64DD

Date

The 64DD is a device created by Nintendo to improve the Nintendo 64 console. It used rewritable magnetic disks and allowed online connections. Introduced in 1995, it was delayed multiple times and finally released in Japan on December 11, 1999.

The 64DD is a device created by Nintendo to improve the Nintendo 64 console. It used rewritable magnetic disks and allowed online connections. Introduced in 1995, it was delayed multiple times and finally released in Japan on December 11, 1999. The name "64" refers to the Nintendo 64 console and the 64 MB storage size of the disks. "DD" stands for "disk drive" or "dynamic drive." Despite its new features, the 64DD had trouble becoming popular and was stopped after a short time in Japan.

The 64DD connected to a port on the console’s bottom and used special 64 MB magnetic disks for storing data that could be changed. It added a real-time clock to keep track of game world details, used a standard font and audio library to save space, and let users create movies, characters, and animations for use in different games and online. It could connect to the Internet through a service called Randnet, which allowed online shopping, gaming, and sharing media. Nintendo called the 64DD "the first writable bulk data storage device for a modern video game console" and hoped it would help create new game types and uses. However, many of these ideas were never completed.

By the time the 64DD was discontinued in February 2001, only ten software disks were released, and Randnet had 15,000 users. The device failed commercially and was never sold outside Japan. Many games planned for the 64DD were instead released as regular Nintendo 64 games, moved to the more powerful GameCube, or canceled.

IGN called the device "broken promises" and "vaporware" but described the released version as an "appealing creativity package" for a small group of users, offering a "well-designed, user-driven experience" and a "limited online experiment." The 64DD only partially achieved Nintendo president Hiroshi Yamauchi’s goal of connecting Nintendo consoles nationwide through a network.

History

In 1993, Nintendo announced a new console called the Project Reality. The company considered different ways to store game data. A Nintendo representative said, "It could use cartridges, CDs, both, or something never used before." In 1994, Howard Lincoln, chairman of Nintendo of America, explained, "Cartridges are faster than CDs right now. We will use cartridges for our new hardware. But someday, CDs might work better for our 64-bit system."

Because the 64DD cost about $90 when it launched, Jim Merrick, a Nintendo software engineering manager, said, "We need to keep the console price low. Adding an eight-speed CD-ROM would be hard in the under-$200 market." Shigesato Itoi, a Nintendo game designer, explained why they chose floppy disks instead of CDs: "CDs hold a lot of data, floppy disks hold a moderate amount and back up data, and cartridges hold the least data but work the fastest. Adding a floppy disk to the console could allow more types of games."

Nintendo also worked with Netscape, a company connected to SGI, which designed the Nintendo 64. Nintendo wanted to focus on online gaming more than web browsing. Some game developers created online features for the 64DD, like Mission: Impossible deathmatches and racing games. However, Nintendo later changed its plans to use floppy disks and a service called Randnet, even though it had no online multiplayer support.

Nintendo President Hiroshi Yamauchi announced the 64DD’s dual-storage system at a trade show in 1995. He planned to reveal it in 1996 and launch it in 1997, but gave few details. Unconfirmed reports said it would use 150 MB floppy disks, cost about $200, and have a 2.44 Mbit/s speed.

The 64DD was fully shown at a trade show in 1996, where IGN said it was a major highlight. Howard Lincoln said the hardware details were final, and Nintendo planned to launch it in late 1997 in Japan. Nintendo said third-party developers and its own teams would support the system, with games like Super Mario 64 and Zelda 64. Developers like Konami, Capcom, Enix, and Rare were involved. Rare said rumors about canceling the 64DD were false.

At the trade show, developers learned about the 64DD, some traveling from the U.S. A prototype was displayed, and a demo of Zelda 64 (later released as The Legend of Zelda: Ocarina of Time) was shown. A demo of Super Mario 64 and a feature for creating 3D avatars were also demonstrated. A music and animation game called Creator was shown, which could be used in other games. Nintendo said the 64DD would include a RAM expansion cartridge.

Many reporters said the 64DD’s 1996 reveal was not as important as Nintendo had promised. People were unsure about the system’s software, capabilities, and release date. Zelda 64 was seen as a key game for the 64DD.

In 1997, Nintendo delayed the 64DD’s launch to March 1998. They partnered with Alps Electric to make the device. Nintendo said, "We are worried about the software. If games don’t come out after we sell the 64DD, we’ll be stuck." At an E3 event, Howard Lincoln said Nintendo would not release the device until enough games were ready. The 64DD was expected to have internet features, and games like SimCity 64 and Mario Artist were mentioned.

At Space World in 1997, the 64DD was shown but delayed again to June 1998. Few games were ready, mainly Mario Artist and Pocket Monsters. A magazine said the 64DD’s future looked uncertain, and it might only be a small part of the Nintendo 64 story.

Hardware

Nintendo created the 64DD to help developers create new types of video games. This was done through three main features: using both cartridges and disks for storage, including a real-time clock (RTC) to track time, and connecting to the internet through the Randnet service.

The 64DD used a mix of cartridges and disks. Cartridges were fast but expensive, while disks were cheaper and could hold more data. However, disks were slower than cartridges. The 64DD disks, which looked like durable floppy disks, could store 64 MB of data. They had a maximum transfer speed of 1 MB per second and an average seek time of 75 milliseconds. Unlike CDs used by other systems like the PlayStation and Sega Saturn, the 64DD disks could be rewritten and were harder to copy without permission. CDs at the time could store more data (over 650 MB) but had slower read speeds (300 kB/s) and caused longer loading times due to delays.

The 64DD was designed to improve the Nintendo 64’s storage options. Originally, The Legend of Zelda: Ocarina of Time was planned to use the 64DD exclusively. However, it was released on a cartridge for faster performance, with optional expansions available on the disk.

The 64DD was similar to the Famicom Disk System, which worked with early Famicom cartridges. At the time, 4 MB cartridges were common, but later games used larger cartridges, such as 8 MB for Super Mario 64 and 32 MB or 64 MB for other titles. Only three games were ever released on 64 MB cartridges. In contrast, the 64DD disks could store up to 38 MB of data, allowing for features like user-generated content and downloadable expansions.

The 64DD’s real-time clock (RTC) helped games track time even when the system was turned off. For example, Shigeru Miyamoto mentioned the RTC was important for a canceled pet simulation game called Cabbage, which would have used the clock to keep track of time even if the power was lost.

The 64DD included a built-in font and audio library to save space on disks. It also had a 32-bit coprocessor that handled disk operations, reducing the workload on the Nintendo 64’s main processor. Like other disc-based systems, the 64DD had a boot menu that allowed it to operate without a cartridge.

All versions of the 64DD came with a 4 MB Expansion Pak, which doubled the Nintendo 64’s RAM to 8 MB. A Randnet Starter Kit was also available, including the 64DD drive, Expansion Pak, modem cartridge, Randnet Browser Disk, and a phone cable for connecting to the Randnet service.

Mario Artist: Paint Studio was sold with the Nintendo 64 Mouse, while Mario Artist: Talent Studio included an audio-video capture cartridge with RCA inputs and a 3.5 mm jack for use with a microphone.

Randnet

Recruit and Nintendo Co., Ltd. created a partnership called "RandnetDD Co., Ltd." This company offered a membership network service using the Nintendo 64 and a new device called the 64DD in Japan. The partnership provided services such as web browsing, email, and digital newspapers and magazines.

In April 1999, Nintendo ended its partnership with St.GIGA, which had operated the Satellaview online service for the Super Famicom in Japan from 1995 to 2000. Nintendo then partnered with Recruit, a Japanese media company, to develop a new online platform for the 64DD named Randnet. The name "Randnet" combines "Recruit" and "Nintendo network." The two companies formed a joint venture called RandnetDD Co., Ltd., which was announced on June 30, 1999.

Randnet operated only in Japan from December 13, 1999, to February 28, 2001. It provided Internet access through a members-only website and allowed users to share content like artwork. The subscription included a dial-up Internet account, a 64DD device, and monthly game disks sent by mail. At first, online multiplayer gaming was considered more important than web browsing.

The system used a software modem powered by a CPU, developed with Nexus Telocation Systems, Ltd. and Surf Communications. This modem was placed in a cartridge with a modular cable port and was the only officially licensed Internet connection for the Nintendo 64. Although there were plans to include a modem directly in the console, this idea was not completed.

The Randnet Starter Kit included the 64DD drive, the Nintendo 64 modem, and the Randnet Browser Disk. The browser allowed users to access a members-only website and use features such as tools to create custom avatars, message boards, email, communication with game developers, TV-optimized web browsing, and limited postcard creation through Mario Artist. Randnet also included e-commerce through GET Mall, which sold CDs, books, and 64DD software, as well as a digital magazine service. However, only horse racing results were eventually added to the magazine service.

Nintendo originally planned several features that were later canceled. These included downloadable Famicom games through an emulator, online battle modes for games like Mah-jongg, DT Bloodmasters, Ultimate War, and Wall Street, ghost data observation, beta test downloads, and music distribution.

Initial registration for Randnet was open from November 11, 1999, to January 11, 2000, and limited to 100,000 users. The service required both a Nintendo 64 and a 64DD system. The hardware was not sold in stores but was available by mail order through participating convenience stores and game retailers. Game disks were sent monthly after the hardware was delivered.

Two subscription plans were available: one for users who already owned a Nintendo 64 and another lease-to-own option that included a translucent black console. Monthly payments were ¥2,500 (about US$23.50) for the base plan and ¥3,300 (US$31) for the lease-to-own option, with Randnet service costing ¥1,500 (US$14) per month afterward. Users also paid up to ¥20 per minute for dial-up Internet access. Initially available only in Tokyo, the subscription model was later replaced with annual prepaid plans costing ¥30,000 (US$290) for purchase and ¥39,600 (US$380) for lease-to-own. Eventually, the 64DD and later software titles became available for direct retail purchase.

As part of the subscription, games were delivered in stages: Doshin the Giant and Mario Artist: Paint Studio in December 1999, followed by Randnet Disk, SimCity 64, and Mario Artist: Talent Studio in February 2000, and F-Zero X Expansion Kit and Mario Artist: Polygon Studio in April 2000.

Games

A total of ten disks were released for the 64DD. These include six games, two expansions, and two disks used for dial-up internet connections.

Several games that were planned for the 64DD were affected by the system's delays and poor sales. As a result, some games were only released on Nintendo 64 cartridges, some were canceled, and others were moved to different consoles, such as the Nintendo GameCube, Sony PlayStation, Sega Dreamcast, or Nintendo Game Boy Advance.

Reception

IGN's Peer Schneider gave the 64DD system a rating of 6.0 out of 10.0. He noted that the 64DD’s design matched the Nintendo 64, with no moving parts for users to access, a single button to eject disks, and a shared power button. The system was easy to install, operate, and use. Software load times were short, with the longest time being about five seconds for the most complex games. The 64DD’s popularity was limited partly because it was only released in Japan, where the Nintendo 64 and dial-up internet had limited use.

Schneider said the Randnet web browser and mouse together provided a basic internet experience. However, the portal’s content was limited, and he noted that it lacked up-to-date tools or information compared to other internet services. He was disappointed that promised online features, such as game testing and music sharing, were never delivered. Still, he said the system offered a simple introduction to the internet for new users.

The Randnet Starter Kit, which included hardware, games, accessories, and an internet subscription, was seen as a good value. However, the 64DD’s sudden stop made the system less appealing as a complete package. Because the items were sold only as a bundle that was soon discontinued, the lower prices of the disks were similar to the cost of cartridges.

Schneider praised the Mario Artist series, especially the 64DD game Talent Studio, for allowing creative activities that were not possible on other consoles. The game used the disks’ ability to write data, leaving CD systems behind. Paint Studio was called a simple art program and compared to a child-friendly version of Adobe Photoshop. IGN believed that if the 64DD had not been canceled, Paint Studio might have been used to create user-generated art for customizable games. Wall Street was also called a key 64DD game, though it was canceled.

Schneider acknowledged Nintendo’s vision for the system but said its failure was due to changes in the marketplace during its long development. He described the 64DD as a creative package that provided a well-designed user experience and a limited online experiment, partially fulfilling Nintendo president Hiroshi Yamauchi’s dream of connecting Nintendo consoles nationwide.

Core Magazine honored the 64DD, referencing a Japanese concept called mono no aware, which suggests that there is beauty in things that are short-lived.

Nintendo reported 15,000 active Randnet users in October 2000, before the service was shut down, suggesting that at least 15,000 64DD units were sold.

The 64DD inspired new game genres because of its rewritable storage, real-time clock (RTC), and internet features. However, its commercial failure led to many 64DD games being released only on Nintendo 64 cartridges, ported to other consoles, or canceled.

Some Nintendo 64 games, like Animal Forest in Japan, included the RTC chip directly on the cartridge. The 4 MB RAM Expansion Pak became a common part of Nintendo 64 game development, often bundled with cartridges. Future Nintendo consoles included RTC functionality directly.

The Animal Crossing series began with the 64DD’s rewritable storage and RTC. The first game, Animal Forest, used a cartridge with an embedded RTC. Later versions, like Animal Crossing on the GameCube, used the console’s built-in RTC and rewritable memory cards. These games allow real-time events, such as seasons and holidays, and let players interact through shared storage or online play.

The idea for the Nintendogs series began with a pet-breeding prototype called Cabbage, developed by Shigesato Itoi, Tsunekazu Ishihara, and Shigeru Miyamoto. The game used the 64DD’s RTC to keep track of time even when the power was off. Some features were later moved to the Game Boy via the Transfer Pak. Miyamoto later said that the design ideas from Cabbage influenced Nintendogs and other projects.

The concept of creating personal avatars started with prototypes for the Famicom and was later refined in Mario Artist: Talent Studio. These avatars could be used in games like SimCity 64. Designer Yamashita Takayuki said his work on Talent Studio helped him create the Mii avatars for the Wii. The characters in Wii Tennis were also inspired by Talent Studio.

Graphical stamps seen in games like those on the Miiverse platform were first introduced in Mario Artist: Paint Studio and Mario Paint.

The ability to create graphics, animations, levels, and minigames in the Mario Artist series and F-Zero X Expansion Kit influenced later consoles. The idea of minigames became popular during the Nintendo 64 era. Some minigames originated in Mario Artist: Polygon Studio, where Goro Abe of Nintendo R&D1 said the concept for Wario Ware began.

In 2018, historian Chris Kohler called the 64DD one of Nintendo’s “oddest” products and noted that it is now a collectible item, representing a unique part of Nintendo’s history of experimentation.

More
articles