#nintendo 64DD
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as for the Nintendo 64DD, well, you could say the disks weren't the only thing that flopped
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Amidst the chaos, tragedy can't stop one thing between these two men. Love.
I lost a bet about the election so expect more of these :(
#earthbound#mother#mother 3#nintendo 64#earthbound 64#nintendo 64dd#flint mother 3#duster mother 3#Flint#Duster
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EarthBound 64 Gameplay (Cancelled)
#nintendo#nintendo64#n64#3d#cancelled#earthbound#earthbound 64#hal laboratory#nintendo 64DD#game boy advance#mother 3#japanese#japan#1990s#1997#e3#2000s#2000#video games#game#games#ign#gameplay
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64DD on a Flashcart: The SummerCart64 | Things of Interest
New video! On this chill episode of Things of Interest, let's check out one of the first Nintendo 64 flashcarts to feature support for the ill-fated 64DD add-on: the SummerCart64!
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Wario Artist
had this game come out it would have absolutely saved the nintendo 64dd
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Universo 64DD
oi gente sou criador do canal universo 64DD um canal de 64DD E Vou Postar Coisas Da Universo 64DD
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Nintendo 64DD - Periférico que prometia muita coisa, mas flopou
Sabemos que o Nintendo 64 trouxe muita coisa boa durante a era 32 bits, no entanto, embora o console da Nintendo tivesse tido bons games, como é o caso de Super Mario 64 e The Legend of Zelda: Ocarina of Time, ainda assim ele não foi capaz de bater de frente com um fenômeno que estava em ascensão: o PlayStation. Enquanto todos estavam maravilhados com o console da Sony e as maravilhas que ele podia fazer graças à mídia física em CD, que tinha custo mais barato e mais armazenamento de dados, por outro lado, a Nintendo ainda insistia em utilizar cartucho, uma mídia que além de ser cara e com baixo espaço de armazenamento, já estava ficando uma coisa bem obsoleta. Antes mesmo do lançamento oficial do Nintendo 64, a Nintendo tinha outro projeto em mente, o 64DD, um add-on que conectado à porta extensora do console, fornecia recursos que o aparelho base não tinha, como um leitor de disco rígido, o uso de uma mídia que permitia mais memória e games via satélite. No entanto, apesar da proposta que o hardware oferecia, como por exemplo o RANDNet, que oferecia games online, e expansão de games, ele foi um massivo flop, tendo apenas nove games lançados. Pelo menos a Nintendo tentou inovar, mas o orgulho desenfreado da produtora de Mario pôs tudo a perder... A Nintendo deu um massivo tropeço com o Game Cube, mas pelo menos teve um grande acerto com o Wii, um dos melhores consoles de todos os tempos...
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Nintendo was floating too high on memories of the Famicom Disk System when they came up with this. The success of that secondary platform was one-in-a-million, if they wanted these magnetic didks to be important to the Nintendo 64, they needed to build the system around it instead of as an afterthought that they still pushed as an important reason to buy, even before the main system was out.
64DD 64 MB Magnetic Disk
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and the sequel
and the threequel
#you've heard of the nintendo 64dd now get ready for. 96dd#carbon deco deco should come with fizzy chump as a spiritual successor to s1 carbon deco#if s1 carbon is s3 carbon deco then it only makes sense for s1 carbon deco to gain another deco too#splatoon#splatoon 3#my art
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Top 47K - Mystical Ninja Starring Goemon + Doshin the Giant
Join the HG101 gang and Official First Fan ChibiUFO as they discuss and rank Konami’s delightful N64 game about the ninja who invented Japanese bathtubs by dying in one. Then stick around for DOSHIN THE GIANT, an even deeper N64 cut for the ill-fated 64 Disk Drive!en
#mystical ninja starring goemon#goemon#konami#nintendo 64#3d platformer#doshin the giant#param#randnetdd#64dd#god games#simulation game#hardcore gaming 101#podcast#top 47858 games of all time#video games#retro games
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Earthbound 64 (Unreleased)
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The Launch Details of the 64DD
This was originally published on 64dd.org on October 15th, 2021.
There’s a lot of confusion about the release and price of the 64DD and what was the Randnet service about, so it’s time to talk about that, because it is more interesting than you think.
More info after the break.
Original Plans
Nintendo had announced the 64DD in 1995, the Nintendo 64 hadn’t even come out yet that they already announced the addon for it. The purpose was to bring higher capacity and big rewritable storage, as well as making it expandable through cartridges (such as the Modem Cassette and Capture Cassette for exemple).
The 64DD was properly introduced in 1997 alongside games, with a slated release for summer 1997 in Japan and a pricing between $100 and $199. Miyamoto himself even estimates the price to be $120. This might be about what the 64DD would cost on its own in retail stores. However this isn’t how it ended up to be.
Randnet
In around June 1999, in the wake of the launch of the 64DD, Recruit and Nintendo would establish their second joint company called RandnetDD Co., Ltd., the first one was Marigul Management, which would provide financing for game companies.
RandnetDD would handle all marketing and sales of the 64DD including software, management and provider of the Randnet service, which would be internet access, email, online game networks including matchmaking, as well as a content provider for newspapers, music, and more. This would mean that RandnetDD’s sole existence is for the 64DD and its service, making the 64DD bound to RandnetDD and one wouldn’t sell without the other as part of their plans.
Later on, RandnetDD announced their plans for the Randnet service membership to start in December 1999, for the first year, for 2500 yen (~$23) per month, you would rent-to-own the Randnet Starter Kit, comprised of the 64DD itself, an Expansion Pak, the Modem Cassette and Cable, and Randnet Disk (would be sent later), as well as a selection of titles, and of course, access to the Randnet service. For 3300 yen (~$30) per month, you could rent all of the above but also have a Clear Black Nintendo 64 unit. A 12-month flat rate plan was introduced later for 30000 yen (~$290) and 39600 yen (~$380) (including Clear Black Nintendo 64 unit).
All years after the first would cost 1500 yen (~$14) per month, and all hardware and software ownership would be transferred to the member from that point. RandnetDD actually states that very clearly. Of course, any dialup access fees aren’t included here, but they did set up a nationwide phone number in Tokyo with a 50 yen ($0.46) per minute flat rate, although other phone numbers were available with different fees depending on the distance or time of day.
The membership application form could be managed within select stores, in call centers, and by fax, and was limited up to 100000 members. This wouldn’t be as going as they hoped.
The Reality
So to make it clear, the 64DD has never been this expensive, the subscription plan included the price of everything you would get from Randnet, it would have been a constant stream of software that you would own, and services. RandnetDD wanted to be innovative, and essentially you could have owned every 64DD game, and they really tried to be competitive.
Every single consumer 64DD title and device released so far were only for Randnet members, I have looked for alternatives but there’s only evidence of 64DDs only being sold through Randnet.
Unfortunately for Randnet, the 64DD was released after the Dreamcast had come out worldwide, and mere months after launch, the Playstation 2 would make its debut in Japan. For me it just seems impossible to beat the next gen hardware with this, especially when the project codenamed Dolphin was already talked about, to be released in 2001 as the GameCube.
I’d say the closest comparison to the 64DD’s launch that I can make is the PlayDate, where you buy the hardware but also an entire season of games.
Sources: https://www.ign.com/articles/1997/07/26/64dd-to-sell-for-120 https://www.nintendo.co.jp/corporate/release/1997-99/990611a.html https://web.archive.org/web/20000226213125/http://www.randnetdd.co.jp:80/apply/index.html https://web.archive.org/web/20000419022955/http://www.randnetdd.co.jp/tempo.html https://www.ign.com/articles/2001/02/10/everything-about-the-64dd https://www.ign.com/articles/1999/12/16/ign64s-ultimate-64dd-faq https://www.ign.com/articles/1999/12/17/64dd-goes-retail
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Tried animating a more complicated scene from MOTHER 3 N64 / Earthbound 64, this time being the Wess Dance at Osohe Castle
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Doshin the Giant
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It’s HERE 😱
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Pokémon Snap 🏢 HAL Laboratory, Pax Softnica 📅 1999 🖥 64DD, Nintendo 64, Wii, Wii U #videogames
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