Nintendo's awkward, misunderstood entry in the 32-bit wars, and the last major home console to take games on cartridges. Largely ignored in Japan, the N64 found its niche here as the system of choice among Mario-obsessed kids and FPS multiplayer-loving frat boys without a decent computer. Since you're reading a gaming wiki, you've probably at least played Mario 64 and Ocarina somewhere in your lifetime, if only emulated or at a friend's house.
The N64 has numerous accessories that many games at least partially require:
Expansion Pak: doubles the RAM, improving graphics in compatible games. Works the same as the regular cart for all other games, so you never have to take it out. DK64, Majora's Mask, and Perfect Dark require it.
Controller Pak: Memory card. Not many later games used this, opting instead to save to the cartridge battery. Some require it.
Rumble Pak: So friggin powerful that it needs its own batteries. Allegedly, it was once popular as a tattoo gun in prisons.
Transfer Pak: You put
GB carts into this, but the only ones you can play are Pokemon R/B/Y, within
Pokemon Stadium. Primarily used for transferring data.
VRU: An elaborate system for clipping a microphone to the controller, so you can watch Pikachu fail to understand you.
64DD: Gigantic add-on only released in Japan that would have allowed for online play, among numerous other things. Kind of Nintendo's 32X + Saturn NetLink. It met a similar fate.
WideBoy 64: The N64's equivalent to the Super Game Boy, except it also played Color games. Never released to the public, it was intended as a development tool and to allow magazines to take screenshots of
GB games.
Blast Corps
The Blueberry Hill: Hard to believe it's by
Rare, these days. Focused, race-against-the-clock, building demolition. There's a really great variety of vehicles to use, most with very different controls, and methods.
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The Blueberry Hill:
DMA's garish, clunky, sci-fi set, proto-
GTA III, is well worth a try.
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The Blueberry Hill: This game, and its sequel
Fighter Destiny 2 (no 's'!) are really interesting fighters. Fights are won by scoring points. A ring-out is one point, throws are worth two, and so on; and all this affects your strategy. Losing a round is always just a super move away.
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Six: Punching mutants and wrasslin' them to the ground is strange pleasure. One of them kicked me in the shin really hard and pretty much insta-killed me, which is frustrating but also kind of hilarious.
The Blueberry Hill: Sort of tedious, and ridiculous, but the game has a really interesting battle system. Basically, it's like a turn-based fighter. The fights are realtime, with the characters jostling for position until their meter fills, allowing either to stop the game and select commands from a menu. There are a lot of attacks to learn, particular to each limb, and they can be strung together for combos.