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64DD

The 64DD is a peripheral developed by Nintendo to expand the capabilities of the Nintendo 64 with rewritable magnetic disks and online connectivity. Announced in 1995 before the Nintendo 64's 1996 launch, it faced multiple delays before its release in Japan on December 11, 1999. The "64" references both the Nintendo 64 console and the 64 MB storage capacity of the disks, while "DD" stands for "disk drive" or "dynamic drive". Despite its innovative features, it struggled to gain traction and was discontinued after a short-lived run in Japan.

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." 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." In consideration of the 64DD's actual launch price equivalent of about , 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." 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." although giving virtually no technical specifications. Computer and Video Games reported unconfirmed specifications, far above what would be actually launched: 4" disk caddy, 150 MB floppy disks, 2.44 Mbit/s speed, 13 ms access, 2-4 MB RAM upgrade, and costing about (US$200). The 64DD was fully revealed at Nintendo's Shoshinkai 1996 show of November 22–24, 1996, 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. 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. 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 Software Creations, 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. Zelda 64 (eventually released as the cartridge game The Legend of Zelda: Ocarina of Time) was seen as the 64DD's potential killer app in the months following the system's unveiling. 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. On June 9, 1997, Nintendo and Alps Electric announced their manufacturing partnership for the still tentatively titled On June 18, 1997, at the E3 pre-show press conference, the company lacked even a prototype unit to display, while Howard Lincoln stated that the company wouldn't release the device until sufficient numbers of software releases support it. Reportedly featuring at least twenty games in development including Donkey Kong 64 and the sequel to Super Mario 64, the device retained its projected Japanese launch window of "at least" March 1998, and received its first American launch window of early 1998. and Nintendo's main game designer, Shigeru Miyamoto, speculated that its launch games could be SimCity 64, Mario Artist, Pocket Monsters, and Mother 3. At Space World from November 21–24, 1997, the 64DD was shown prominently but its delay was extended from March 1998 to June 1998, and because 64DD floppy disk speed cannot continuously stream 500 motion-captured character animations throughout gameplay as only a cartridge can. George Harrison, vice president of Nintendo of America, described the logistics of the 64DD launch delays: 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". 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. In June 1999, IGN reported that month's completion of Randnet and the modem, as having "breathed new life into what many have called the most elusive piece of vaporware to date". IGN said Nintendo "is surprisingly confident about the 64DD and is predicting to sell the full initial shipment of 500,000 before year's end". As of Space World 1999 in August, Nintendo had set Randnet's launch date at December 1, 1999, but reportedly had not yet set a launch date for the 64DD. The 64DD pre-order program had been recently announced for mid-September, and was now delayed to November or December. Earthbound 64, which IGN cynically called "in development for nearly 1,000 years", had been heavily anticipated inside the company and globally as a crucial 64DD launch game, but the sudden announcement of its release being retargeted from disk to cartridge plus expansion disk was interpreted by IGN as unsurprising and as a sign of possible further delay or cancellation of the 64DD. Nintendo's 64DD booth demonstrated eight launch games, including DT Bloodmasters, which used the 64 GB Cable to connect a Game Boy Color to the 64DD. Nintendo listed many more 64DD games in development. Randnet had recently been announced and was being tested in Japan. Launch The 64DD was launched on December 13, 1999, exclusively in Japan, 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. Anticipating that its long-planned peripheral would become a commercial failure, Nintendo initially sold the Randnet Starter Kit via mail order. Later, very limited quantities of the individual 64DD and games were released to stores. 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." In October 2000, Nintendo announced the impending discontinuation of the 64DD and Randnet, with 15,000 active subscribers. 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. == Hardware ==
Hardware
Nintendo designed the 64DD as an enabling technology to support the development of new game genres, The 64DD's dual storage approach complemented the Nintendo 64's fast but expensive cartridges with less-expensive rewritable magnetic disks that offered higher capacity and lower cost, though with slower performance. The proprietary 64DD disks, resembling durable Zip disk-style floppy disks, provide 64 MB of storage with a peak transfer rate of 1 MB/s and an average seek time of 75 ms. Unlike the CD media used by the competing PlayStation and Sega Saturn, the 64DD format was both writable and offered better protection against unauthorized copying. While CD-ROMs of the era could store over 650 MB they only had a 300 kB/s read speed and high latency, contributing to stuttering and to very long loading times. The 64DD was designed in part to expand the storage capabilities of the Nintendo 64. During its development, Nintendo planned for The Legend of Zelda: Ocarina of Time to use the 64DD exclusively, but ultimately released it on cartridge to take advantage of faster performance while reserving optional expansions for the disk. enabling support for new game genres and features such as user-generated content and episodic expansions. The 64DD also had a built-in font and audio library, saving space on disks, and a 32-bit coprocessor dedicated to disk operations. This offloaded data handling from the Nintendo 64's main Reality Coprocessor and CPU. Like most disc-based consoles, the 64DD has a boot menu to operate without a cartridge. Accessories All versions of the 64DD system were bundled with the 4 MB Expansion Pak, which increased the Nintendo 64's RAM to 8 MB. A Randnet Starter Kit was also offered, which included the 64DD drive, Expansion Pak, modem cartridge, Randnet Browser Disk, and a modular phone cable for connecting to the online Randnet service. Mario Artist: Paint Studio was bundled with the Nintendo 64 Mouse, while Mario Artist: Talent Studio included an audio-video capture cartridge with composite RCA inputs and a 3.5 mm jack, used in conjunction with an included microphone. == Randnet ==
Randnet
In April 1999, Nintendo ended its partnership with St.GIGA, which had provided the Satellaview online service for the Super Famicom in Japan from 1995 to 2000. Nintendo then partnered with the Japanese media company Recruit to develop a new proprietary online platform for the 64DD called Randnet, a portmanteau of "Recruit and Nintendo network." The two companies established a joint venture named RandnetDD Co., Ltd., announced on June 30, 1999. Randnet operated exclusively in Japan from December 13, 1999, until February 28, 2001. It provided Internet access through a members-only portal and allowed users to share content such as artwork. The subscription included a dial-up Internet account, 64DD hardware, and a schedule of game disk deliveries by mail. Multiplayer online gaming was initially considered more important than web browsing functionality. Although there had been discussions to integrate a modem directly into the console, this did not come to fruition. The Randnet Starter Kit included the 64DD drive, the Nintendo 64 modem, and the Randnet Browser Disk. The browser provided access to a members-only page and several online features: an editing tool for creating custom avatars, message boards and email, communication with game developers, Internet browsing optimized for TVs, 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, although only horse racing results were ultimately implemented. Nintendo originally promoted several features that were later canceled. These included downloadable Famicom games via an emulator, online battle modes for titles such as Mah-jongg, DT Bloodmasters, Ultimate War, and Wall Street, Two plans were offered: one for users who already owned a Nintendo 64 and another lease-to-own option that included a translucent black console. Monthly payment plans were priced at (approximately ) for the base plan and () for the lease-to-own option, with Randnet service costing () per month afterward. Users also paid dial-up access fees of up to per minute. Initially available only in Tokyo, the subscription model was eventually replaced with annual prepaid plans costing () for purchase and () for lease-to-own. The 64DD and later software titles eventually 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 ==
Games
Released A total of ten disks were released for the 64DD, which comprise six games, two expansions, and two dial-up utility disks. Proposed Several games that were announced for the 64DD were, due to the system's delays and commercial failure, either released on Nintendo 64 cartridge format only, completely canceled, or otherwise ported to another console, such as Nintendo GameCube, Sony PlayStation, Sega Dreamcast, or Nintendo Game Boy Advance. • 7th Legion (canceled) • Asylum (canceled) • Automobili Lamborghini Add-on (canceled) • Cabbage (canceled; later influenced Nintendogs and others) (released on cartridge) (canceled) • Digital Horse Racing Newspaper (released on PlayStation) • DT Bloodmasters (released on cartridge as Kirby 64: The Crystal Shards) • Mario Artist: Sound Maker (released on cartridge) • Mario no Photopi (cartridge released without 64DD storage option) • Mission: Impossible (released on cartridge) • Mother 3 then redeveloped and released for GBA in Japan) • Mother 3.5 (Mother 3 expansion) • Namco RPGPokémon SnapPokémon Stadium (released on cartridge) • Project Cairo (canceled) • Rev LimitShogi (canceled) • Super Mario 64 2Ultra Donkey Kong (released on cartridge as Donkey Kong 64) • Unreal (canceled) • Ura Zelda (initially canceled, then released on GameCube as Master Quest) • Video Jockey Maker == Reception ==
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. Knowing Nintendo's stated plans, he supposed that if the platform hadn't been abruptly canceled, Nintendo would have utilized Paint Studio as a source of user-generated art content for a substantial library of customizable games. 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. The game's concepts were reportedly specifically foundational to the characters in Wii Tennis. 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". == See also ==
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