally, in the vast majority of games with support, such as Castlevania: Legacy of Darkness and Indiana Jones and the Infernal Machine, the expansion Pak is merely used as additional framebuffer memory to enable various high-resolution (usually interlaced) mode options, at the downside of usually worse performance, in some cases dramatically so. This common simple use of the Expansion Pak can be attributed to ease of implementation and the fact that games still mainly targeted the stock N64 configuration; also, the additional RDRAM could not be easily used to circumvent other bottlenecks of the console, such as the small texture cache. Also, the original NTSC release of Space Station Silicon Valley is known to potentially crash in certain places if the Expansion Pak is present.
 
===[[Jumper PAKPak Ejector|Jumper Pak Ejector]] ([[NUS-012]])===
The instrument used when taking out [[Jumper PAKPak|Jumper Pak]].
 
=Game Paks (cartridges)=
 
===[[Game PAKPak|Game Pak]] Cassette ([[NUS-006]])===
[[File:N64-Game-Cartridge.jpg|thumb|Open and unopened N64 Game Pak]]
The [[Game PAKPak|Game Pak]] is the software supply media of the Nintendo 64. It is heavier than the cassette of a SuperFamicom(SNES). Capacity is 64Mbit~512Mbit (8MB~64MB). Data Transfer Rate is 5.3MB/sec
 
===Mario Photopi Cartridge ([[NUS-023]])===
It is a Game Pak of "Mario's Photopy". There are two SmartMedia slots. and, The image of the digital camera of SmartMedia can be edited.
 
* Japan: December 2, 1998 for ¥9800.(Mario's Photopy)
* U.S.: none
* Europe: none.
 
=Nintendo 64 Disk Drive (64DD)=
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[[File:64DD-Bare.jpg|thumb|The 64DD peripheral, unattached.]]
The [[64DD]] (short for "Dynamic Drive", and subsequently "Disk Drive") is an official peripheral capable of reading and writing disks. The peripheral was initially announced in 1995, planned for release in 1997, and repeatedly delayed until its release in December 1999. It launched alongside a now defunct online service called Randnet. With nine games released, it was a commercial failure and was consequently never released outside Japan.
 
==64DD Accessories==
 
===[[64DD Disk]] ([[NUS-011]])===
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* Mario Artist: Polygon Studio (Released at August 31, 2000 : bundled 64DD Kit)
* Randnet Disk (Released at February 24, 2000 : bundled 64DD Kit)
 
==64DD Accessories==
 
===[[Mouse]] ([[NUS-017]])===
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A 28.8 kbit/s modem on a Nintendo 64 cartridge, formerly for use with the Randnet service and compatible 64DD games.
 
===[[Keyboard]] ([[RND-001]])===
An official compact [[keyboard]] for use with the Randnet service and compatible 64DD games.
Re-licensed by Randnet under Nintendo Licence. Comes with stickers to identify controller buttons.
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==N64 Controller Accessories==
 
===[[Controller PAKPak|Controller Pak]] ([[NUS-004]])===
[[File:Nintendo-64-Controller-Pak.jpg|thumb|A Nintendo-brand Controller Pak.]]
The [[Controller PAKPak|Controller Pak]] is the console's memory card. 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 bank of 256kbits. The number of pages that a game occupy vary, sometimes using the entire card. It is powered by a common CR2032 battery.
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Upon launch, the Controller Pak was initially useful, and even necessary for the 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. 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, 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. 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.
 
===[[Rumble PAKPak|Rumble Pak]] ([[NUS-013]])===
[[File:Nintendo-64-Rumble-Pak.jpg|thumb|The Rumble Pak.]]
The [[Rumble PAKPak|Rumble Pak]] is an accessory which provides haptic feedback to the player by way of vibration. It is powered by two AAA batteries and connects to the controller's expansion port. It was released in 1997 for the new game Star Fox 64 or Lylat Wars, with which it was originally bundled.
 
===[[Transfer PAKPak|Transfer Pak]] ([[NUS-019]])===
[[File:Nintendo-64-GB-Transfer-Pak.jpg|thumb|The Transfer Pak.]]
The [[Transfer PAKPak|Transfer Pak]] is an accessory that plugs into the controller and allows the Nintendo 64 to transfer data between its own games and Game Boy or Game Boy Color games. The Transfer Pak has a Game Boy Color slot and a part that fits onto the expansion port of the N64 controller. It was included with the game Pokémon Stadium, as the game's main feature is importing Pokémon teams from Game Boy games.
 
In Japan it is called "64GB" as Shigeru Miyamoto described at Nintendo's Space World 1997 trade show. It was a key feature of the infamous creature raising game prototype that was never released, Cabbage.
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===Microphone Foam Ball ([[NUS-026]])===
The yellow-cover for the sound of a breath not being taken in by the microphone. It is bundled with Voice Recognition System Unit.
 
=Game Paks (cartridges)=
 
===[[Game PAK|Game Pak]] Cassette ([[NUS-006]])===
[[File:N64-Game-Cartridge.jpg|thumb|Open and unopened N64 Game Pak]]
The [[Game PAK|Game Pak]] is the software supply media of the Nintendo 64. It is heavier than the cassette of a SuperFamicom(SNES). Capacity is 64Mbit~512Mbit (8MB~64MB). Data Transfer Rate is 5.3MB/sec
 
===Mario Photopi Cartridge ([[NUS-023]])===
It is Game Pak of "Mario's Photopy". There are two SmartMedia slots. and, The image of the digital camera of SmartMedia can be edited.
 
* Japan: December 2, 1998 for ¥9800.(Mario's Photopy)
* U.S.: none
* Europe: none.
 
=Cleaning Kits=
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Unknown - Not Used / Unreleased
 
===??? ([[NUS-024]])===
 
Unknown - Not Used / Unreleased
 
===??? ([[NUS-027]])===
 
Unknown - Not Used / Unreleased
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