64DD
Magnetic disk (64 MB) | |
Storage | 36 megabit ROM (audio/font)[3] |
---|---|
Connectivity | 22.8 kbps dialup modem[3] |
Online services | Randnet[4] randnetdd.co.jp |
Predecessor | Satellaview |
Website | nintendo.com/n64/64dd.html at the Wayback Machine (archived 1998-02-05). Additional archives: 2000. |
The 64DD[a] is a magnetic floppy disk drive peripheral for the Nintendo 64 game console developed by Nintendo. It was announced in 1995, prior to the Nintendo 64's 1996 launch, and after numerous delays was released in Japan on December 13, 1999. The "64" references both the Nintendo 64 console and the 64 MB storage capacity of the disks,[5] and "DD" is short for "disk drive" or "dynamic drive".[3]
Plugging into the extension port on the underside of the console, the 64DD allows the Nintendo 64 to use proprietary 64 MB
Only ten disks had been released and Randnet had 15,000 subscribers when the 64DD was discontinued in February 2001. It was a commercial failure,[10] with at least 15,000 total units sold,[2] and was never released outside Japan. Most games once planned for 64DD were released as standard Nintendo 64 games, ported to other consoles such as the GameCube, or canceled.
IGN lamented the "broken promises" and "vaporware", summarizing the 64DD as "an appealing creativity package"[7] for "a certain type of user"[3] that "delivered a well-designed user-driven experience"—and as a "limited online experiment at the same time", which partially fulfilled Nintendo president Hiroshi Yamauchi's "longtime dream of a network that connects Nintendo consoles all across the nation".[3]
History
Development
With the 1993 announcement of its new Project Reality console, Nintendo explored options for data storage. A Nintendo spokesperson said in 1993 that "it could be a cartridge system, a CD system, or both, or something not ever used before."[11] In 1994, Howard Lincoln, chairman of Nintendo of America said, "Right now, cartridges offer faster access time and more speed of movement and characters than CDs. So, we'll introduce our new hardware with cartridges. But eventually, these problems with CDs will be overcome. When that happens, you'll see Nintendo using CD as the software storage medium for our 64-bit system."[12]: 77
In consideration of the 64DD's actual launch price equivalent of about US$90, Nintendo software engineering manager Jim Merrick warned, "We're very sensitive to the cost of the console. We could get an eight-speed CD-ROM mechanism in the unit, but in the under-$200 console market, it would be hard to pull that off."[13]: 66 Describing the final choice of proprietary floppy disks instead of CD-ROM, Nintendo game designer Shigesato Itoi explained, "CD holds a lot of data, DD holds a moderate amount of data and backs the data up, and [cartridge] ROMs hold the least data and process the fastest. By attaching a DD to the game console, we can drastically increase the number of possible genres."[9]
The company also explored the forging of an early online strategy with Netscape, whose founding management had recently come directly from SGI, the company which had designed the core Nintendo 64 hardware.[14][15] Within its budding online strategy, Nintendo reportedly considered multiplayer online gaming to be of the highest priority, even above that of web browsing. Several third party game developers were developing prominent online gaming features based on 64DD, including Ocean's Mission: Impossible deathmatches[15] and Seta's competitive four-player Ultimate War[16][17][18] and online racing game.[19] Nintendo would ultimately retain the core impetus of these ideas, but would drastically alter both plans over the following years, in favor of a floppy-based storage technology and the Randnet online software and service partner—although with no online multiplayer gaming support whatsoever.
Announcement
It would have been easier to understand if the DD was already included when the N64 first came out. It's getting harder to explain after the fact. (laughs)
Nintendo President Hiroshi Yamauchi announced the dual-storage strategy of the "bulky drive" at Nintendo's Shoshinkai 1995 trade show. He intended the product to be revealed at Shoshinkai 1996 and launched sometime in 1997,[20][21] although giving virtually no technical specifications.[22] Computer and Video Games reported unconfirmed specifications, far above what would be actually launched: 4" disk caddy, 150 MB floppy disks, 2.44 MBps speed, 13 ms access, 2-4 MB RAM upgrade, and costing about ¥20,000 (US$200).[23]: 26
The 64DD was fully revealed at Nintendo's Shoshinkai 1996 show of November 22—24, 1996,[20] where IGN reported that it[3][8] was one of the biggest items of the show.[24] There, Nintendo of America Chairman Howard Lincoln stated that the hardware specifications had been finalized and had its own show booth. Nintendo's Director of Corporate Communications, Perrin Kaplan, made the company's first official launch window announcement for the peripheral, scheduled for late 1997 in Japan.[25][26][27][28] Core Magazine said, "Nintendo representatives insisted the system would be aggressively supported by third parties and Nintendo's internal development teams" with sequels for Super Mario 64 and Zelda 64, and 64DD originals Cabbage and Emperor of the Jungle. Nintendo's list of 64DD developers included Konami, Capcom, Enix, and Rare.[20] Rare officially discounted any rumors of the peripheral's impending pre-release cancellation.[29]
Reportedly, several developers attended the show to learn 64DD development, some having traveled from the US for the 64DD presentation and some having received 64DD development kits.
The event featured Creator, a music and animation game by
Much of the gaming press said the 64DD reveal at Shoshinkai 1996 was not as significant as Nintendo had promised, leaving the public still unaware of the system's software lineup, practical capabilities, and release date.
On April 3–4, 1997, Nintendo of America hosted a Developer's Conference in Seattle, Washington, where a surprise overview was delivered by Nintendo Developer Support staff Mark DeLoura about the 64DD.[8]
Delays
The 64DD is notable in part for two years of many launch delays, which created an interdependent cascade of delays and complications of many other business processes and product launches for Nintendo and its partners,[3][7][38][39] and the cancellation of Space World 1998 due to lack of completed 64DD software. IGN reported in June 1999 that many called it "the most elusive piece of vaporware to date".[40]
On May 30, 1997, Nintendo issued a press conference announcing the first 64DD launch delay, rescheduled to March 1998 with no comment on an American release schedule. This was reportedly attributed to the protracted development of both the disks and the drive technologies.[27][41] On June 9, 1997, Nintendo and Alps Electric announced their manufacturing partnership for the still tentatively titled[8] 64DD.[42]
We're hesitant to say [the status of the 64DD software lineup, but] if software doesn't come out consistently after we sell the 64DD, we'll be stuck.
Don't worry. Feel easy about the 64DD.
—Miyamoto, July 29, 1997[43]
On June 18, 1997, at the
At
George Harrison, vice president of
Certainly [64DD] hasn't been sidelined, it's still in the starting gate.[49] [Nintendo can't guarantee that the 64DD will launch in the US in 1998], but what we can say is that it will launch when it is ready and when we have a compelling piece of software for it. But it's an accessory and we all know the history of selling add-ons in this marketplace, and to be successful we'd have to get a 60%-to-80% penetration of this 64DD into the installed base of N64 to be considered a success. We can't just have 10% or 20% of people buy it, otherwise it wouldn't make any sense to continue software support for it.[48]
In a December 1997 interview with Shigeru Miyamoto and Shigesato Itoi, Miyamoto confessed the difficulty of repeatedly attempting to describe and justify the long-promised potential of the mysterious peripheral to a curious public. He said that it "would have been easier to understand if the DD was already included when the N64 first came out. It's getting harder to explain after the fact. (laughs)" To illustrate the fundamental significance of the 64DD to all game development at Nintendo, Itoi said, "I came up with a lot of ideas because of the 64DD. All things start with the 64DD. There are so many ideas I wouldn't have been allowed to come up with if we didn't have the 64DD." Miyamoto concluded, "Almost every new project for the N64 is based on the 64DD. ... we'll make the game on a cartridge first, then add the technology we've cultivated to finish it up as a full-out 64DD game."[9] By 1998, IGN optimistically expected all major Nintendo 64 cartridge games to have software support for an impending expansion disk. Known third-party 64DD developers included Konami, Culture Brain, Seta, Japan System Supply, Titus, Infogrames, Rare, Paradigm Entertainment, Ocean, and Factor 5.[15][53]
Despite NCL's confident announcements, we still suggest gamers looking to import the drive shouldn't hold their breath. Nintendo's 64DD delay track record still has a few openings for more entries.
—IGN, April 8, 1999[39]
More delays were subsequently announced. The American launch was delayed to late 1998.[26] The Japanese launch was delayed to June 1998, later adjusted by the apologetic announcement on April 3, 1998, that it would launch "within the year".[54] The 64DD was conspicuously absent from E3 1998, having been briefly described the prior day as "definitely not" launching in 1998 and "questionable" in 1999, which Next Generation magazine interpreted as being "as close to 'dead' as we can imagine".[55] IGN pessimistically explained that the peripheral's launch delays were so significant, and Nintendo's software library was so dependent upon the 64DD, that this lack of launchable software also caused Nintendo to entirely cancel Space World for 1998.[39]
On April 8, 1999, IGN announced Nintendo's latest delayed launch date of 64DD and the nearly complete Mario Artist, as June 1999.
As of
Launch
The 64DD was launched on December 13, 1999, exclusively in Japan,[63] as a package called the Randnet Starter Kit including six games bimonthly through the mail, and one year of Internet service. Core Magazine and IGN reported Nintendo's stated initial retail shipment of 500,000 units.[40]
Anticipating that its long-planned peripheral would become a
Discontinuation
On August 25, 2000, Space World was signified by the launches of the GameCube and Game Boy Advance, and by what IGN considered to be the unofficial discontinuation of the 64DD, jokingly calling it "DeaDD". According to IGN, "Nintendo did not speak about 64DD during its opening speech, nor did the hardware itself have any booth presence. In fact, the unofficial 'No 64DD!' policy seemed to be enforced by Nintendo so brutally that had we even muttered the name of the hardware, we would have probably been tossed out of the show."[64]
In October 2000, Nintendo announced the impending discontinuation of the 64DD and Randnet, with 15,000 active subscribers.[2] They were discontinued in February 2001. Only ten 64DD disks were ever released, including three third-party games and one Internet application suite. Most planned 64DD games were either released on increasingly larger Nintendo 64 Game Pak, ported to other consoles like the PlayStation or GameCube, or canceled entirely.[3]
Hardware
Dual storage | CD-ROM | |
---|---|---|
Cartridge | 64DD | |
low capacity 4–64 MB |
moderate capacity 64 MB |
large capacity 650 MB |
read/write | read/write | read-only |
major production, 10–12 weeks[65]: 3 |
easier production | easiest production, 7–10 days[65]: 3 |
expensive media |
cheaper media |
cheapest media |
cheap system integration |
moderately priced drive |
expensive drive |
fastest 5–50 MB/s[66]: 48 instantaneous |
moderate 503.70–1043.39 kB/s[67] 75 ms avg[3] |
slowest 300 kB/s peak[8] 200+ ms avg |
proprietary | proprietary | PC-copyable |
durable | magnetic[67][68]: 5 | scratchable |
Nintendo designed the 64DD as an enabling technology for the development of new genres of games,[9] which was principally accomplished by its three main design features: its dual storage strategy of cartridges and disks; its new real-time clock (RTC); and its Internet connectivity.[69] The dual storage strategy of the Nintendo 64 plus the 64DD combines the traditional high speed cartridges, which are low-capacity, non-writable, and expensive but very fast along with the introduction of proprietary mass storage disks, which are large-capacity, rewritable, and cheap but only moderately fast.
Though incompatible in every way with any other consumer electronics product, the 64DD's magnetic storage format is a proprietary
As an example of variable storage strategies, Nintendo determined that the development of The Legend of Zelda: Ocarina of Time would be retargeted from 64DD disk format alone, to the much faster cartridge format plus expansions on the cheaper floppy disk, to optimize performance and cost.[68]: 5
Similar in proportion of the historical comparison of
Many Game Paks retain vestigial detection of 64DD and optional expansion disk, most of which were never released, and proceed as a standalone game.
In addition to writable storage, the 64DD's real-time clock (RTC) enables
The system includes a modem cartridge for Randnet, which connected to the Internet and to members-only portal sites.[40]
The 64DD has an enhanced font and audio
Accessories
The 64DD Randnet bundle includes a
The CPU-powered 22.8 kbps
Coincidentally, an unlicensed third party alternative was produced for America by InterAct in the form of the SharkWire Online system.
Randnet
Recruit and Nintendo Co., Ltd. has [sic] established a joint venture "RandnetDD Co., Ltd." which provides a membership network service through Nintendo 64 and its newly released peripheral device, 64DD in Japan. The joint venture offers several network-based services: web browsing; e-mail services; and publication of digital newspapers and magazines.
— Recruit web site, June 30, 1999[4]
In April 1999, Nintendo ended the partnership with
The Randnet Starter Kit comes packaged with the 64DD peripheral and everything needed to have accessed the service.[84]
- 64DD: The writable 64 MB disk drive system.
- Nintendo 64 Modem
- Expansion Pak: This 4 MB RAM expansion upgrades the Nintendo 64's system RAM to a total of 8 MB.
- Randnet Browser Disk: This let users of the former online service access the "members only" information exchange page as well as the Internet. Once logged on to the service, players could choose from the following options:
- Editing Tool: Create custom avatars to interact with other users.
- Information Exchange: Use online message boards and share email with other users.[6]
- Community: Swap messages with the game programmers and producers.
- Internet Surfing: Surf the Internet with the custom web browser, formatted for viewing on a television set.[6]
- Postcards: Mario Artist was intended to allow the design and printing of postcards to be sent via postal mail.[6][85]
- E-commerce: The GET Mall service sold CDs, books, 64DD games, and peripherals.[6][85][86]
- Digital Magazine: The ability to check online sports scores, weather, and news was planned, but only features related to horse racing were released.[6][85][87][19][62][40]
Nintendo had originally promised these canceled features:[7][19]
- NES games: The emulator was completed for downloadable NES games.[88]
- Battle Mode: Play against other gamers and swap scores.[6][15][87] Mah-jongg was announced with online multiplayer mode[89] DT Bloodmasters with online card trading,[53][62][61] Ultimate War with online multiplayer mode,[16] and Wall Street with daily online stock price updates.[84][19]
- Observation Mode: Watch other players' game sessions like ghost data.
- Beta Test: Download sample levels from upcoming games.
- Music Distribution: Listen to music, some of which was yet to be released in stores.
From November 11, 1999 to January 11, 2000, the first round of membership registration for Randnet's Internet service opened to a maximum of 100,000 subscribers on a "first come, first served" basis. The Randnet service was accessible only via a Nintendo 64 and 64DD setup, and the 64DD hardware and games were only purchasable by mail order along with a Randnet subscription; the peripheral was not stocked in any retail stores.[90][87] It was all purchased at one time by filling out a mail order request form at select retail stores throughout Japan: convenience stores, toy stores, and video game retailers.[87] The hardware was delivered soon and the games delivered as monthly nationwide releases across the following year.[90]
The plan was available in two tiers: a purchase plan for users who want to buy only the 64DD to add to their existing Nintendo 64 system, or a lease-to-own plan for those who want both the 64DD and a special edition translucent black Nintendo 64 console.[19] Randnet was launched with monthly payment plans for the service and hardware bundle: ¥2,500 (approximately US$23.50) per month for the purchase plan and ¥3,300 (US$31) per month for rent-to-own for the first year and ¥1,500 (US$14) per month for Randnet service thereafter.[87] The service was accessed at an additional dialup fee of up to ¥20 per minute,[91][6][7][19][57][92] initially local only to Tokyo.[87] The service later eliminated the monthly payment model in favor of an annual prepaid model, at ¥30,000 (US$290) for one year for outright purchase and ¥39,600 (US$380) for the first year of lease-to-own. The 64DD and some later games eventually became available for purchase directly at retail.[19]
As part of the subscription, the game disks were delivered not in the initial package but by mail on a schedule: December 1999 had Doshin the Giant and Mario Artist: Paint Studio; February 2000 had Randnet Disk, SimCity 64, and Mario Artist: Talent Studio; and April 2000 had F-Zero X Expansion Kit and Mario Artist: Polygon Studio.[19] The final Starter Kit subscription title Polygon Studio was suddenly delayed[3][93] and then released on August 29, 2000.
One of the most substantial series of games to include Randnet support is the Mario Artist series, which allowed online users to swap their artwork
Because the 64DD hardware package was primarily sold with a mandatory subscription to Randnet, the service was fairly popular among the limited 64DD user base. Overall, the service didn't garner enough subscribers to justify its continued existence, and in October 2000, the service's impending closure was announced. The 64 Dream magazine relayed a Nintendo public relations statement that there had been approximately 15,000 Randnet subscribers at the time of this announcement, indicating that there had been at least that many hardware units sold to customers.[2] Nintendo offered to buy back all the Randnet-purchased consumer hardware and to give free service to all users from the announcement of closure, until the day it actually went offline.[95] The Randnet service closed on February 28, 2001[7][83] and Nintendo's equity partnership with RandnetDD Co., Ltd. was liquidated from June 30, 2001[81]: 9 to January 31, 2002.[96]: 10
Games
Released
A total of ten disks were released for 64DD, which comprise nine games and one dialup utility disk.
Title | Release date |
---|---|
Mario Artist: Paint Studio (マリオアーティスト ペイントスタジオ) |
December 13, 1999 |
Doshin the Giant (巨人のドシン1, Kyojin no Doshin 1) | |
Randnet Disk (ランドネットディスク) |
February 23, 2000 |
Mario Artist: Talent Studio (マリオアーティスト タレントスタジオ) | |
SimCity 64 (シムシティー64) | |
F-Zero X Expansion Kit (エフゼロ エックス エクスパンション キット) |
April 21, 2000 |
Japan Pro Golf Tour 64[97][98][99][84] (日本プロゴルフツアー64, Nippon Puro Gorufu Tsua 64) |
May 2, 2000 |
Doshin the Giant: Tinkling Toddler Liberation Front! Assemble! (巨人のドシン解放戦線 チビッコチッコ大集合, Kyojin no Doshin Kaihō Sensen Chibikko Chikko Daishūgō) |
May 17, 2000 |
Mario Artist: Communication Kit (マリオアーティスト コミュニケーションキット) |
June 29, 2000 |
Mario Artist: Polygon Studio (マリオアーティスト ポリゴンスタジオ) |
August 29, 2000 |
Proposed
More than 60 games were announced for the 64DD that ended up being released on Nintendo 64 cartridge format only, being totally canceled due to the system's delays or commercial failure, or being ported to another console such as Nintendo GameCube, Sony PlayStation, Sega Dreamcast, Sony PlayStation 2, or Microsoft Xbox.
- 7th Legion[100]
- Automobili Lamborghini Add-On[101]
- Cabbage[53][76][102][103] (unreleased, influencing Nintendogs and others)
- Communication Game (online game by the development team of PostPet, a famous Japanese email application)
- Creator (later integrated into the Mario Artist series)[31][32]
- DD Sequencer[19]
- Desert Island: No Man's Island[108][109]
- Dezaemon 3D Expansion Kit[19][110][97][84]
- Diablo[111]
- Digital Horse Racing Newspaper[62]
- Digital Sports Newspaper[19] (canceled)
- Doubutsu Banchou[53] (Animal Leader, previewed on Game Pak[112][113][64] and released on GameCube as Cubivore: Survival of the Fittest)[114]
- Dōbutsu no Mori (Animal Forest, released as a cartridge with an embedded RTC in Japan, and later as Animal Crossing on GameCube)[114]
- instead)
- DT Bloodmasters[58][53][62][61][97][107][84]
- Emperor of the Jungle[20] (canceled)
- Far East of Eden: Oriental Blue[116](canceled, becoming a GBA game of the same name)
- Fire Emblem: Fūin no Tsurugifor GBA)
- Gendai Dai-Senryaku: Ultimate War[16][19][62][97][117][18][17][84] (converted to cartridge in 2000[64][17] and canceled)
- Hybrid Heaven[53] (released on cartridge)
- Kirby 64: The Crystal Shards (released on cartridge)
- Mario Artist: Game Maker[62][118] (canceled)
- Mario Artist: Graphical Message Maker[62][118] (canceled)
- Mario Artist: Sound Maker[53][118][119][120][121][122][84] (split out from Paint Studio[97] and then canceled)
- Mario Artist: Video Jockey Maker[62][118][19] (canceled)
- Mario Party 2[123] (released on cartridge)
- Mario no Photopi (cartridge released without 64DD storage option)[124]
- Morita Shogi 64[19][62][84] (released on cartridge)
- Mother 3 (EarthBound 64)[53][126] (converted to cartridge with expansion disk in 1999, canceled in 2000,[60][127] then redeveloped and released as Mother 3 for GBA in Japan)
- Mother 3.5 (Mother 3 expansion)[128]
- Namco RPG[53]
- Ogre Battle Saga (released on cartridge)[53]
- Pokémon Snap (released on cartridge)[53]
- Pokémon 64/Pokémon RPG
- Pokémon Stadium (released on cartridge)
- Pokémon Stadium Expansion Disk[53]
- Pokémon Stadium 2 (released on cartridge)[84]
- Project Cairo[53][130]
- Resident Evil Zero (released on GameCube)[131]
- Rev Limit[19][97] (canceled)
- Seaman (released on Dreamcast)[132]
- SimCopter 64[53] (canceled)
- Snatcher[133]
- SnowSpeeder (released on cartridge)[109]
- Street Fighter III[134]
- Mario Story in Japan and Paper Marioin the rest of the world)
- Suul[109]
- Teo[53]
- Toukon Road: Brave Spirits Add-On
- Unreal[19][135] (canceled)
- Wall Street[19][62][97][84]
- Ultra Donkey Kong (released on cartridge as Donkey Kong 64)[44][53][136][137]
- Yoshi's Island 64 (released on cartridge as Yoshi's Story)[142]
- Yousuke Ide's Mah-jongg School[19][89][84] (converted to dual disk/cartridge,[97] then canceled)
- Zelda 64[68]: 5 (released on cartridge as The Legend of Zelda: Ocarina of Time)
- Zelda Gaiden (released on cartridge as The Legend of Zelda: Majora's Mask)[143]
Reception
Rating the overall system at 6.0 out of 10.0, IGN's Peer Schneider finds the industrial design language of the 64DD and its accessories to perfectly match and integrate with that of the Nintendo 64, with no user-accessible moving parts, a single mechanical eject button, sharing the N64's power button, and child-friendly usability. Installation is said to be "quick and painless", operation is "even simpler", and the whole system "couldn't be easier to use". Software load times are described as "minimal", where the most complex possible point of the system's library reaches about five seconds. The site says that the 64DD popularity was inherently limited, due in part to its limited release in Japan, a country which had a limited adoption of the Nintendo 64 and of dialup Internet connectivity.[3]
Schneider found the combination of the Randnet's web browser and the mouse to provide a "passable surfing experience". He described the portal's private content as "much too limited", where "[a]nyone who has used the Internet would snicker at the lack of up-to-date contents or tools offered on Randnet". He was disappointed in the companies' failure to have ever delivered certain promised online features, such as game beta testing and music distribution.[7] But it provides new users with a "simple network [which] functions as first baby steps into the vast world of the Internet".[32]
Schneider liked the overall product value provided by the Randnet Starter Kit, including hardware, games, accessories, and Internet subscription. However, the platform's abrupt discontinuation proved to limit the appeal to a per item basis rather than as a whole. Because these items were sold only as a soon-discontinued bundle, all with such ultimately limited application, he found the disks' cheaper prices to be aggregated back up to the level of cartridges.[7]
He found the Mario Artist series (especially the 64DD's "
Schneider acknowledges Nintendo's vision, attributing the system's downfall generally upon the drastically changing marketplace during the several years of delays. He summarized the 64DD as "an appealing creativity package"[7] "targeted at a certain type of user"[3] "that delivered a well-designed user-driven experience"—and a "limited online experiment at the same time", which partially fulfilled Nintendo president Hiroshi Yamauchi's "longtime dream of a network that connects Nintendo consoles all across the nation".[3]
Core Magazine honored the 64DD: "In Japanese culture, there is a concept known as mono no aware. While this term completely defies English translation, one of its connotations is that there is nobility in things that soon perish."[20]
Nintendo reported 15,000 active Randnet subscribers as of the October 2000 announcement of the service's impending closure, implying the sale of at least as many requisite 64DD units.[2]
Legacy
All things start with the 64DD. —Itoi
Don't worry.
Feel easy about the 64DD. —Miyamoto
New genres of games were developed due to the advent of 64DD's rewritable mass storage, real-time clock (RTC), and
Some of these standalone Nintendo 64 cartridge releases include the equivalent of the 64DD's RTC chip directly on board the cartridge, as with Japan's Animal Forest. The 4 MB RAM Expansion Pak became a sometimes mandatory staple of Nintendo 64 game development, being packaged along with a few cartridge games. All subsequent Nintendo consoles would directly include RTC functionality.
The concept of the popular multiplatform
The legacy of what is now the Nintendogs series originated because of 64DD, in the form of a pet creature breeding prototype called Cabbage. Never released, it had been codeveloped by Shigesato Itoi (designer of EarthBound), Tsunekazu Ishihara (designer of Pokémon), and Shigeru Miyamoto.[9] Its publicized four-year development was fundamentally enabled by the real-time clock and mass writability, where Miyamoto explained, "We're doing it on the 64DD because I wanted to make a clock function, such that even if the power is cut, [the game] can still raise the creature"[76] and with optionally purchasable enhancement data.[53] A subset of creature maintenance functionality is made portable on the Game Boy via the Transfer Pak, to be synchronized back to the 64DD disk.[53][76] In 2006, Miyamoto concluded that "the conversations and design techniques that popped up when we were making Cabbage are, of course, connected to Nintendogs and other things that we're doing now."[102]
The concept of a personal avatar creator app which had begun with prototypes for the Famicom was solidified in
The concept of graphical stamps that are seen in various Miiverse-supported games is found in Mario Artist: Paint Studio[32] and Mario Paint.
The user-creation of graphics, animations, levels, and minigames which are in the Mario Artist series and
In 2018, historian Chris Kohler said that as one of Nintendo's "oddest" products, the 64DD is "now a sought-after collectible and a unique piece of the company's long, long history of bold experimentation".[63]
See also
- Famicom Modem
- Famicom Disk System
- Sega CD - a similar peripheral for the Sega Genesis
- Satellaview
Notes
References
- ^ "The 64DD Hits Japan". IGN. Ziff Davis. December 13, 1999. Archived from the original on July 22, 2021. Retrieved July 21, 2021.
- ^ a b c d e "The 64 Dream". The 64 Dream. February 2001.
- ^ a b c d e f g h i j k l m n o p q r Schneider, Peer (February 9, 2001). "Everything About the 64DD". IGN. Archived from the original on August 8, 2019. Retrieved June 12, 2014.
- ^ a b c "Partners". Recruit. Archived from the original on August 22, 2002. Retrieved June 14, 2014.
- Imagine Media. February 1996. p. 40.
- ^ a b c d e f g h "Nintendo Online Magazine" (in Japanese). Nintendo Co., Ltd. Archived from the original on July 1, 2015. Retrieved June 23, 2017.
- ^ a b c d e f g h i j k "64DD: Broken Promises". IGN. Ziff Davis. February 23, 2001. Archived from the original on January 11, 2015. Retrieved January 11, 2015.
- ^ a b c d e f g "Nintendo Reveals New Details on 64DD at N64 Developer's Conference". Nintendo of America. 1997. Archived from the original on June 6, 1997. Retrieved January 11, 2015.
- ^ a b c d e f g h Miyamoto, Shigeru; Itoi, Shigesato (December 1997). "A friendly discussion between the "Big 2" (translated text)". The 64 Dream. p. 91. Archived from the original on January 14, 2015. Retrieved January 14, 2015.
- ^ "Super Nintendo Entertainment System Unrivaled Champion of the Fourth Generation". GameConsoles.co.uk. 2007. Archived from the original on June 27, 2008. Retrieved February 28, 2014.
- ^ McGowan, Chris (September 4, 1993). "Nintendo, Silicon Graphics Team for Reality Check". Billboard. p. 89. Retrieved October 16, 2017.
- ^ Gillen, Marilyn A. (June 25, 1994). "Billboard (June 25, 1994)". Billboard. Archived from the original on February 7, 2023. Retrieved September 2, 2014.
- ^ Kasten, Alex S. (March 1997). "Off-Computer". Emedia Professional. Vol. 10, no. 3.
- ^ Lashinsky, Adam (July 25, 2005). "Remembering Netscape: The Birth Of The Web". Fortune. Archived from the original on June 6, 2014.
- ^ a b c d e f g "Nintendo's Internet Connection". IGN. December 13, 1996. Archived from the original on September 7, 2017. Retrieved September 6, 2017.
- ^ a b c "64DD Goes to War". IGN. August 27, 1999. Archived from the original on January 5, 2002. Retrieved January 10, 2015.
Seta brings a networkable multiplayer strategy sim to the 64DD. ... one of the more impressive 64DD titles at the Spaceworld Expo. ... sequel to the classic System Soft war sims ... Ultimate War supports Randnet competitive network gaming. Up to four players can go to war online.
- ^ a b c d "64DD Loses War". IGN. August 21, 2000. Archived from the original on April 1, 2001. Retrieved February 20, 2020.
- ^ a b "Gendai Dai-Senryaku: Ultimate War". IGN. January 11, 2001. Archived from the original on April 1, 2001. Retrieved February 20, 2020.
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