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Nintendo 64 controller
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A Nintendo 64 controller in gray | |
| Also known as | NUS-005[1] |
|---|---|
| Manufacturer | Nintendo |
| Product family | Nintendo 64 |
| Type | Gamepad |
| Generation | Fifth |
| Released | |
| Input |
|
| Connectivity |
|
| Predecessor | SNES controller |
| Successor | GameCube controller |
The Nintendo 64 controller (model number: NUS-005) is the standard game controller for the Nintendo 64 home console. Manufactured and released by Nintendo, it debuted alongside the console in Japan on June 23, 1996, followed by North America on September 29, 1996, and Europe and Australia on March 1, 1997. As the successor to the Super Nintendo controller, it features an "M"-shaped design, ten buttons, a "control stick",[a], a D-pad, and a rear port for connecting accessories.
Design
[edit]
The controller was designed by Nintendo R&D3, under direction to try new ideas that would break from typical game controllers.[2] With original visual designs having been mocked up in clay form, and extensive test group studies being performed before and during the design phase,[3] the Nintendo 64's controller design was eventually solidified in tandem with that of Shigeru Miyamoto's gameplay mechanics in Super Mario 64.[4] Though Miyamoto tested the controller while developing Super Mario 64, the controller was not designed around the game, while it did influence its mechanics like movement.[4][5]
Lance Barr, the head designer at Nintendo of America, worked with the Nintendo 64 design team in Japan on the controller. The sculpted shape of the radical new Batarang-like controller was so complex that it couldn't even be modeled on a computer. During development, the first mock-up was created out of clay.
Nintendo of America's head designer, Lance Barr, said that the design studies revealed that "most games use a few buttons for most of the main controls, such as jumping and shooting, or accelerating and braking. That's why the A and B Buttons are placed for easiest access on the new controller and why they are larger than the other buttons. They're the buttons that get high traffic."[3]

The controller has four "C-buttons" on the top, which were originally intended to control the camera in three-dimensional game environments.[6] Because the pad only contains three other face buttons, the C-buttons may be assigned to alternate functions. In The Legend of Zelda: Ocarina of Time, three of the C-buttons can be assigned to secondary items, the upper C-button is used to call Navi for assistance, and the Z-trigger is used to lock focus onto enemies and center the camera behind the player.
Control stick
[edit]The Nintendo 64 controller was among the first to feature a "control stick"[a] as a central component, intended to provide the user with a wider range of functions such as mobility and camera control. Unlike a D-pad, which detect only 8 directions, this stick could register 360 degrees of movement, allowing for more precise control in games.[2]
While joysticks had long been used in gaming—appearing in the Atari 5200, Sega's arcade systems and Mission Stick for the Saturn (1995),[7] and Sony's PlayStation Analog Joystick (1996)—the Nintendo 64 distinguished itself by using a thumb-operated stick. Previously, the only console accessory to feature a thumbstick was the Mega Drive's XE-1 AP, a third-party device released by Dempa in 1989.[8] The Nintendo 64 controller was released contemporaneously with Sega's 3D Pad for their Saturn system, and was followed during the fifth generation of video game consoles by Sony's Dual Analog and DualShock controllers for the PlayStation.
Though functionally similar to an analog stick, the "control stick" is digital.[2][9] It operates like a ball mouse,[10][11] turning a chopper wheel wheel that interrupts a light beam detected by a photodiode.[10][12] Its precision makes it effectively equivalent to a true analog stick.[2][9] Since it registers only relative movement, the system assumes the stick is centered at startup. If misaligned, recalibration can be performed by pressing the L and R shoulder buttons along with the Start button or by restarting the console with the stick properly centered.
Hand positioning
[edit]
The controller was designed to be held in three different positions. First, it can be held by the two outer grips, allowing use of the D-pad, right-hand face buttons and the "L" and "R" shoulder buttons (but not the Z trigger or analog stick). This style was intended to optimize play in 2D games by emulating the setup on the Super NES controller.[13][14] It can be also held by the center and right-hand grip, allowing the use of the single control stick, the right hand-buttons, the "R" shoulder button, and the Z trigger on the rear (but not the "L" shoulder button or D-pad). This style was intended for 3D games.[13] Finally, the controller can be held by the center and left-hand grip, allowing for a combination of the D-pad, L shoulder, analog stick, and Z trigger,[13] as was implemented in GoldenEye 007.
In some games such as Mortal Kombat Trilogy, the control stick and directional pad are interchangeable. Very few games use the directional pad exclusively, such as Tetrisphere, Mischief Makers and Kirby 64: The Crystal Shards.[15][16][17] Additionally, though the controller was not designed with this setup in mind, one controller can be held in each hand with a thumb on each analog stick and index fingers on the Z trigger. This setup allows dual-analog control on some first-person shooters such as Goldeneye 007 and Perfect Dark.[18] One game, Robotron 64, allows one player to use two controllers to control an avatar. This way, the game plays like its predecessor, Robotron 2084.[19]
This design is controversial, as by its nature it generally prevents the use of all of its features with the player's hands in any one position; the D-pad, L-shoulder, analog stick and Z-trigger cannot, generally, all be used at the same time as it typically requires the player to switch hand positions, taking the hands off of the key directional controls. Some, though, realized they can hold the controller with the outer grips and use their index fingers for the R and L triggers, middle fingers for the Z-trigger, right thumb for the right-hand buttons, and left thumb for the D-pad and (stretching) analog stick, without changing hand positions.
When Sony released its Dual Analog and DualShock controllers for the competing PlayStation, it retained the original controllers' two-handled ergonomics, placing the analog sticks below and inside the primary D-pad and face buttons, allowing the player to quickly switch from the D-pad and face buttons to the analog sticks without letting go of the controller. Nintendo would largely follow suit with the stock controller for its GameCube console, but swapped the positions of the analog stick and D-pad. Such a layout would become dominant in gamepad design, as by that time the left analog stick had become universally accepted as the primary movement control on 3D games across all consoles.
Accessories
[edit]Controller Pak
[edit]The Controller Pak is Nintendo's external memory card, similar to those used on the PlayStation and other CD-ROM consoles. Though the Nintendo 64's cartridges can store battery-backed memory much like its predecessors, in supported games the Controller Pak allows save game data to be stored separately from the cartridge; for instance allowing save data to be used with a different copy of the game, or to store data that will not fit on a cartridge's battery-backed memory (such as Mario Kart 64's ghost data). Whereas other console developers opted to plug the memory card directly into a console, Nintendo opted to have the card be plugged into the controller and thus transported as one unit, envisioning scenarios in which players would want to bring their own controller and memory card to play with other Nintendo 64 owners. In such scenarios having the cartridge port on the controller would allow individual players to each use their own distinct game settings and controller configurations while playing simultaneously on the same system.[13]
Rumble Pak
[edit]The original Rumble Pak, designed for the Nintendo 64 controller, was released in April 1997 to coincide with the release of Star Fox 64 and requires two AAA batteries. It provides haptic feedback during gameplay, intending to make the gaming experience more engaging. It was designed to be inserted into the controller's memory cartridge slot, which prevents the use of the Controller Pak. The insertion of a Controller Pak is prompted at every point of save in case one was not already in place.
Transfer Pak
[edit]The Transfer Pak is a device with a Game Boy cartridge slot that can be inserted into a Nintendo 64 controller's expansion port. When compatible game cartridges are inserted, it allows for connectivity between Game Boy and Game Boy Color games and supported Nintendo 64 titles. The Transfer Pak was originally bundled with Pocket Monsters Stadium and Pokémon Stadium, and it supported a total of twenty games worldwide, only six of which would be released outside of Japan.
Variants
[edit]First-party
[edit]The controller initially came in six colors (grey, black, red, green, yellow and blue)[20] but other colors were released later, many of them coinciding with the release of a similarly colored or designed system. Some of these others include smoke black, watermelon red, jungle green, fire orange, ice blue, grape purple, and special edition colors like gold, atomic purple, extreme green, "Donkey Kong 64" banana bunch yellow, "Pokémon" blue and yellow, and "Millennium 2000" platinum. Players would often take apart Nintendo 64 controllers to mix-and-match the tops and bottoms of the shell, creating bi-color controllers.[21]
Third-party
[edit]Several third-party manufacturers would produce aftermarket Nintendo 64 controllers with similar layouts to the Dual Analog/DualShock, such as the MakoPad and Hori Mini. While the optical encoding disks are mostly digital and provide very accurate relative movements, third-party controllers and joysticks often use cheaper potentiometers instead.
LodgeNet variant
[edit]
In 1999, LodgeNet and Nintendo released a controller and game playing service for various hotels in the United States.[22] It is a slightly modified Nintendo 64 controller featuring an improved GameCube-style analog control stick, and LodgeNet TV control buttons. It attaches to the hotel television and is not compatible with a standard Nintendo 64 console. It functions as a secondary remote control for the television, with up and down on the D-pad able to change channels, and as a controller for available Nintendo 64 games on the LodgeNet service. Customers could choose from a large library of Nintendo 64 games, including most first-party Nintendo 64 games, and play at a rate of $6.95 for every 60 minutes.
Nintendo Switch version
[edit]Nintendo released a version of the Nintendo 64 controller compatible with its Nintendo Switch console in October 2021. The controller was released in conjunction with an additional tier of the company's Nintendo Switch Online service, called the "Expansion Pack", which gives customers access to a catalog of Nintendo 64 games. The new version makes a series of changes to the design including the addition of wireless functionality and the incorporation of a rumble feature without the need for an additional accessory like the Rumble Pak.[23]
The Switch version also adds additional buttons to allow players access to the home and capture buttons that correspond with Switch functionality that was not available on Nintendo 64.
Reception
[edit]Nintendo's own magazine, Nintendo Power, reviewed the controller. The magazine said that it is "a little wider than the Super NES controller, but it felt very comfortable and the control elements were exceptionally well-placed. Large and small hands alike found it easy to manipulate."[3] In their overview of the controller, Electronic Gaming Monthly commented, "All in all, Nintendo has made the most advanced and easy-to-use controller we have ever seen. It is extremely versatile and has enough buttons to take care of every possible contingency, now or in the future."[24] GamePro's overview stated, "The N64's tri-handled controller may look weird, but it feels great."[25] Third party developers were reportedly enthusiastic about the controller as well. Dave Perry called it "the big special move that [Nintendo] have gone for", while Jez San said that "The joystick is unusual looking but I like the controls. The thumb control feels nice and strong and also sensitive."[26]
Stocks of extra Nintendo 64 controllers were sold out on the Japanese launch of the Nintendo 64, despite the fact that all three launch games are single-player only.[27] Similar results followed in North America; retailers reported extremely high sales of the controllers despite only a handful of multiplayer games being available.[28]

Although its design and usability received praise by most reviewers, the controller did have some mechanical issues that could be detrimental to users. Overuse of the analog stick could cause it to become loose, hampering controllability, and intense rotating of the analog stick reportedly resulted in friction injuries to the hands of some players of 1998's Mario Party. As a result of a settlement with the New York Attorney General, Nintendo offered protective gloves to prevent injuries. In Q1 2000, Nintendo reported that out of more than 1 million copies sold in the year since the game's release, the company had received about 90 complaints, none serious. Tim Weaver, editor of the UK's N64 Magazine, said his staff experienced no problems with the controller, adding that the entire investigation was "ludicrous" and "could only happen in America",[29][30] although blister injuries were common, especially in Mario Party mini-games such as "Pedal Power" and "Tug o' War".[31] Some aftermarket controllers have since sought to remedy both issues, including rubberised analog sticks with steel construction underneath, often employed by speedrunners and/or retrogaming enthusiasts.[32]
See also
[edit]Notes
[edit]- ^ a b Though functionally similar to an analog stick, the "control stick" is digital.[2][9] It operates like a ball mouse,[10] turning a chopper wheel which is tracked by shining a light through to a photodiode.[10][12] Its precision makes it effectively equivalent to a true analog stick.[2][9]
References
[edit]- ^ Lane, Gavin (May 6, 2020). "Nintendo Console Codenames And Product Codes". Nintendo Life. Archived from the original on September 17, 2020. Retrieved September 25, 2020.
- ^ a b c d e f "The Ultra 64 Joypad". Next Generation. No. 14. Imagine Media. February 1996. pp. 38–39.
- ^ a b c d "Out of Control". Nintendo Power. No. 79. Nintendo. December 1995. p. 12.
- ^ a b "The Making of Mario 64: Giles Goddard Interview". NGC Magazine (61). Future Publishing. December 2001. Archived from the original on November 15, 2020. Retrieved September 9, 2014.
- ^ Rogers, Emily (January 7, 2014). "A Dolphin's Tale: The Story of GameCube". Dromble Media. Archived from the original on July 5, 2014. Retrieved July 6, 2014.
- ^ "The Ultra 64: Power Packed". GamePro. No. 89. IDG. February 1996. pp. 20–21.
- ^ "[セガハード大百科] アナログミッションスティック" [セガハード大百科] アナログミッションスティック [The Sega encyclopedia – analog mission stick]. Sega Hard Encyclopedia (in Japanese). Sega. September 29, 1995. Archived from the original on October 17, 2007.
- ^ "XE-1 AP Entry in Sega Retro Archive". June 7, 2022. Archived from the original on November 3, 2017. Retrieved April 24, 2018.
- ^ a b c d "Controller's History Dynamite from 1UP.com". Hearst Corporation. Archived from the original on January 5, 2016. Retrieved August 15, 2010.
- ^ a b c d "Nintendo's N64 Pad – What's Inside?". NFG World. October 21, 2008. Archived from the original on August 19, 2010. Retrieved January 6, 2011.
- ^ "N64 Wireless Computer Controller Mod". September 27, 2013. Archived from the original on February 1, 2014. Retrieved January 24, 2014.
- ^ a b "How N64 Works". HowStuffWorks. October 18, 2000. Archived from the original on June 21, 2020. Retrieved January 6, 2011.
- ^ a b c d "Ultra 64 Controller" (PDF). Electronic Gaming Monthly. No. 78. Sendai Publishing. January 1996. p. 77. Archived (PDF) from the original on August 10, 2018. Retrieved June 1, 2020.
- ^ "Get a Grip!!!: Joysticks Past, Present & Future". Next Generation. No. 17. Imagine Media. May 1996. p. 40.
- ^ "Tetrisphere Rears its Puzzled Head". IGN. March 11, 1997. Retrieved January 12, 2026.
- ^ O'Neill, Jamie (June 12, 2010). "Review: Mischief Makers (Nintendo 64)". Nintendo Life. Retrieved January 12, 2026.
- ^ Boulding, Aaron (June 23, 2000). "Kirby 64: The Crystal Shards". IGN. Archived from the original on February 22, 2013. Retrieved October 4, 2016.
- ^ Cryer, Hirun (January 21, 2021). "N64 Frankenstein controller sports two analog sticks". GamesRadar+. Retrieved January 12, 2026.
- ^ Casamassina, Matt (January 5, 1998). "Robotron 64". IGN. Ziff Davis. Archived from the original on May 28, 2022. Retrieved October 11, 2020.
- ^ "Back in the Swing" (PDF). Electronic Gaming Monthly. No. 84. Ziff Davis. July 1996. pp. 14–16.
- ^ "Shoshinkai: Nintendo Unveils New Disk Drive and 50 Additional Japanese N64 Games" (PDF). Electronic Gaming Monthly. No. 90. Ziff Davis. January 1997. pp. 116–7. Archived (PDF) from the original on December 6, 2020. Retrieved June 1, 2020.
- ^ "LodgeNet Begins Installing Hotels with Nintendo 64 Game Systems; Initiative Includes New Installations, System Upgrades for Thousands of Hotel Rooms" (Press release). Sioux Falls, ND: LodgeNet Entertainment Corporation. June 11, 1999. Archived from the original on December 31, 2014. Retrieved February 6, 2015.
- ^ "You Can Now Order the New Nintendo 64 and Sega Genesis Controllers for Switch". The Verge. October 15, 2021. Archived from the original on June 9, 2023.
- ^ "The Controller". Electronic Gaming Monthly. No. 79. Sendai Publishing. February 1996. p. 60.
- ^ "Hands On: The Nintendo 64". GamePro. No. 95. IDG. August 1996. p. 30.
- ^ "Ultra 64: Nintendo's Shot at the Title". Next Generation. No. 14. Imagine Media. February 1996. p. 40.
- ^ "Big in Japan: Nintendo 64 Launches at Last". Next Generation. No. 21. Imagine Media. September 1996. pp. 14–16.
- ^ "Who Won the Videogame Wars of 1996?". Next Generation. No. 28. Imagine Media. April 1997. p. 17.
- ^ "Nintendo to Hand Out Gaming Gloves". BBC News. March 9, 2000. Archived from the original on August 16, 2024. Retrieved November 25, 2009.
- ^ "Nintendo Offers Glove to Prevent Joystick Injuries". CNET. Archived from the original on October 25, 2012. Retrieved November 25, 2009.
- ^ "Minigame That Gave Kids 'Cuts, Blisters & Burns' Returns To Mario Party With A Warning". Kotaku Australia. October 24, 2021. Archived from the original on December 5, 2021. Retrieved January 2, 2024.
- ^ "Steel Sticks 64". Archived from the original on January 2, 2024. Retrieved January 2, 2024.
External links
[edit]
Media related to Nintendo 64 at Wikimedia Commons
Nintendo 64 controller
View on GrokipediaDevelopment
Conception and influences
The Nintendo 64 controller was conceived during the mid-1990s as part of Nintendo's transition to 3D gaming, with development led by Nintendo R&D2 under directives to innovate beyond conventional controller designs.[8] The project emphasized creating a device capable of handling both traditional 2D gameplay and emerging 3D experiences, marking a departure from the Super Nintendo Entertainment System (SNES) controller's layout. This hands-on approach allowed designers to experiment with ergonomics early in the process.[9] Influences on the controller stemmed from prior hardware and the need for analog input in 3D environments. Early prototyping for games like Super Mario 64 utilized modified Sega Genesis controllers connected via serial ports to Silicon Graphics (SGI) Onyx workstations emulating the N64 hardware, as dedicated controllers were not yet available. Over 100 prototypes were tested, refining the central analog stick's movement, which directly informed character controls in Super Mario 64 and vice versa in a mutual development cycle. The SNES controller's button arrangement and D-pad served as a foundational influence, but the N64 design expanded this with a three-pronged "M"-shaped structure to support multiple grip styles—one for D-pad-focused 2D games (left prong) and another for analog stick-driven 3D navigation (right prong)—aiming to bridge generational shifts without alienating users.[10][11] The analog stick's inclusion was a pivotal innovation, inspired by the demands of 3D spatial movement, positioning Nintendo as a pioneer in analog control for consoles. Designer Giles Goddard, who contributed to the controller's integration with Super Mario 64, noted that the stick's mechanics shaped Mario's responsive motion, while Shigeru Miyamoto's left-handed preference may have influenced the versatile prong layout for ambidextrous play. This design philosophy prioritized gameplay flexibility, though it reflected uncertainties about 3D gaming's dominance at launch in 1996.[10][12]Design process
The design process for the Nintendo 64 controller began in the early 1990s as part of Nintendo's transition to 3D gaming hardware, led by the company's R&D2 division under Genyo Takeda, who is credited with inventing the controller's central analog stick to enable precise, variable-speed movement in three-dimensional environments.[8] This innovation drew from prior experiments with analog controls by competitors like Sega and Sony but prioritized durability and responsiveness for mainstream adoption, resulting in a thumb-operated joystick that became an industry standard.[8] Takeda's team collaborated closely with Silicon Graphics (SGI) on the overall hardware, using virtual emulation on SGI's Onyx supercomputers for a year to prototype game mechanics before physical controllers were finalized.[12] Early development faced significant challenges due to the absence of dedicated hardware; for the first six months, programmers like Giles Goddard tested 3D navigation using keyboards and modified Sega controllers connected via serial ports to emulators.[10] Over 100 controller prototypes were iterated upon, with extensive focus on the analog stick's shape and mechanics—initial circular designs were refined to a seven-sided form for better grip and centering, addressing issues like unintended drift during gameplay.[10] Shigeru Miyamoto, Nintendo's lead designer, played a pivotal role in refining the ergonomics, particularly the three-pronged layout, which accommodated his left-handedness by allowing flexible holding positions (left, right, or central) to support both 2D platforming and 3D exploration styles.[12] Super Mario 64 served as the primary testing ground for the controller, where Miyamoto and the team prototyped a simple Lego-like 3D room to evaluate the analog stick's "smooth and responsive" movement, rejecting early versions that felt "wobbly and slippery" to foster intuitive player control.[13] This iterative approach emphasized conceptual freedom over rigid button mappings, with yellow C-buttons added for camera control after debates over dual D-pads, ultimately balancing legacy 2D inputs like the D-pad with new 3D capabilities.[10] The final design, revealed publicly in 1995 at Shoshinkai, integrated these elements to bridge generational gameplay shifts, though it required ongoing adjustments during launch titles to optimize for real-time 3D interaction.[12]Design and Features
Overall layout and ergonomics
The Nintendo 64 controller features a distinctive trident-shaped housing with three forward-protruding grips: a left grip, a central grip, and a right grip, designed to accommodate various hand positions for different gameplay styles. The left grip houses the digital control pad (D-pad), while the right grip contains the primary action buttons (A and B) and secondary C buttons arranged in a diamond formation; the analog joystick is positioned centrally between the left and right grips, with shoulder triggers (L and R) on the top rear and a Z trigger on the underside near the center. This layout allows for flexible usage, supporting both two-handed grips for 3D navigation and single-handed operation for 2D inputs, as the controller was engineered to bridge traditional 2D platforming and emerging 3D exploration mechanics.[14] Ergonomically, the grips are contoured in an egg-like shape, thicker toward the center to conform naturally to the palm, with recessed portions at the base for secure finger placement, reducing hand slippage and fatigue during extended play. The design emerged from over 100 prototypes tested by Nintendo's R&D3 team, emphasizing the central analog stick's tactile feedback and an octagonal guide ring around it to ensure precise eight-directional control without erratic movements. Nintendo recommended two primary holding positions: a "left position" using the left and central grips for analog movement with the right hand free for aiming (as in Super Mario 64), and a "right position" mirroring this for D-pad-focused games, though the left position proved initially challenging for new users due to unfamiliar thumb coordination.[15][14][10] This multifaceted approach prioritized versatility over a single ergonomic ideal, enabling simultaneous inputs like movement and camera control, which influenced game design in titles such as GoldenEye 007 where dual-controller setups were viable. The overall form factor, weighing approximately 300 grams (10.6 oz) with dimensions of about 16 cm wide, 15.3 cm high, and 6.7 cm deep, balanced portability with stability, though its unconventional prongs drew mixed user feedback on comfort for smaller hands.[10][6][14]Analog control stick
The analog control stick of the Nintendo 64 controller represented a significant innovation in gaming input devices when the console launched in 1996, introducing the first widely adopted analog joystick for home consoles to enable precise 360-degree control essential for 3D gameplay.[7] Positioned on the left prong of the controller's three-handled "M"-shaped design, the stick protrudes as a short, thumb-operated lever, allowing users to tilt it in any direction from a neutral vertical position to simulate fluid movement in games such as Super Mario 64 and The Legend of Zelda: Ocarina of Time.[14] This analog functionality marked a departure from the digital directional pads of prior controllers, providing variable input levels for speed and direction that enhanced immersion in three-dimensional worlds.[7] The stick's mechanism, detailed in Nintendo's U.S. Patent No. 6,102,803 filed in 1996 and granted in 2000, employs an optical encoding system rather than traditional potentiometers for position detection.[14] As the lever tilts, it activates swingable members connected to rotating slit wheels, which interrupt light beams from embedded LEDs to photo detectors; these generate X- and Y-axis coordinate signals proportional to the deflection angle.[14] A conical guide wall and an octagonal outer ring limit the lever's travel to a defined circular range—approximately 25 degrees from center—while ensuring snap-back to eight cardinal and diagonal positions for hybrid digital-analog use in compatible games.[14] A central spring mechanism automatically returns the stick to its neutral position upon release, maintaining responsiveness during extended play.[14] This optical approach offered higher precision and durability against electrical wear compared to resistive methods but was susceptible to mechanical degradation from plastic-on-plastic friction over time.[16] In terms of input resolution, the stick outputs 8-bit analog values per axis, translating to roughly 256 discrete levels of deflection, though effective precision varied by game implementation and centered around approximately 80-85 usable steps per axis under normal conditions.[14][17] The design prioritized ergonomic thumb control for the left hand in the controller's primary "right" grip orientation, with the stick's height and tension calibrated for intuitive pressure application without requiring full wrist rotation.[18] Despite its pioneering role in enabling analog camera control and character navigation—features absent in competitors like the PlayStation's initial digital-only pad—the stick's plastic components often wore down, leading to looseness and reduced accuracy after prolonged use, a common issue addressed through aftermarket replacements.[19] Overall, the analog stick's introduction set a precedent for modern dual-analog layouts, influencing subsequent controllers from Nintendo and rivals alike.[7]Buttons and D-pad
The Nintendo 64 controller incorporates a digital +Control Pad, or D-pad, located on the left prong of its M-shaped housing near the base of the left grip, designed for thumb operation. This cross-direction designation switch provides discrete input in four cardinal directions—up, down, left, and right—with the capability to register eight directions (including diagonals) via software processing.[14] Unlike the central analog stick, which supports 360-degree variable input for 3D navigation, the D-pad delivers fixed binary signals suited to 2D gameplay, menu selection, or auxiliary controls in hybrid scenarios.[14] In titles like Kirby 64: The Crystal Shards, it facilitates walking, running (via double-tap), ducking, and directional actions such as sliding or swallowing objects.[20] Complementing the D-pad are ten digital action buttons, each functioning as a momentary on/off switch for precise, non-analog inputs. The primary A and B buttons are positioned centrally on the right prong for easy right-thumb access, with A typically assigned to affirmative actions like jumping and B to secondary or cancel functions like attacking or braking.[14] Below them lie four C buttons (C-Up, C-Down, C-Left, C-Right) in a diamond formation, serving as a secondary directional cluster for tasks such as camera panning, item cycling, or strafing; for instance, in Donkey Kong 64, they rotate and zoom the view or toggle first-person perspective.[14][21] The remaining buttons include the L and R shoulder switches on the upper rear surfaces of the left and right prongs, respectively, for index-finger actuation in functions like aiming or braking, as seen in Wave Race 64 where R enables surface sliding.[14][4] The Z button, a single trigger on the bottom center near the right grip base, often handles modifier inputs like crouching or targeting, such as in Donkey Kong 64 for character crouching.[14][21] Finally, the Start button, centered between the prongs, universally pauses gameplay or accesses menus, as implemented across titles like Wave Race 64 and Kirby 64.[14][4][20]Accessories
Controller Pak
The Nintendo 64 Controller Pak is a memory expansion accessory designed to store game save data, controller configurations, character attributes, and other user-generated content for compatible Nintendo 64 titles. Inserted into the expansion port at the bottom of the N64 controller, it provides a portable alternative to cartridge-based saving, allowing players to transfer progress between different consoles or share data with others. Unlike the built-in memory of most N64 Game Paks, the Controller Pak was essential for certain third-party games that exceeded the cartridge's internal storage limits or required frequent saves, such as those with extensive progression systems or multiplayer setups. Games supporting the accessory are marked with a specific Controller Pak icon on their packaging. The official Controller Pak features 32 kilobytes (256 kilobits) of battery-backed static RAM (SRAM), divided into 128 pages of 256 bytes each, with 123 pages available for user data after reserving space for the file system. This capacity equates to approximately 31.5 KB of usable storage, sufficient for multiple saves depending on the game's requirements—for instance, some titles like Myst demanded up to 121 pages per save file. The device relies on a soldered CR2032 lithium coin battery to retain data when not powered by the console, with battery life typically lasting 10–20 years under normal use, though replacements may be needed for long-term preservation. Data management occurs via the game's interface, where files are created, deleted, or verified to prevent corruption; improper insertion or removal while the console is powered can lead to loss of information. Compatible games access the Controller Pak through the N64's PIF (Peripheral Interface) chip, which handles read/write operations over a parallel bus, ensuring low-latency saves during gameplay. The accessory was released in 1996 alongside the console launch and sold for around $24.99 USD, often bundled with select titles. While first-party Nintendo games predominantly used cartridge saves for reliability, the Controller Pak became prominent in RPGs and adventure games from developers like Konami and Acclaim, enabling features like customizable characters or high-score tables. Over time, battery degradation has prompted third-party reproductions using non-volatile FRAM (ferroelectric RAM) for indefinite data retention without power sources, though these are not official Nintendo products.Rumble Pak
The Rumble Pak is an expansion accessory for the Nintendo 64 controller that provides haptic feedback through vibration, enhancing gameplay immersion by simulating in-game events such as impacts or explosions.[22] It inserts into the controller's expansion slot at the bottom, replacing the standard Controller Pak and requiring users to swap accessories for memory storage functions.[23] The device features a small eccentric rotating mass motor that causes the controller to jiggle, with vibration intensity varying based on signals from compatible games—stronger for major actions like collisions and subtler for minor cues.[22] Released in April 1997 in Japan alongside the bundle version of Star Fox 64, the Rumble Pak debuted as the first mainstream console haptic feedback peripheral.[24] It launched in North America in July 1997, bundled with Star Fox 64, and arrived in Europe in October 1997.[23] Developed by Nintendo to add tactile realism to the N64 experience, it was powered by two AAA batteries, offering approximately 50 to 60 hours of use before replacement.[22] Third-party variants later emerged, some drawing power directly from the console to eliminate battery needs, though official models retained the battery design for consistent performance.[23] Compatible games, identifiable by a dedicated Rumble Pak icon on their packaging, integrated vibration cues to correspond with on-screen actions, such as laser fire in Star Fox 64 or gunfire recoil in GoldenEye 007.[22] In Japan, special rumble-enabled re-releases like Wave Race 64: Rumble Version (July 1997) and Super Mario 64: Rumble Pak Version (July 1997) showcased its effects on water splashes and jumps, respectively.[23] The accessory's addition of weight to the controller improved ergonomics for some users but required manual insertion, limiting simultaneous use with memory cards.[23] The Rumble Pak pioneered force feedback in home gaming, influencing subsequent controllers like Sony's DualShock and establishing vibration as a standard feature for immersion.[24] Its debut with Star Fox 64 demonstrated practical applications, such as feeling barrel rolls and enemy hits, which heightened player engagement and set a precedent for sensory integration in video games.[23] Despite its novelty, the device's battery dependency and slot exclusivity were minor limitations compared to its lasting impact on controller design.[23]Transfer Pak
The Transfer Pak is an accessory designed for the Nintendo 64 controller, connecting to its expansion port at the bottom and featuring a slot compatible with Game Boy and Game Boy Color cartridges. Released in 1999 and initially bundled with Pokémon Stadium, it enables the exchange of data—such as high scores, characters, and Pokémon—between supported handheld and console games, bridging the gap between Nintendo's portable and home systems.[22][25] In Pokémon Stadium, the Transfer Pak allows players to import up to 150 Pokémon from Game Boy titles like Red, Blue, and Yellow, including their levels, attacks, and Technical Machines, for use in 3D arena battles on the Nintendo 64; it also supports viewing and battling with Mewtwo if present on the Game Boy cartridge. Pokémon Stadium 2 expands this functionality to include Gold, Silver, and Crystal, enabling players to display decorated bedrooms from Pokémon Crystal on the television and control those Game Boy games using the Nintendo 64 controller for enhanced play sessions. For sports titles, the device transfers customized characters from Game Boy Color versions to their Nintendo 64 counterparts: in Mario Golf, it imports RPG-style golfers created on the handheld for use in the console's courses and modes; Mario Tennis similarly allows character data migration to expand roster options in matches.[25][26][27] Compatible Nintendo 64 games are limited to those bearing the Transfer Pak icon on their packaging, ensuring seamless integration. The following table summarizes key compatibilities based on official support:| Nintendo 64 Game | Game Boy/Game Boy Color Game(s) | Primary Function |
|---|---|---|
| Pokémon Stadium | Pokémon Red, Blue, Yellow | Transfer Pokémon for battles |
| Pokémon Stadium 2 | Pokémon Red, Blue, Yellow, Gold, Silver, Crystal | Transfer Pokémon; view bedrooms; TV play |
| Mario Golf | Mario Golf | Transfer custom characters |
| Mario Tennis | Mario Tennis | Transfer custom characters |
| Mickey's Speedway USA | Mickey's Speedway USA | Unlock bonus characters (e.g., Huey, Louie) |