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N64 DISK DRIVE (HISTORY)
Article by Acey

INDEX

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  • history
  • software






  • NOVEMBER 1995
    Nintendo president, Hiroshi Yamauchi breaks the news about an add-on for the Nintendo64, called N64 Disk Drive, and that it will appear at the Spaceworld in 1996.
    source: nintendojo

    JUNE 1996
    Nintendo of America's Geoff Rainville speaks to Revolutions Online about the N64DD and says "Nintendo always approaches technology from a game perspective. Instead of saying what can we create that makes this more interesting/powerful, it's always a case of saying I want a game that does this... how do we do it? That's why the N64 controller looks like it does. And that's the story behind the N64DD. It will provide a new style of game."
    source: nintendojo

    JULY 1996
    Revolutions Online reports that Shigeru Miyamoto is leading an in-house development team which is working on two N64DD games, Super Mario 64 sequel and Super Mario RPG 2, for the unit also known as the 'Bulky Drive.'
    source: nintendojo

    SEPTEMBER 1996
    The Nintendo64 is released in America. Nintendo also releases the first details on the specifications of the N64DD. A Nintendo spokesman says "By far the most significant fact about the N64DD is that it can be written to, not just read from. Uses may include means to download games and programs from a network or satellite sources. Think about some of the possibilities."
    source: nintendojo

    NOVEMBER 1996
    On November 22nd, near Tokyo, at the Shoskinkai trade show and the first time the public sees the N64DD. A working demostration of the unit is presented and the initial specifications are released. There are no playable N64DD titles and the only N64DD title announced is Zelda64 which later got converted to the cartridge format, as well as the sequel.

    Nintendo shows the machine's possibilities. Digital photos of people are taken and stored onto a N64DD disk. The photos are applied as texture maps on a floating, rotating cube, all in real-time. At the same time, the faces are scaled and stretched.
    source: nintendojo

    DECEMBER 1996
    Infogrames announces that their upcoming "Mission: Impossible" game for the N64 will include N64DD support, allowing gamers to obtain new levels via the N64DD. However it never happened. ign64.com reports that they learned from sources that the N64DD will be able to access the Internet. "The company's priorities lie squarely in playing games over the Net," they report. Net access plans are announced 41 months, more than 3 years, later.
    source: nintendojo

    FEBRUARY 1997
    "I think that the power or ability to create a new and unique game will be expanded two times beyond what is possible with cartridge." Miyamoto said in an interview with ign64.com. "We have a lot of original and unique game ideas but we have not been able realize them because there is no writeable medium. I am involved with disk-based games; a little less than ten, right now. These projects include the system construction for Mario Paint, editing Sim City and other similar titles and, as I said earlier, I am working on the basic structure of self-growing games."
    source: nintendojo

    MARCH 1997
    Next-Generation Online reports that Nintendo has delayed the N64DD until December 1997. Nintendo of America's president, Howard Lincoln, says the system will not be released in 1997. A release date is not specified, but NGO speculated that it will be mid-1998 at the earliest in the U.S.

    Reported by ign64.com; Street Fighter 3 is in development for the N64DD by Capcom, for release around the time of the system launches. The site also informs that Epic and DMA are partnering to develop and publish 7th Legion for the N64DD. Where these games are today, no one knows.
    source: nintendojo

    APRIL 1997
    In the April 18th issue of Asia Week Magazine, NCL President Hiroshi Yamauchi confirms that a modem will be included with the N64DD. "This Christmas, we will be offering an attachment called N64DD, which will allow users to replace the original characters in their games with new ones via modems and later, satellite communications. This is why we chose to continue using cartridges for our titles, instead of CD-ROM, which cannot be rewritten over."

    Meanwhile, ign64.com breaks the news that Titus plans to make three of their upcoming titles N64DD compatible. Lamborghini 64, Superman 64, and Quest For Camelot are designed to work with the machine. Whether or not this option is still inside the game cartridges is unknown; It's doubtful though.
    source: nintendojo

    MAY 1997
    At the first-ever Nintendo Developer's Conference in early May, a few new details on the console are released. A total of 4MB's of RDRAM will be included with the system. The buzz at the conference is over "Burst Access;" Instead of streaming data to the console, in the way a CD-ROM does, the N64DD sends information in high-speed bursts.

    At the end of the month, Nintendo releases a brief statement, in which they say the December release date was unattainable, and the release in Japan will be moved back to March of 1998.
    source: nintendojo

    JUNE 1997
    Reports indicate that the N64DD will be priced around 10,000 yen at release, which is equivalent to $90-$100. Four games is said to launch at the system's release: Mario Paint 64, Earthbound 64 (Mother 3 in Japan), Pocket Monsters 64 and Sim City 64. At present, one of those games has been released on cart, another one is now planned for cart¨. Mario Artist as well as SimCity 64 are released for the N64DD today.

    At E3, the N64DD is no where to be found. Nintendo of America's chairman, Howard Lincoln, says "when we get that (the software) exactly right, we'll introduce the N64 Disk Drive." Paradigm says they are looking into the possibilities of the system. Ubi Soft announces Tonic Trouble's N64 release which will be followed by a N64DD expansion disk. Tonic Trouble gets released in 1999, but there's no sign of an expansion disk.
    source: nintendojo & n64 scener

    JULY 1997
    In an interview with a Japanese videogame magazine, as translated by NGO, Shigeru Miyamoto says that about 20 games are in the works for the N64DD at the time. He also states that the system will retail for about $120 at its launch in Japan.

    "Buggie Boogie won't show up until the Shoshinkai show," Angel Studios says. "Nintendo likes to work on one thing at a time, so they aren't working on that N64DD version yet." Basically confirming plans for a N64DD version of the game. Meanwhile, Japanese publication Dengeki reports that Donkey Kong 64 is in development for the N64DD. But that might have been wrong, Donkey Kong 64 is released on cartridge in 1999 world wide.
    source: nintendojo & n64 scener

    SEPTEMBER 1997
    Nintendo states that they will feature four playable games at the Nintendo World 1997 show, otherwise known as Spaceworld or Shoshinkai. The games to would be Sim City 2000, Pocket Monsters 64, Mario Paint 64, and Earthbound 64. But SimCity 2000 is released on cart in Japan in 1997, it does nowt reach the US or Europe.
    source: nintendojo & n64 scener

    OCTOBER 1997
    NGO reports that a source told them the N64DD was being set for a June 1998 release in America, which ofcourse never hapened. Later ign64.com informed that two U.S. publishers had N64DD development kits. They also confirmed that the disks were hot-swappable which means that multiple-disk games were possible.

    An F-Zero N64DD expansion was confirmed. "F-Zero 64 is a cartridge game, but after the N64DD comes out, we are planning to release new courses and a course edit feature on disk. So we can hope to have many kinds of events." The disk is available for the N64DD today. In addition, Maxis announces that Sim Copter will be released for the N64DD and not on cartridge as originally planned.
    source: nintendojo

    NOVEMBER 1997
    Spaceworld brought bad news to gamers, in the form of uncompleted games and delays. None of the four N64DD games at the show were playable. NCL announced once again that the system was delayed, this time to July of 1998. SimCity 64 was shown in the form of short glimpses of videotape, as was Earthbound 64. Mario Artist was shown in full, but was not playable.

    NCL President Yamauchi said at the show that the N64DD has three main points: Nurturing or growing characters, trading, and addition of data. "There are many different projects for DD going on today," he stated. His hope for the console was apparent. He said he had been focusing on Mario Artist at the time. "In the future, N64DD can be used to revitalize the N64 market. It is rewritable and games can be updated with cheap discs." Shigeru Miyamoto told ign64.com that a second Zelda game, for the N64DD, was in the works for release in 1998. Derby Stallion was announced too.

    NOA's VP of marketing, George Harrision, was interviewed, and spoke to the N64DD's chances of making it to North American soil. "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 N64DD 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."

    He also explained how Nintendo will try to sell the N64DD to an average gamer. As Mr. Yamauchi said, "the software will have to go out in a new direction for the system to grow, and he referenced Tamagotchi but also Pocket Monster. I think what will have to happen is that people will really have to want to store, share, write, and add on things to play the games. And if they become popular then that will drive the disc drive."
    source: nintendojo

    CEMBER 1997
    Miyamoto spoke about his plans for a N64DD version of Zelda in an interview with Famitsu. "We will make it once the system has been switched over to the N64DD. Fundamentally, once the cartridge version of Legend of Zelda: Ocarina of Time has been out for awhile, I'd like to bring the N64DD version out. It's too early to release just yet, and I don't want to have the N64DD and the cartridge sold at the same time."

    Miyamoto also talked about his virtual-pet sim, "Cabbage." "I am making it for the N64DD, along with Shigesato Itoi. You can buy it things, give it food, and raise the creature. We're doing it on the N64DD because I wanted to make a clock function, such that even if the power is cut, can still raise the creature. Also, you can use the Game Boy [and the GB64 Pak], and enjoy it anywhere."
    source: nintendojo

    JANUARY 1998
    New year, same delays. NCL's Yoshi Hongo told the 64 Dream that "there are no plans" for a modem in the US N64DD. This, after months of confirmation and denial as to whether or not a modem will be present in the system when it is released.
    source: nintendojo

    FEBRUARY 1998
    In an interview with Imagine Radio, Nintendo VP of sales, marketing, and PR George Harrison talked about the N64DD outside of Japan. "The N64DD is launching in Japan this summer, and we'll see how it performs there. The N64DD will probably still arrive in North America this fall. But you could say, based on our past launch history, that the date could slip."

    Meanwhile, several Japanese publishers told ign64.com that N64DD disks may cost as little as $30 to $40. In other N64DD news, Maxis said that they planned to release SimCopter in the US on cartridge. The game was originally planned for cart, then N64DD. Apparently, a N64DD version was still planned at the time for Japan.

    MARCH 1998
    NCL played the release date shuffle again. Although it wasn't confirmed, ign64.com reported that both the system and its games had been delayed to a release date of "to be announced." It was also said that Pokemon Stadium may be first released on cart, instead of for the N64DD. And Pokemon Stadium was released on cartridge sometime 1999.

    In other news, Infogrames told the press that they planned to develop and publish N64DD games. No games were announced, although NGO speculated a sequel to Mission: Impossible was possible.
    source: nintendojo

    APRIL 1999
    NCL confirmed previous reports that the N64DD had been delayed until "sometime this year," and that Pokemon Stadium would be released on cartridge. NCL called the latest delay "unfortunate." NOA told ign64.com that a N64DD appearence at E3 was unlikely. "Anything can happen. Right now, Nintendo's main priority is to sell great games for the Nintendo 64. The N64DD isn't a priority for Nintendo."

    Monolith announced that they planned to port the DirectEngine, formerly of Microsoft's ownership, to the N64DD as soon as NCL put a specific release date on the system. The engine was used in games such as Blood 2. Nintendo Fun Vision reported that Imagineer had three N64DD projects up its sleeve: "Desert Island," a DD version of "Snow Speeder," and "Suu."
    source: nintendojo

    MAY 1998
    E3 '98 opened in Atlanta. The N64DD news was simply said. "Our plans are somewhat indefinite in 1999 [regarding the N64DD], and we would point any fledging developer to high megabyte cartridges rather than the N64DD", NOA chairman Howard Lincoln said. "The need for a N64DD has been lessened. We won't launch hardware until we have killer software to launch it with. And right now, we're hopeful if the system arrives in Japan by the end of the year."

    Lincoln was asked if the N64DD would ever come in the U.S. "I don’t know. I really don’t. That is a truthful answer...That will be a decision made by Nintendo of America. Obviously, it will involve Mr. Yamauchi. But it is primarily an NOA decision." In other E3 news, Capcom's Research and Development chief, Yoshiki Okamoto, confirmed that Capcom's first N64DD title was in development. He declined to say anything further about it.
    source: nintendojo

    JUNE 1998
    Earthbound 64 (Mother 3 in Japan) was officially moved from a planned N64DD release to cartridge. It was announced it would ship in a 256Mbit cart. "Currently, we have a 256-megabit cart now," Miyamoto told Game Walkers Magazine. "It can store much more data than in the past. So I think DD will be used for additional data so you can play the game once again after you complete it, just like after Ura Zelda appeared in the past Zelda or as a method for backing up data."
    source: nintendojo

    SEPTEMBER 1998
    Nintendo announced that they won't put on a 1998 Spaceworld show in Japan, nor will they exhibit at the fall Tokyo Game Show. Nintendo said they plan to reschedule Spaceworld for the early summer of 1999, about the time that the N64DD will be released. In other words, yes, the system was delayed until 1999.
    source: nintendojo

    NOVEMBER 1998
    In an interview with ign64.com, Shigeru Miyamoto spoke about the N64DD version of Zelda. "Ocarina of Time has been designed with the disk drive system in mind. More specifically, if you connect Zelda with the disk drive, an icon will appear on screen, announcing 'Ura-Zelda', or 'Another Zelda'. There were several ideas that I could not incorporate [in the current game] because of the time shortage and other reasons. In the future, I want some new areas and new dungeons to be available for players who have already finished Ocarina of Time, where they will find new challenges."

    "We were assuming that the disk drive system would be introduced next year. But since the DD hasn't been introduced, we have to still determine product reliability and other factors -- which may not allow us to release Ura-Zelda next year. If that happens and we cannot introduce this second game, we may have to have a special edition release in the future."
    source: nintendojo

    DECEMBER 1998
    Acclaim's Dave Dienstbier spoke to ign64.com about Turok 2 late in 1998. During the nterview, he provided insight into his experience with the N64DD. "When we originally got our N64DD development kits they came with the 4MB Expansion Pak. The N64DD was actually kind of cool, but it wasn't going to fly -- at not least in the States. That was only because of the time. You know, it was very late coming. You're two years into a four or five year ife-cycle on a piece of hardware, it's kind of late to start developing software [for add-on hardware]. It just didn't feel right. It didn't feel like it was going to happen and Nintendo was still telling us it was."
    source: nintendojo

    FEBRUARY 1999
    In a February issue of Japanese publication Nikkei Sangyou Shimbun, Shigeru Miyamoto talked about online gaming. "There is a huge risk factor in them. It raises issues of after-sales care and net management and the question of responsibility, given children use them. Then there's the question of cost -- if it costs 3,000 yen, say, a month for the service, people will quickly stop using it."

    He also spoke regarding hardware advancements. "Software development is moving more and more towards creating true interactivity -- a trend which Nintendo must be very happy to see, given their pioneering position in this area." In other news, NCL delayed Spaceworld until August.
    source: nintendojo

    MARCH 1999
    At the Game Developers conference, Miyamoto spoke in a keynote address. He said that he was working on a 64DD application named Talent Maker at the time. Video of the game was shown on a screen as he spoke. "What you are seeing now is a newly-born Mario Paint, a new game in which you can create your own characters by utilizing the Game Boy Camera, and you can make those characters dance, and what have you. Nintendo will also make efforts to create new types of commodities by combining the Game Boy, the Game Boy Camera, the Rumble Pak and others with the N64." Miyamoto spoke to IGN64 about the 64DD's launch. "I cannot always be optimistic about the launch of the 64DD, of course. But it all depends on the software. If we can make it very unique and very attractive so that the people feel like buying it, then I think it can be very successful. Because we were involved with the Legend of Zelda until the end of last year, we could not concentrate on a lot of the quality 64DD titles. But now I think we are about to finish the first line of quality software for 64DD, so I would like to wait for the judgement by the users for those titles." APRIL- IGN64 reported that NCL still planned to release the 64DD in June of 1999. A spokesperson stated that the Mario Artist series of apps would be ready for June. Meanwhile, a spokesperson for Software Creations told FGN that Mario Artist: Paint Studio was originally planned for the N64. "But as time went on, Nintendo wanted us to incorporate more and more hardware. The only indication we have is that it will be released for 64DD in Japan. It's pretty stunning. Miyamoto was seriously impressed by what he saw; he's been over, and inputs ideas regularly." MAY- NCL announced the first details of Project Dolphin pre-E3, with the specs being released and an alliance with Matsushita being announced. But what about the 64DD? At E3, Mario Artist: Paint Studio made an appearence. Nintendojo's John Benyamine's impressions: "Walking through the busy Nintendo booth at this E3, it could have been easy to overlook the one small demo unit containing the single copy of Mario Artist at E3. So I was walking past the incredible Smash Brothers, the fun Mario Golf, and the horde of people waiting to kick Pikachu, and then I saw it. The underwater scene of Mario Artist. Before my eyes, there was a beautiful dolphin, with animation as fluid as anything I had ever seen before. I was pretty impressed by what I saw." In a May issue of Japanese magazine the 64 Dream, NCL PR person Yoshio Hongo told readers that the console will be in stores soon. How soon, though, was not specified. As we learned in June, he was wrong. JUNE- Exciting news from NCL broke on Nintendojo on June 11th. Quoting our report: "Nintendo Co. Ltd of Japan has announced that they will team up with Recruit, a major publisher of employment information magazines, to develop and produce an online network for gamers. The network can be used to order and play games, and to access other services on an "Enternet." The network will begin operations in December in Japan." The console was delayed until December of 1999. Ten games were said to be planned for release at launch. "The first 64DD games are Kyojin no Doshin, Mario Artist, Golf, Dai Senryaku, among others. There will be a Shogi (chess) game (by Seta probably), and a Mahjong game. There will also be a game called Wall Street, and there will be a fighting game. An F-Zero expansion set will be available. There will be many "Mario Artist" games. There's going to be a 'Sound Maker', 'Video Jockey Maker', and 'Game Maker' games." Core Magazine reported that the 64DD would cost $105 at launch. The price for online gaming was reported as several hundred yen per month. NCL said a digital camera, portable terminal, and keyboard would be released for use with the system. Meanwhile, FGN reported that NOA's stance on the 64DD had changed. "Once the 64DD and distribution services are established in the Japan market, we will review our options. If we believe such a product can be supported by the US or European marketplace, we may reconsider launching in other markets." JULY- Core Magazine reported early in the month that NCL planned to release the 64DD on the second week of December for 10,000 yen, equivalent to $82. An initial production run of 100,000 units was planned. At the end of the month, NCL released the list of games that would be present at Spaceworld. The 64DD titles were: Sim City 64, Talent Studio, Paint Studio, F-Zero X Expansion Set, Japan Pro Golf Tour 64, Daisenryaku Ultimate Ward, Kyojin no Doshin 1, and Yousuke Ide's Mahjong. Nintendo was listed as the publisher for all of the games. AUGUST- Core Magazine informed that Mother 3's producer (Earthbound 64 in the U.S.) said that an expansion disk for the game will be released for the 64DD sometime in 2000. He also said that the cartridge game would not be released until sometime early next year. Core also reported that NCL plans to announce a 64DD reservation campaign at Spaceworld at the end of August. Retail chains in Japan will allow customers to preorder the system beginning the second week in September. A Internet package for the "Land Net" 64DD online network would be incorporated into the reservation. In an interview with IGN64, Miyamoto says: "The 64DD can change the nature of gameplay." Later: "If you’re asking whether or not the 64DD will work with Dolphin, I cannot answer you yet. We are reviewing the possibility." 'Dojo's Peer Schneider's thoughts on the 64DD games he played on the first day of Spaceworld: "They had a section for the 64DD, not as big as the cartridge games though." ..."Talent Maker is cool." "Sim City 64DD is very dissapointing." Kyojin no Doshin: "Totally wacky." 64DD game of the show? "Ultimate War." OCTOBER- "...Only 100,000 people will be accepted to subscribe to RandnetDD, at least at its beginning. Gamespot reports that applications for it will be accepted on a first-come, first-serve basis, beginning November 11th and ending January 11th. Applications can be picked up at convenience stores, toy stores, and video-game retailers." "...Core Magazine informs that the 64DD software cases "look relatively similar to oversized CD jewel cases." They also report that the keyboard we recently reported on will not be released until March 2000 in Japan. It will be "completely compatiable" with RandnetDD, as well as at least one 64DD title." "Athena has confirmed that they are developing a 64DD version of "Dezaemon 3D," a creativity app that allows users to design a 3D shooting game. IGN64 reports that the Japanese development house is "feverishly working" on the sequel to the game, which game out last year." "...Core Magazine reports that Seta has made a "firm decision" regarding the release of Rev Limit, their Ridge Racer-esque racing game. The game is now being tweaked and prepped for release next year as a 64DD game. It was previously planned for the N64." NOVEMBER- "The 64 Dream, a popular Nintendo magazine in Japan, reports that the 64DD television commercial has started airing on TV .... Monthly fee for RandNet's Famitsu daily news will be 200 yen. There are additional charges for other items. ...Multiple sources tell 'Dojo that Randnet is currently investigating the possibility of having Famicom games (Probably Super Famicom) available via the 64DD network. Whether the 64DD will allow for this to be possible remains to be seen. Will it be just like an emulator? More soon." "While the 64DD is definitely a long shot to help the console, its affordable internet capabilities and niche software could contribute to the N64 somewhat before it runs out of gas." -- Wishful thinking by IGN64 in their "State of the Nintendo 64 in Japan" It has been almost four years since we first heard of the 64DD. When we first saw it, it was scheduled for release sometime in 1997. After numerous delays, it now seems -- and we stress seems, because anything can happen -- that the system will come out in December. Let's hope so. (tb)