The 64DD was an accessory created by Nintendo to improve the Nintendo 64 console. It used special disks that could be rewritten and allowed the console to connect to the internet. The 64DD was announced in 1995, but it was not released until December 11, 1999, in Japan. The name "64" refers to the Nintendo 64 console and the 64 MB storage space of the disks, while "DD" stands for "disk drive" or "dynamic drive." Despite its new features, the 64DD did not become popular and was stopped after a short time in Japan.
The 64DD connected to a special port on the bottom of the console and used unique 64 MB magnetic disks for storing data. It included a clock that kept track of time for game elements and used standard fonts and sounds to save space. The system let users make movies, characters, and animations that could be used in different games and shared online. It also connected to the internet through a service called Randnet, which allowed online shopping, gaming, and sharing media. Nintendo called the 64DD the first device that let users store large amounts of data on a video game console, hoping it would lead to new types of games and uses. However, many of these ideas were never completed.
When the 64DD was discontinued in February 2001, only ten software disks had been made, and Randnet had 15,000 users. It was a commercial failure and was never sold outside Japan. Many games planned for the 64DD were instead released as regular Nintendo 64 games, moved to the GameCube console, or canceled. IGN called the 64DD "broken promises" and "vaporware," but described it as an "appealing creativity package" for a small group of users, offering a "well-designed, user-driven experience" and a "limited online experiment." In the end, the 64DD only partially achieved Nintendo president Hiroshi Yamauchi’s goal of connecting Nintendo consoles across the country through a network.
History
In 1993, Nintendo announced a new console called the Project Reality. The company considered different ways to store data, such as cartridges, CDs, or something new. A Nintendo representative said, "It could be a cartridge system, a CD system, or both, or something not ever used before." 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."
Because the 64DD's launch price was about US$90, Nintendo's 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." Nintendo game designer Shigesato Itoi explained the choice of proprietary floppy disks instead of CD-ROM: "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."
Nintendo also explored an early online strategy with Netscape, a company whose leaders had previously worked for SGI, the company that designed the core Nintendo 64 hardware. Nintendo considered multiplayer online gaming to be the highest priority, even more important than web browsing. Some third-party game developers created online gaming features for the 64DD, including Ocean's Mission: Impossible deathmatches and Seta's Ultimate War and online racing game. Nintendo kept the core ideas of these plans but changed them over time, favoring floppy-based storage and the Randnet online software and service partner, even though there was no online multiplayer support.
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 planned to reveal the product at Shoshinkai 1996 and launch it in 1997, but provided no technical details. Unconfirmed specifications reported by Computer and Video Games included a 4-inch disk caddy, 150 MB floppy disks, 2.44 Mbit/s speed, 13 ms access time, 2-4 MB RAM upgrade, and a cost of about ¥20,000 (US$200).
The 64DD was fully revealed at Nintendo's Shoshinkai 1996 show on November 22–24, 1996, where IGN reported it was one of the biggest items at the event. Howard Lincoln stated that the hardware specifications were finalized and had its own booth. Perrin Kaplan, Nintendo's Director of Corporate Communications, announced the peripheral would launch in late 1997 in Japan. 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. Rare denied rumors of the peripheral's cancellation before release.
Several developers attended the show to learn about 64DD development, some traveling from the US for the presentation and others receiving development kits. A 64DD prototype was displayed in a glass case, not visibly operational, but with a demonstration of Zelda 64 running from a disk. An improvised disk version of Super Mario 64 showed the drive's performance, and a graphics application mapped audience portraits onto 3D avatars—a feature later released in 2000 as Mario Artist: Talent Studio and the Capture Cassette.
The event featured Creator, a music and animation game by Software Creations, the same UK company that made Sound Tool for the Nintendo Ultra 64 development kit. Creator allowed players to replace textures and create new levels and characters in other games. No playable version was available, but the project was later absorbed into Mario Artist: Paint Studio. Nintendo announced the 64DD would be bundled with a RAM expansion cartridge.
Many gaming publications said the 64DD's reveal at Shoshinkai 1996 was not as significant as Nintendo had promised, leaving the public unaware of the system's software lineup, capabilities, and release date. Zelda 64 (later released as The Legend of Zelda: Ocarina of Time) was seen as the 64DD's potential "killer app" in the months after its unveiling.
On April 3–4, 1997, Nintendo of America hosted a Developer's Conference in Seattle, Washington, where Nintendo Developer Support staff Mark DeLoura gave a surprise overview of the 64DD.
The 64DD is notable for two years of launch delays, which caused delays and complications for Nintendo and its partners, and the cancellation of Space World 1998 due to incomplete 64DD software. IGN reported in June 1999 that many called it "the most elusive piece of vaporware to date."
On May 30, 1997, Nintendo announced the first 64DD launch delay, rescheduling it to March 1998 with no comment on an American release. This was due to the slow development of disks and drive technologies. On June 9, 1997, Nintendo and Alps Electric announced their manufacturing partnership for the still tentatively titled 64DD.
"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."
On June 18, 1997, at the E3 pre-show press conference, Nintendo had no prototype to display, while Howard Lincoln
Hardware
Nintendo created the 64DD as a tool to help make new types of video games possible. 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 a service called Randnet.
The 64DD used both cartridges and disks for storage. Cartridges were fast but expensive, while disks were cheaper and could hold more data, though they were slower. The 64DD disks, which looked like durable floppy disks, could store 64 MB of data. They had a maximum transfer speed of 1 MB/s and an average seek time of 75 ms. Unlike the CD-ROMs used by competing systems like the PlayStation and Sega Saturn, the 64DD format allowed users to rewrite data and offered better protection against copying. While CD-ROMs could store over 650 MB of data, they had a slower read speed of 300 kB/s and long delays, which caused slow loading times and interruptions in gameplay.
The 64DD was designed to improve the storage options of the Nintendo 64. At first, Nintendo planned to use the 64DD for The Legend of Zelda: Ocarina of Time, but the game was released on a cartridge instead for faster performance. Optional expansions for the game were kept for the disk version.
The 64DD was similar to the Famicom Disk System, which worked with early Famicom cartridges. When the 64DD was developed, 4 MB cartridges were standard, 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, which allowed for new game features like user-created content and downloadable expansions.
The RTC in the 64DD helped games keep track of time even when the system was turned off. For example, Shigeru Miyamoto, a Nintendo designer, mentioned the RTC was important for a planned pet simulation game called Cabbage, which would have allowed players to care for a creature even if the power was lost.
The 64DD had a built-in font and audio library to save space on disks. It also included a special 32-bit processor to handle disk operations, which reduced the workload on the Nintendo 64’s main processor. Like most disc-based systems, the 64DD had a boot menu that allowed it to operate without a cartridge.
All versions of the 64DD came with the 4 MB Expansion Pak, which doubled the Nintendo 64’s RAM to 8 MB. A Randnet Starter Kit was also available, which included the 64DD drive, Expansion Pak, a modem cartridge, a 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. This cartridge was used with a microphone included in the package.
Randnet
Recruit and Nintendo Co., Ltd. formed a joint venture called "RandnetDD Co., Ltd." This company provided a membership network service using the Nintendo 64 and a new device called the 64DD in Japan. The joint venture offered services such as web browsing, email, and the ability to read digital newspapers and magazines online.
In April 1999, Nintendo ended its partnership with St.GIGA, a company that had provided the Satellaview online service for the Super Famicom in Japan from 1995 to 2000. Nintendo then partnered with Recruit, a Japanese media company, to create a new online platform for the 64DD called Randnet. The name "Randnet" combines the words "Recruit" and "Nintendo network." The two companies officially formed RandnetDD Co., Ltd. on June 30, 1999.
Randnet operated only in Japan from December 13, 1999, to February 28, 2001. It gave users access to the Internet through a special website and allowed them to share artwork and other content. A subscription included a dial-up Internet account, the 64DD hardware, and monthly delivery of game disks by mail. At first, Nintendo focused more on multiplayer online games than on web browsing.
The system used a software modem that connected to the Internet through a CPU. This modem, developed with Nexus Telocation Systems, Ltd. and Surf Communications, was placed in a cartridge with a special port for connecting cables. It was the only officially licensed Internet device for the Nintendo 64. Although there were plans to add a modem directly to the console, this idea was not completed.
The Randnet Starter Kit included the 64DD drive, the Nintendo 64 modem, and a disk called the Randnet Browser Disk. This browser allowed users to access a private website and use features like creating custom avatars, message boards, email, and communication with game developers. It also offered Internet browsing optimized for TVs and limited postcard creation through Mario Artist. Randnet also included an online store called GET Mall, where users could buy 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 initially planned to offer several features, but many were later canceled. These included downloadable Famicom games using 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.
Registration for Randnet began on November 11, 1999, and ended on January 11, 2000, with a limit of 100,000 users. The service required both a Nintendo 64 and a 64DD system. The hardware was not sold in stores but was available through mail order from 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 for the base plan were ¥2,500 (about US$23.50), and the lease-to-own option cost ¥3,300 (about US$31). After the initial payment, Randnet service cost ¥1,500 (about US$14) per month. 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 (about US$290) for purchase and ¥39,600 (about US$380) for lease-to-own. Eventually, the 64DD and later software titles were sold directly in stores.
As part of the subscription, games were delivered in stages. Doshin the Giant and Mario Artist: Paint Studio were released in December 1999, followed by Randnet Disk, SimCity 64, and Mario Artist: Talent Studio in February 2000. F-Zero X Expansion Kit and Mario Artist: Polygon Studio were delivered in April 2000.
Games
A total of ten disks were made for the 64DD. These include six games, two expansions, and two disks used for dial-up internet connections.
Some games that were planned for the 64DD were not released on the 64DD system. This happened because the system had delays and did not sell well. Instead, some games were released only on Nintendo 64 cartridges, some were canceled completely, 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 Nintendo 64DD a rating of 6.0 out of 10.0. He noted that the system's design matched the Nintendo 64, with no moving parts that users could access, a single button to eject disks, and a shared power button. The system was easy to use, with quick installation and simple operation. Software load times were short, with the longest wait being about five seconds for the most complex game. The 64DD's popularity was limited because it was only sold in Japan, where few people used the Nintendo 64 or had dial-up internet.
Schneider described the Randnet web browser and mouse as providing a basic way to browse the internet. However, he said the portal had limited content and lacked up-to-date tools. He was disappointed that promised online features, such as game testing and music sharing, were never delivered. He noted that the system helped new users take their first steps into the internet.
Schneider praised the value of the Randnet Starter Kit, which included hardware, games, accessories, and an internet subscription. However, the system's sudden shutdown made it less appealing as a complete package. Because the kit was sold as a bundle that was later discontinued, the cost of individual items became similar to Nintendo 64 cartridges.
The Mario Artist series, especially the 64DD game Talent Studio, allowed users to create art in ways that were not possible on other consoles. Paint Studio was called a simple, low-cost art program that could be compared to a child-friendly version of Adobe Photoshop. IGN suggested that if the 64DD had not been canceled, Paint Studio might have been used to create user-generated art for customizable games. Another game, Wall Street, was also called a "killer app" for the 64DD, though it was canceled.
Schneider credited Nintendo's vision but said the system's failure was due to changes in the marketplace over time. He described the 64DD as a creative tool that offered a well-designed user experience and a limited online experiment that partially fulfilled Nintendo president Hiroshi Yamauchi's dream of connecting Nintendo consoles nationwide.
Core Magazine honored the 64DD by referencing the Japanese concept of mono no aware, which means there is nobility in things that are short-lived. Nintendo reported 15,000 active Randnet users in October 2000, suggesting that at least 15,000 64DD units were sold.
The 64DD inspired new types of games because of its rewritable storage, real-time clock (RTC), and internet features. However, its commercial failure meant many 64DD games were later released on Nintendo 64 cartridges, ported to other consoles, or canceled.
Some Nintendo 64 games, like Animal Forest in Japan, included an RTC chip on the cartridge. The 4 MB RAM Expansion Pak became a common part of Nintendo 64 game development. All later Nintendo consoles included RTC functionality.
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. It was later adapted for the GameCube with the name Animal Crossing. All Animal Crossing games allow players to experience real-time events, such as seasons, holidays, and virtual relationships.
The Nintendogs series originated from a pet breeding prototype called Cabbage, which was never released. It was 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. In 2006, Miyamoto said the design ideas from Cabbage influenced Nintendogs and other projects.
The idea of creating personal avatars began with prototypes for the Famicom and was later developed in Mario Artist: Talent Studio. These avatars could be used in some 64DD games, like SimCity 64. The concepts from Talent Studio influenced the Mii characters on the Wii and the characters in Wii Tennis.
The graphical stamps seen in Miiverse-supported games 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 was later used in future consoles. The idea of minigames became popular during the Nintendo 64 era. Some early minigames were created in Mario Artist: Polygon Studio, which inspired the WarioWare series.
In 2018, historian Chris Kohler called the 64DD one of Nintendo's "oddest" products, noting that it is now a sought-after collectible and a unique part of Nintendo's history of bold experimentation.