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{{Infobox console
{{Infobox computing device/Nintendo 64}}
|title = Nintendo 64
{{for|emulators that run on the Nintendo 64|Emulators on Nintendo 64}}
|logo = Nintendo64Console.png
| aka = Project Reality (code name)<br />
Ultra 64 (planned product name)<br />
Hyundai Comboy 64 (South Korea)
|developer = [[Nintendo|Nintendo IRD]]
|manufacturer = [[Nintendo]]
|type = [[:Category:Home consoles|Home video game console]]
|generation = [[:Category:Fifth-generation consoles|Fifth]]
|release date =
JP: June 23, 1996<br />
NA: September 29, 1996<br />
EU/AU: March 1, 1997<br />
|discontinued = WW: April 30, 2002
|units sold = Worldwide: 32.93 million<br />
Americas: 20.63 million<br />
Japan: 5.54 million<br />
Europe and Australia: 6.75 million
|media = Nintendo 64 Game Pak
64DD magnetic disc<br />
|cpu = NEC VR4300 @ 93.75&nbsp;MHz
|memory = 4 MB Rambus RDRAM (8 MB with Expansion Pak)
|removeable storage = 32&nbsp;KB Controller Pak
|graphics = SGI RCP @ 62.5 MHz
|sound = 16-bit, 48 or 44.1 kHz stereo
|controllers = Nintendo 64 controller, 4 ports
|power = Switching power supply, 12 V and 3.3 V DC
|service = [[Early_online_services#Randnet_.28N64.29|Randnet]] (Japan only)<br />
[[Early_online_services#SharkWire_Online_.28N64.29|SharkWire Online]] (third-party)
|dimensions = 2.87 × 10.23 × 7.48 mm (72.9 × 259.8 × 190.0 mm)
|weight = 2.42 lb (1.10 kg)
|topgame = ''Super Mario 64'' (11.62 million)
|predecessor = [[Super Nintendo emulators|Super Famicom / Super NES]]
|successor = [[GameCube emulators|GameCube]]
|related = [[Nintendo 64DD]]
|emulated = {{✓}}
}}
{{for|emulators that run on the Nintendo 64|Emulators on N64}}


'''Nintendo 64''' is a 64-bit fifth-generation console released by Nintendo on September 29, 1996, for {{inflation|USD|199.99|1996}}.
The [[gametech:Nintendo 64|'''Nintendo 64''']] is a 64-bit fifth-generation console released by Nintendo on September 29, 1996, for {{inflation|USD|199.99|1996}}. Nintendo was the second company approached by Silicon Graphics Inc. (SGI), which wanted to roll out its previously enterprise-only technology in the consumer space. They originally pitched their idea to Sega, but it is assumed that Nintendo's offer was more appealing. With the NEC VR4300 CPU clocked at 93.75 MHz, 4 MB of RAM, and an SGI RCP GPU at 62.5 MHz, Nintendo had finished much of the hardware at least a year before launch, preventing video games from needing drastic rewrites due to architectural changes. A separate add-on was later released called the "[[Nintendo 64 emulators#Hardware features and peripherals|Expansion Pak]]" that added another 4 MB of RAM, totaling to 8 MB. The development workstations were often Unix-based, which would later help reverse engineers in some projects.­­


Nintendo was the second company approached by Silicon Graphics Inc. (SGI), which wanted to roll out its previously enterprise-only technology in the consumer space. They originally pitched their idea to Sega, but it is assumed that Nintendo's offer was more appealing. With the NEC VR4300 CPU clocked at 93.75 MHz, 4 MB of RAM, and an SGI RCP GPU at 62.5 MHz, Nintendo had finished much of the hardware at least a year before launch, preventing video games from needing drastic rewrites due to architectural changes. A separate add-on was later released called the "[[#Hardware features and peripherals|Expansion Pak]]" that added another 4 MB of RAM, totaling to 8 MB. The development workstations were often Unix-based, which would later help reverse-engineers in some projects.­­
Unlike competitors such as the PlayStation, the N64 used cartridges instead of CDs. While a big advantage was that data could be read faster than CDs, meaning load times were minimal or even non-existent, the main disadvantages of cartridges was the small data capacity, and CDs were cheaper to manufacture, which meant that many third-party developers switched to the PlayStation.


Unlike competitors such as the PlayStation, the N64 used cartridges instead of CDs. While a big advantage was that data could be read faster than CDs, meaning load times were minimal or even non-existent, But the main disadvantages of cartridges was the small data capacity, and CDs were cheaper to manufacture, which meant that many third party developers switched to the PlayStation.
Nintendo 64 emulator development began during the console's lifespan, with [[UltraHLE]] being a landmark release in emulation. Despite the impressive feat of playing retail games on a standard computer of the period, emulation of the console had serious issues for nearly the next two decades. This was largely due to the "plugin hell" exacerbated by closed-source development practices, an over-reliance on the leaked "Oman archive" documentation that hindered true reverse engineering of console behavior, and the use of endless hacks and shortcuts due to the weak hardware of the time. However, newer open-source emulators and plugins now offer greatly improved accuracy alongside visual enhancements.


Nintendo 64 emulator development began during the console's lifespan, with [[UltraHLE]] being a landmark release in emulation. Despite the impressive feat of playing retail games on a standard computer of the period, emulation of the console had serious issues for nearly the next two decades. This was largely due to the "plugin hell" exacerbated by closed-source development practices, an over-reliance on the leaked "Oman archive" documentation that hindered true reverse engineering of console behavior, and the use of endless hacks and shortcuts due to the weak hardware of the time. However, newer open-source emulators and plugins now offer greatly improved accuracy alongside visual enhancements.
== Comparison ==
{{Emulator comparison introduction|[[#Enhancements|enhancements]], [[#Hardware features and peripherals|hardware features & peripherals]], and [[#Hardware variants|hardware variants]]}}


==Emulators==
=== Standalone emulators ===
<div style="overflow-x:auto;width:100%">
{| {{Emulator table}}
{| class="wikitable sortable" style="text-align:center;width:100%"
!Name
! scope="col"|Name
!Platform(s)
! scope="col"|Platform(s)
!Active?
! scope="col"|Latest version
!Latest version
! scope="col"|[[#Hardware_variants|Hardware<br/>variants]]
![[Licensing|License]]
! scope="col"|[[#Hardware features and peripherals|Hardware features<br/>and peripherals]]
!Compatibility
! scope="col"|[[#Enhancements|Enhancements]]
![[Emulation Accuracy|Accuracy]]
! scope="col"|Compatibility
![[Nintendo 64 emulators#iQue Player|iQue Player]]
! scope="col"|[[Emulation Accuracy|Accuracy]]
![[Nintendo 64 emulators#Aleck 64|Aleck 64]]
! scope="col"|[[Licensing|License]]
![[Recommended emulators|Recommended? (overall)]]
! scope="col"|Active
! scope="col"|[[Recommended emulators|Recommended]]
|-
|-
!colspan="11"|x86
! colspan="10" |PC
|-
|-
|[[ares]]
|[[Gopher64]]
|align=left|{{Icon|Windows|Linux|macOS}}
| align="left" |{{Icon|Windows|WoA|macOSARM|Linux|LinuxARM}}||{{Ya}}
|[https://nightly.link/ares-emulator/ares/workflows/build/master <abbr title="Latest development build version">git Artifacts</abbr>]<br/>[https://github.com/ares-emulator/ares/releases {{aresVer}}]
|[https://github.com/gopher64/gopher64/releases {{Gopher64Ver}}]||{{Green}} {{License|GPLv3}} ({{License|Copyleft}})
|{{✗}}
|{{~}}
|{{~}}
|{{Emulator compatibility|link=https://ares-emu.net/compatibility/nintendo-nintendo-64|867|900}}
| High
|{{Green}} {{License|ISC}} ({{License|Permissive}})
|{{✓}}
|{{✓}}
|-
|[[simple64]]
|align=left|{{Icon|Windows|Linux}}
|[https://github.com/simple64/simple64/releases {{Simple64Ver}}]</br><abbr title="Final build that supports GLideN64 video plugin but its obsolete. Use RMG with GLideN64 instead.">[https://github.com/thekovic/simple64/releases/tag/v2021.5.30 GLideN64]</abbr>
|{{✗}}
|{{~}}
|{{~}}
|?
|?
| High
|High||{{Na}}||{{Na}}||{{Ya}}
|{{Green}} {{License|GPLv3}} ({{License|Copyleft}})
|{{✓}}
|{{~}}
|-
|[[RetroArch|Mupen64Plus-Next]]
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}
|[https://buildbot.libretro.com/nightly/ libretro core]<br>[https://parallel-launcher.ca/ Parallel Launcher Fork]
|{{✗}}
|{{~}}
|{{✓}}
|?<br/><small>[[Recommended N64 plugins|(Plugin dependent)]]</small>
| <small>[[Recommended N64 plugins|Plugin dependent]]</small>
|{{Green}} {{License|GPLv2}} ({{License|Copyleft}})
|{{✓}}
|{{~}}
|-
|-
|[[RMG]]
|[[RMG]]
|align=left|{{Icon|Windows|Linux}}
| align="left" |{{Icon|Windows|Linux}}||{{Ya}}
|[https://github.com/Rosalie241/RMG/releases {{RMGVer}} stable]</br>[https://nightly.link/Rosalie241/RMG/workflows/build/master {{RMGVer}}-dev]
|[https://github.com/Rosalie241/RMG/releases {{RMGVer}} stable]
|{{✗}}
[https://nightly.link/Rosalie241/RMG/workflows/build/master {{RMGVer}}-dev]
|{{~}}
|{{~}}
|?<br/><small>[[Recommended N64 plugins|(Plugin dependent)]]</small>
| <small>[[Recommended N64 plugins|Plugin dependent]]</small>
|{{Green}} {{License|GPLv3}} ({{License|Copyleft}})
|{{Green}} {{License|GPLv3}} ({{License|Copyleft}})
|{{✓}}
|[[Recommended N64 plugins|Plugin-dependent]]
|{{~}}
|[[Recommended N64 plugins|Plugin-dependent]]||{{Na}}||{{Na}}||{{Ya}}
|-
|[[BizHawk]]<br/><small>(Mupen64Plus)(ares)(MAME)<ref group=N>MAME core for [[#Aleck 64 arcade emulation|Aleck 64]] only.</ref></small>
|align=left|{{Icon|Windows|Linux}}
|[https://gitlab.com/TASVideos/BizHawk/-/pipelines Dev builds]<br/>[http://tasvideos.org/BizHawk/ReleaseHistory.html {{BizHawkVer}}]
|{{~}}
|{{~}}
|{{~}}
|?<br/><small>[[Recommended N64 plugins|(Plugin dependent)]]<br/>[[BizHawk#Supported_systems|(Core dependent)]]</small>
| <small>[[Recommended N64 plugins|Plugin dependent]]<br/>[[BizHawk#Supported_systems|Core dependent]]</small>
|{{Green}} {{License|MIT}}<br>{{License|GPL}}
|{{✓}}
|{{~}}
|-
|-
|[[Mupen64Plus]]
|[[Mupen64Plus]]
|align=left|{{Icon|Windows|Linux|macOS}}
| align="left" |{{Icon|Windows|macOS|Linux|Pandora|Pyra}}||{{Ya}}
|[https://bitbucket.org/ecsv/mupen64plus-mxe-daily/downloads/?tab=tags MXE Builds]<br/>[https://github.com/mupen64plus/mupen64plus-core/releases/tag/nightly-build nightly]
|[https://bitbucket.org/ecsv/mupen64plus-mxe-daily/downloads/?tab=tags MXE Builds]
|{{✗}}
[https://github.com/mupen64plus/mupen64plus-core/releases/tag/nightly-build nightly]
|{{~}}
|{{~}}
|?<br/><small>[[Recommended N64 plugins|(Plugin dependent)]]</small>
| <small>[[Recommended N64 plugins|Plugin dependent]]</small>
|{{Green}} {{License|GPLv2}} ({{License|Copyleft}})
|{{Green}} {{License|GPLv2}} ({{License|Copyleft}})
|{{}}
|[[Recommended N64 plugins|Plugin-dependent]]
|{{~}}<ref group=N>RMG is recommended instead of using Mupen64Plus MXE builds because RMG comes bundled with GLideN64, angrylion's RDP Plus and ParaLLEl-RDP for video plugins, and mupen64plus-hle-rsp, CXD4 and ParaLLEl-RSP for RSP plugins. Mupen64Plus experience is also front-end dependent.</ref>
|[[Recommended N64 plugins|Plugin-dependent]]||{{Na}}||{{Na}}||{{~}}
<small>RMG is recommended instead of using Mupen64Plus MXE builds because RMG comes bundled with GLideN64, angrylion's RDP Plus and ParaLLEl-RDP for video plugins, and mupen64plus-hle-rsp, CXD4 and ParaLLEl-RSP for RSP plugins. Mupen64Plus experience is also front-end-dependent.</small>
|-
|-
|[[Project64]]
|[[1964]]
|align=left|{{Icon|Windows}}
| align="left" |{{Icon|Windows}}||{{Na}}
|[https://github.com/Rosalie241/BetterMajorasMaskInstaller/releases <abbr title="This installer automatically installs and configures latest versions of Project64-nightly, GlideN64 video plugin, Azimer's Audio Plugin, Iconoclast's Static RSP Interpreter and also MM HD Texture Pack.">Rosalie241's MMHD</abbr>]<br/>[https://www.pj64-emu.com/nightly-builds Nightly]<br/>[https://www.pj64-emu.com/public-releases {{Project64Ver}}]<br/>[https://github.com/Rosalie241/PJ64Launcher/releases/latest Keygen]
|[https://github.com/Graslu/1964GEPD/releases/tag/latest 1964GEPD]
|{{~}}
[http://www.emulation64.com/files/getfile/936/ 1.1] (Official)
|{{~}}
 
|{{~}}
[http://files.emulation64.fr/Emulateurs/EMU_1964_146.zip 1.2 r146] (Unofficial SVN)
|?<br/><small>[[Recommended N64 plugins|(Plugin dependent)]]</small>
| <small>[[Recommended N64 plugins|Plugin dependent]]</small>
|{{Green}} {{License|GPLv2}} ({{License|Copyleft}})
|{{Green}} {{License|GPLv2}} ({{License|Copyleft}})
|{{}}
|?
|{{}}<ref group=N>Project64 accurracy is plugin dependent and below than Ares, simple64, and Mupen64Plus and related forks. Its official GUI is also not only obsolete but tedious having pay-to-remove long pop-ups asking for support. Project64 should now only be considered for debugging purposes.</ref>
|Low||{{Na}}||{{Na}}||{{Na}}
|-
<small>[https://github.com/Graslu/1964GEPD/releases/tag/latest 1964GEPD] is only recommended to use for ''GoldenEye 007'' or ''Perfect Dark''; because this emulator is primarily made for ''GoldenEye 007''/''Perfect Dark'' and modified for use with the Mouse Injector and their ROM hacks. '''It has poor ROM support outside of these games'''. Another and recommended option for ''GoldenEye 007'' is [https://github.com/garungorp/MouseInjectorDolphinDuck#supported-mupen64plusretroarch garungorp's MouseInjectorDolphinDuck] with mupen64plus_next_libretro.</small>
|[[RetroArch|ParaLLEl-N64]]
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}
|[https://buildbot.libretro.com/nightly/ libretro core]<br>[https://parallel-launcher.ca/ Parallel Launcher Fork]
|{{✗}}
|{{~}}
|{{✓}}
|?<br/><small>[[Recommended N64 plugins|(Plugin dependent)]]</small>
| <small>[[Recommended N64 plugins|Plugin dependent]]</small>
|{{Green}} {{License|GPLv3}} ({{License|Copyleft}})
|{{✓}}
|{{✗}}<ref group=N name=obsolete>Obsolete and replaced by Mupen64Plus-Next. ParaLLEl-N64 should now only be considered for older ROM hacks that don't play well with the newer, more [[Emulation_accuracy|accurate]] plugins.</ref>
|-
|-
|[[CEN64]]
|[[CEN64]]
|align=left|{{Icon|Windows|Linux|macOS}}
| align="left" |{{Icon|Windows|macOS|Linux}}||{{Na}}
|[https://github.com/tj90241/cen64 {{CEN64Ver}}]
|[https://github.com/tj90241/cen64 {{CEN64Ver}}]||{{Green}} {{License|BSD3}} ({{License|Permissive}})
|{{}}
|{{~}}
|{{}}
|?
|?
| Partial Cycle
|Partial Cycle||{{Na}}||{{Na}}||{{Na}}
|{{Green}} {{License|BSD3}} ({{License|Permissive}})
|{{✗}}
|{{}}
|-
|-
|[[MAME]]
|[[DaedalusX64]]
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}
| align="left" |{{Icon|Windows|macOS|Linux}}||{{~}}
|<abbr title="Latest development version">git artifacts</abbr><ref group=N>[https://nightly.link/mamedev/mame/workflows/ci-windows/master CI-Windows] [https://nightly.link/mamedev/mame/workflows/ci-linux/master CI-Linux] [https://nightly.link/mamedev/mame/workflows/ci-macos/master CI-Macos]</ref></br>[http://www.mamedev.org/release.html {{MAMEVer}}]<br/>[https://buildbot.libretro.com/nightly/ libretro core]<ref group=N>As 0.251, 0.139 (2010), 0.78 (2003), 0.37b5 (2000)</ref>
|[https://github.com/DaedalusX64/daedalus/releases/latest git]||{{Green}} {{License|GPLv2}} ({{License|Copyleft}})
|{{~}}
|{{~}}
|{{~}}
|[http://adb.arcadeitalia.net/lista_mess.php?software_list_name=n64&compatibility= 1%<br/><small>13 out of 993 reported titles</small>]
|?
|?
|{{Green}} {{License|GPLv2}}<br>{{License|BSD3}}
|?||{{Na}}||{{Na}}||{{Na}}
|{{✓}}
|{{}}
|-
|-
|n64
|Kaizen
|align=left|{{Icon|Windows|Linux}}
| align="left" |{{Icon|Windows|Linux}}||{{Na}}
|[https://github.com/Dillonb/n64?tab=readme-ov-file#download git]
|[https://github.com/SimoZ64/Kaizen#pre-built-binaries git]||{{Green}} {{License|BSD3}} ({{License|Permissive}})
|{{}}
|{{}}
|{{}}
|?
|?
|?||{{Na}}||{{Na}}||{{Na}}
|-
|Larper64
| align="left" |{{Icon|Windows|macOS|Linux}}||{{Na}}
|[https://drive.google.com/file/d/1IWyw5UG9Uf24KG0zrcXSFoOmcQoHWmyc/view {{Larper64Ver}}]||{{Red}} {{License|Proprietary}}
|?
|?
|{{?}}
|?||{{Na}}||{{Na}}||{{Na}}
|{{}}
|{{}}(WIP)
|-
|-
|Kaizen
|n64
|align=left|{{Icon|Windows|Linux}}
| align="left" |{{Icon|Windows|Linux}}||{{Ya}}
|[https://github.com/SimoneN64/Kaizen#pre-built-binaries git]
|[https://github.com/Dillonb/n64?tab=readme-ov-file#download git]||{{Dunno}}
|{{✗}}
|{{✗}}
|{{}}
|?
|?
|?||{{Na}}||{{Na}}||{{Na}}
|-
|[[Project64]]
| align="left" |{{Icon|Windows}}||{{Ya}}
|[https://sites.google.com/view/shurislibrary/luna-project64 Luna's Project64 {{Luna's Project64Ver}}]
[https://github.com/Luna-Project64/Luna-Project64 git]
----[https://github.com/Rosalie241/BetterMajorasMaskInstaller/releases Rosalie241's MMHD]<ref name="Rosalie241's MMHD" group="note">This installer automatically installs and configures latest versions of Project64-nightly, GlideN64 video plugin, Azimer's Audio Plugin, Iconoclast's Static RSP Interpreter and also MM HD Texture Pack.</ref>
[https://www.pj64-emu.com/nightly-builds Nightly]
[https://www.pj64-emu.com/public-releases {{Project64Ver}}]
[https://github.com/Rosalie241/PJ64Launcher/releases/latest Keygen]
|{{Green}} {{License|GPLv2}} ({{License|Copyleft}})
|[[Recommended N64 plugins|Plugin-dependent]]
|[[Recommended N64 plugins|Plugin-dependent]]||{{Na}}||{{Na}}||{{Na}}
<small>Project64 accuracy is plugin-dependent and below than Ares, simple64, and Mupen64Plus and related forks. Its official GUI is also not only obsolete but tedious having pay-to-remove long pop-ups asking for support. Project64 should now only be considered for debugging purposes. For a better Project64 experience based on v3.0.1 with no nagware and [[RetroAchievements]] support, use Luna's Project64 fork instead. Luna's Project64 also has Linux compatibility and is actively being developed.</small>
|-
|R64Emu
| align="left" |{{Icon|Windows|macOS|Linux}}||{{Na}}
|[https://github.com/rasky/r64emu git]||{{Green}} {{License|GPLv3}} ({{License|Copyleft}})
|?
|?
|{{Green}} {{License|BSD3}} ({{License|Permissive}})
|?||{{Na}}||{{Na}}||{{Na}}
|{{✓}}
|{{}}(WIP)
|-
|-
|Rokuyon
|Rokuyon
|align=left|{{Icon|Windows|Linux|macOS}}
| align="left" |{{Icon|Windows|macOS|Linux}}||{{Na}}
|[https://github.com/Hydr8gon/rokuyon {{RokuyonVer}}]
|[https://github.com/Hydr8gon/rokuyon/releases git]||{{Green}} {{License|GPLv3}} ({{License|Copyleft}})
|{{}}
|{{}}
|{{}}
|?
|?
|?||{{Na}}||{{Na}}||{{Na}}
|-
|[[Ryu64]]
| align="left" |{{Icon|Windows|macOS|Linux}}||{{Na}}
|[https://github.com/Ryu64Emulator/Ryu64 git]||{{Green}} {{License|Unlicense}} ({{License|PDEQ}})
|?
|?
|?||{{Na}}||{{Na}}||{{Na}}
|-
|[[simple64]]
| align="left" |{{Icon|Windows|Linux}}||{{Na}}
|[https://github.com/simple64/simple64/releases {{Simple64Ver}}]
[https://github.com/thekovic/simple64/releases/tag/v2021.5.30 GLideN64]<ref name="GLideN64" group="note">Final build that supports GLideN64 video plugin but its obsolete. Use RMG with GLideN64 instead.</ref>
|{{Green}} {{License|GPLv3}} ({{License|Copyleft}})
|{{Green}} {{License|GPLv3}} ({{License|Copyleft}})
|{{}}
|?
|{{}}(WIP)
|High||{{Na}}||{{Na}}||{{Na}}
|-
|-
|R64Emu
|[[Sixtyforce]]
|align=left|{{Icon|Windows|Linux|macOS}}
| align="left" |{{Icon|macOS}}||{{Na}}
|[https://github.com/rasky/r64emu git]
|[http://sixtyforce.com/download/ {{SixtyforceVer}}]||{{Red}} {{License|Proprietary}}
|{{}}
|{{}}
|{{}}
|?
|?
|?||{{Na}}||{{Na}}||{{Na}}
|-
|[[UltraHLE]]
| align="left" |{{Icon|Windows|W9x}}||{{Na}}
|[https://web.archive.org/web/20070312015944/http://www.emuunlim.com/UltraHLE/ultrahle.zip 1.0]||{{Red}} {{License|Proprietary}}
|?
|?
|{{Green}} {{License|GPLv3}} ({{License|Copyleft}})
|Low||{{Na}}||{{Na}}||{{Na}}
|{{✓}}
|{{}}(WIP)
|-
|-
|Gopher64
|Project64-EM
|align=left|{{Icon|Windows|Linux}}
| align="left" |{{Icon|Windows}}||{{Dunno}}
|[https://github.com/gopher64/gopher64/releases {{Gopher64Ver}}]
|1.0.3||{{Dunno}}
|{{?}}
|{{?}}
|{{?}}
|?
|?
|?
|?||{{Na}}||{{Na}}||{{Dunno}}
|{{Green}} {{License|GPLv3}} ({{License|Copyleft}})
|-
|{{✓}}
! colspan="10" |Mobile
|{{✗}}(WIP)
|-
|-
|[[1964]]
|[[Mupen64Plus]] FZ
|align=left|{{Icon|Windows}}
| align="left" |{{Icon|Android}}||{{Ya}}
|[https://github.com/Graslu/1964GEPD/releases/tag/latest 1964GEPD]<br /><abbr title="Official">[http://www.emulation64.com/files/getfile/936/ 1.1]</abbr><br /><abbr title="Unofficial SVN">[http://files.emulation64.fr/Emulateurs/EMU_1964_146.zip 1.2 r146]</abbr>
|[https://play.google.com/store/apps/details?id=org.mupen64plusae.v3.fzurita 3.0.322] (beta)
|{{✗}}
[https://github.com/mupen64plus-ae/mupen64plus-ae git]
|{{✗}}
|{{~}}
|?
| Low
|{{Green}} {{License|GPLv2}} ({{License|Copyleft}})
|{{Green}} {{License|GPLv2}} ({{License|Copyleft}})
|{{}}
|[[Recommended N64 plugins|Plugin-dependent]]
|{{}}<ref group=N name=1964GEPD>[https://github.com/Graslu/1964GEPD/releases/tag/latest 1964GEPD] is only recommended to use for Goldeneye 007 or Perfect Dark; because this emulator is primarily made for GoldenEye/Perfect Dark and modified for use with the Mouse Injector and their ROM hacks. '''It has poor ROM support outside of these games'''. Another and recommended option for Goldeneye: 007 is [https://github.com/garungorp/MouseInjectorDolphinDuck#supported-mupen64plusretroarch garungorp's MouseInjectorDolphinDuck] with mupen64plus_next_libretro.</ref>
|[[Recommended N64 plugins|Plugin-dependent]]||{{Na}}||{{Na}}||{{Ya}}
|}
 
=== [[Multi-system emulators]] ===
{| {{Emulator table}}
!Name
!Platform(s)
!Active?
!Latest version
![[Licensing|License]]
!Compatibility
![[Emulation Accuracy|Accuracy]]
![[Nintendo 64 emulators#iQue Player|iQue Player]]
![[Nintendo 64 emulators#Aleck 64|Aleck 64]]
![[Recommended emulators|Recommended? (overall)]]
|-
! colspan="10" |PC
|-
|-
|[[DaedalusX64]]
|[[ares]]
|align=left|{{Icon|Linux|macOS}}
| align="left" |{{Icon|Windows|macOS|Linux|WoA}}||{{Ya}}
|[https://github.com/DaedalusX64/daedalus/releases/latest git]
|[https://nightly.link/ares-emulator/ares/workflows/build/master git Artifacts]
|{{}}
[https://github.com/ares-emulator/ares/releases {{aresVer}}]
|{{}}
|{{Green}} {{License|ISC}} ({{License|Permissive}})
|{{~}}
|{{Emulator compatibility (unofficial)|828|993}}
{{Emulator compatibility|828|903|link=https://ares-emu.net/compatibility/nintendo-nintendo-64}}
|High||{{Na}}||{{Ya}}||{{Ya}}
|-
|[[BizHawk]]
(Mupen64Plus, ares, MAME)<ref group="note">MAME core for [[Nintendo 64 emulators#Aleck 64|Aleck 64]] only.</ref>
| align="left" |{{Icon|Windows|Linux}}||{{Ya}}
|[https://gitlab.com/TASVideos/BizHawk/-/pipelines Dev builds]
[http://tasvideos.org/BizHawk/ReleaseHistory.html {{BizHawkVer}}]
|{{Green}} {{License|MIT}}<br>{{License|GPL}}
|[[Recommended N64 plugins|Plugin-dependent]]
[[BizHawk#Supported systems|Core-dependent]]
|[[Recommended N64 plugins|Plugin-dependent]]
[[BizHawk#Supported systems|Core-dependent]]
|{{Na}}||{{~}}<br><small>MAME only.</small>||{{~}}
|-
|[[MAME]]
| align="left" |{{Icon|Windows|macOS|Linux|FreeBSD}}||{{Ya}}
|[http://www.mamedev.org/release.html {{MAMEVer}}]||{{Green}} {{License|GPLv2}}<br>{{License|BSD3}}
|{{Emulator compatibility|13|993|link=http://adb.arcadeitalia.net/lista_mess.php?software_list_name=n64&compatibility=}}
|?||{{Na}}||{{Ya}}||{{Na}}
|-
! colspan="10" |Mobile
|-
|[[Delta]]
| align="left" |{{Icon|iOS|iPadOS}}||{{Ya}}
|[https://apps.apple.com/us/app/delta-game-emulator/id1048524688 {{DeltaVer}}]
[https://github.com/rileytestut/Delta git]
|{{Dunno}}
|?
|?
|?||{{Na}}||{{Na}}||{{Dunno}}
|-
|[[Folium]]
| align="left" |{{Icon|iOS|iPadOS}}||{{Ya}}
|[https://apps.apple.com/us/app/folium/id6498623389 App Store] ($)
[https://folium.emuplace.app/downloads {{FoliumVer}}]
[https://github.com/emuplace/folium.emuplace.app/releases/latest Latest IPA]
|{{Dunno}}
|?
|?
|{{Green}} {{License|GPLv2}} ({{License|Copyleft}})
|?||{{Na}}||{{Na}}||{{Dunno}}
|{{~}}
|{{}}
|-
|-
|[[Sixtyforce]]
|[[Manic EMU]]
|align=left|{{Icon|macOS}}
| align="left" |{{Icon|iOS|iPadOS}}||{{Ya}}
|[http://sixtyforce.com/download/ {{SixtyforceVer}}]
|[https://apps.apple.com/us/app/manic-emu-game-emulator/id6743335790 {{Manic EMUVer}}]
|{{}}
[https://github.com/Manic-EMU/ManicEMU/releases git]
|{{}}
|{{Green}} {{License|AGPLv3}} ({{License|Copyleft}})
|{{}}
|?
|?
|?
|{{Red}} {{License|Proprietary}}
|?||{{Na}}||{{Na}}||{{Dunno}}
|{{}}
|{{}}
|-
|-
|Larper64
|[[NiN10]]
|align=left|{{Icon|Windows|Linux|macOS}}
| align="left" |{{Icon|iOS|iPadOS|watchOS}}||{{Ya}}
|[https://drive.google.com/file/d/1IWyw5UG9Uf24KG0zrcXSFoOmcQoHWmyc/view {{Larper64Ver}}]
|[https://apps.apple.com/us/app/nin10-nintendo-emulator/id6503959130 {{NiN10Ver}}]||{{Red}} {{License|Proprietary}}
|{{}}
|{{✗}}
|{{✗}}
|?
|?
|?
|?||{{Na}}||{{Na}}||{{?}}
|{{Red}} {{License|Proprietary}}
|{{}}
|{{}}
|-
|-
|[[UltraHLE]]
|[[Provenance]]
|align=left|{{Icon|Windows|W9x}}
| align="left" |{{Icon|iOS|iPadOS|tvOS}}||{{Ya}}
|[https://web.archive.org/web/20070312015944/http://www.emuunlim.com/UltraHLE/ultrahle.zip 1.0]
|[https://apps.apple.com/us/app/provenance-app/id1596862805 {{ProvenanceVer}}]
|{{✗}}
[https://github.com/Provenance-Emu/Provenance/releases git]
|{{✗}}
|{{Dunno}}
|{{✗}}
|?
|?
| Low
|?||{{Na}}||{{Na}}||{{Dunno}}
|{{Red}} {{License|Proprietary}}
|}
|{{}}
 
|{{}}
=== [[Frontends#Project-specific frontends|Frontend cores]] ===
{| {{Emulator table}}
|+Platform (e.g., Android, Windows, and Linux) and architecture support (e.g., x86, ARM, and consoles) mostly depends on the [[Frontends#Project-specific frontends|frontend software]], not on the individual cores themselves.
!API
!Core(s)
!Active?
!Latest version
![[Licensing|License]]
!Compatibility
![[Emulation accuracy|Accuracy]]
![[Nintendo 64 emulators#iQue Player|iQue Player]]
![[Nintendo 64 emulators#Aleck 64|Aleck 64]]
![[Recommended emulators|Recommended? (overall)]]
|-
|-
|[[Ryu64]]
| rowspan="3" |[[File:Libretro.png|link=Libretro|100x100px]]
|align=left|{{Icon|Windows|Linux|macOS}}
|[https://docs.libretro.com/library/mupen64plus/ Mupen64Plus-Next]<ref name="ParallelLauncher" group="note">You can use [https://parallel-launcher.ca/ Parallel Launcher Fork] if you find RetroArch's UI confusing.</ref>||{{Ya}}
|[https://github.com/Ryu64Emulator/Ryu64 git]
|2.8-Vulkan f275caf||{{Green}} {{License|GPLv2}} ({{License|Copyleft}})
|{{✗}}
|[[Recommended N64 plugins|Plugin-dependent]]
|{{}}
|[[Recommended N64 plugins|Plugin-dependent]]||{{Na}}||{{Na}}||{{Ya}}
|{{✗}}
|?
|?
|{{Green}} {{License|Unlicense}} ({{License|PDEQ}})
|{{}}
|{{}}
|-
|-
!colspan="11"|ARM
|[[MAME]] 0.251, 0.139 (2010), 0.78 (2003), 0.37b5 (2000)||{{Ya}}
|||{{Green}} {{License|GPLv2}}<br>{{License|BSD3}}
|{{Emulator compatibility|13|993|link=http://adb.arcadeitalia.net/lista_mess.php?software_list_name=n64&compatibility=}}
|?||{{Na}}||{{Ya}}||{{Na}}
|-
|-
|[[RetroArch|Mupen64Plus-Next]]
|[[RetroArch|ParaLLEl-N64]]<ref name="ParallelLauncher" group="note" />||{{Ya}}
|align=left|{{Icon|Android|iOS}}
|||{{Green}} {{License|GPLv3}} ({{License|Copyleft}})
|[https://buildbot.libretro.com/nightly/ libretro core]
|[[Recommended N64 plugins|Plugin-dependent]]
|{{}}
|[[Recommended N64 plugins|Plugin-dependent]]||{{Na}}||{{Na}}||{{Na}}
|{{~}}
<small>Obsolete and replaced by Mupen64Plus-Next. ParaLLEl-N64 should now only be considered for older ROM hacks that don't play well with the newer, more [[Emulation accuracy|accurate]] plugins.</small>
|{{}}
|}
|?<br/><small>[[Recommended N64 plugins|(Plugin dependent)]]</small>
 
| <small>[[Recommended N64 plugins|Plugin dependent]]</small>
=== [[:Category:Emulators by hardware|Emulators on other hardware]] ===
|{{Green}} {{License|GPLv2}} ({{License|Copyleft}})
{| {{Emulator table}}
|{{✓}}
!Name
|{{}}
!Platform(s)
!Active?
!Latest version
![[Licensing|License]]
!Compatibility
![[Emulation Accuracy|Accuracy]]
![[Nintendo 64 emulators#iQue Player|iQue Player]]
![[Nintendo 64 emulators#Aleck 64|Aleck 64]]
![[Recommended emulators|Recommended? (overall)]]
|-
|-
|[[Mupen64Plus]] FZ
|Not64
|align=left|{{Icon|Android}}
| align="left" |{{Icon|GCN|Wii|WiiU}}||{{Ya}}
|[https://play.google.com/store/apps/details?id=org.mupen64plusae.v3.fzurita 3.0.322 (beta)] [https://github.com/mupen64plus-ae/mupen64plus-ae git]
|[https://github.com/Extrems/Not64/releases/latest {{Not64Ver}}]||{{Green}} {{License|GPLv2}} ({{License|Copyleft}})
|{{}}
|{{Emulator compatibility (unofficial)|303|993}}
|{{?}}
{{Emulator compatibility|303|424|link=https://wiki.gbatemp.net/wiki/Wii64_Compatibility_List}}
|{{~}}
 
|?<br/><small>[[Recommended N64 plugins|(Plugin dependent)]]</small>
[[Recommended N64 plugins|(Plugin-dependent)]]
| <small>[[Recommended N64 plugins|Plugin dependent]]</small>
|?||{{Na}}||{{Na}}||{{Ya}}
|{{Green}} {{License|GPLv2}} ({{License|Copyleft}})
|{{✓}}
|{{}}
|-
|-
|[[Mupen64Plus]]
|[[DaedalusX64]]
|align=left|{{Icon|Pandora|Pyra}}
| align="left" |{{Icon|PSP|3DS|Vita|PS2}}||{{~}}
|[http://repo.openpandora.org/?page=detail&app=mupen64plus Pandora]<br/>[https://pyra-handheld.com/repo/apps/39 Pyra]
|[https://github.com/DaedalusX64/daedalus/releases/latest PSP]
|{{✗}}
[https://github.com/masterfeizz/DaedalusX64-3DS/releases 3DS]
|{{?}}
 
|{{?}}
[https://github.com/Rinnegatamante/DaedalusX64-vitaGL/releases VitaGL]
|[https://docs.google.com/spreadsheets/u/0/d/10AhvborAoFjTdVvnJ8lMl6PH_RT_3LXUhCknNqycg7A/htmlview?hl=en_GB&pli=1#gid=0 23%<br/><small>45 out of 194 reported titles</small>]<br/><small>[[Recommended N64 plugins|(Plugin dependent)]]</small>
 
| <small>[[Recommended N64 plugins|Plugin dependent]]</small>
[https://www.ps2-home.com/forum/viewtopic.php?f=99&p=39957#p39957 PS2]
|{{Green}} {{License|GPLv2}} ({{License|Copyleft}})
|{{Green}} {{License|GPLv2}} ({{License|Copyleft}})
|{{}}
|'''PS Vita'''
|{{~}}
{{Emulator compatibility (unofficial)|234|993}}
 
{{Emulator compatibility|234|474|link=https://daedalusx64.rinnegatamante.it/}}
 
'''PSP (from 1.1.6-1.1.8)'''
 
{{Emulator compatibility (unofficial)|97|993}}
 
{{Emulator compatibility|97|157|link=https://docs.google.com/spreadsheets/d/13izCg9TYUWpF3Ot3P3wVUzAk_qpsNtsNqmydakELIUQ/edit#gid=1172263683}}
 
'''3DS'''
 
{{Emulator compatibility (unofficial)|71|993}}
 
{{Emulator compatibility|71|260|link=https://wiki.gbatemp.net/wiki/DaedalusX64_3DS}}
|?||{{Na}}||{{Na}}||{{Ya}}<br><small>(PS Vita)</small>
|-
|-
!colspan="11"|Consoles
|[[Virtual Console]]
| align="left" |{{Icon|Wii}}||{{Na}}
|N/A||{{Red}} {{License|Proprietary}}
|Only for selected titles (Wii)
|Game-dependent||{{Na}}||{{Na}}||{{Ya}}
|-
|-
|[[RetroArch|Mupen64Plus-Next]]
|[[Wii64]]
|align=left|{{Icon|XB1|SXS}}
| align="left" |{{Icon|GCN|Wii|WiiU|PS3}}||{{Na}}
|[https://www.retroarch.com/?page=platforms RetroArch]
|[https://code.google.com/archive/p/mupen64gc/downloads 1.1 beta]
|{{✗}}
[https://github.com/emukidid/wii64-ps3/releases git]
|{{~}}
|{{✓}}
|?<br/><small>[[Recommended N64 plugins|(Plugin dependent)]]</small>
| <small>[[Recommended N64 plugins|Plugin dependent]]</small>
|{{Green}} {{License|GPLv2}} ({{License|Copyleft}})
|{{Green}} {{License|GPLv2}} ({{License|Copyleft}})
|{{}}
|{{Emulator compatibility (unofficial)|303|993}}
|{{}}
{{Emulator compatibility|303|424|link=https://wiki.gbatemp.net/wiki/Wii64_Compatibility_List}}
 
[[Recommended N64 plugins|(Plugin-dependent)]]
|[[Recommended N64 plugins|Plugin-dependent]]||{{Na}}||{{Na}}||{{~}}
|-
|-
|[[DaedalusX64]]
|Surreal64 CE
|align=left|{{Icon|PSP}}<br>{{Icon|3DS}}<br>{{Icon|Vita}}<br>{{Icon|PS2}}
| align="left" |{{Icon|Xbox}}||{{Na}}
|[https://github.com/DaedalusX64/daedalus/releases/latest PSP]<br/>[https://github.com/masterfeizz/DaedalusX64-3DS/releases 3DS]<br/>[https://github.com/Rinnegatamante/DaedalusX64-vitaGL/releases VitaGL]<br/>[https://www.ps2-home.com/forum/viewtopic.php?f=99&p=39957#p39957 PS2]
|[https://digiex.net/threads/surreal64-ce-b6-0-download-n64-emulator-for-xbox.13677 Beta 6.0]||{{Green}} {{License|GPLv2}} ({{License|Copyleft}})
|{{}}
|{{Emulator compatibility (unofficial)|236|993}}
|{{}}
{{Emulator compatibility|236|311|link=http://retroxbox.labrat.fr/file/pdf/comp_list/Surreal%2064%20B5.1%20CE%20Compatibility%20and%20Settings%20List%20-%20Surreal%20Compatibility_Settings.pdf}}
|{{~}}
|[https://daedalusx64.rinnegatamante.it/ 49%<br/><small>234 out of 473 reported titles (Vita)</small>]
[https://docs.google.com/spreadsheets/d/13izCg9TYUWpF3Ot3P3wVUzAk_qpsNtsNqmydakELIUQ/edit#gid=1172263683 61%<br/><small>97 out of 157 reported titles from 1.1.6-1.1.8 (PSP)</small>]


[https://wiki.gbatemp.net/wiki/DaedalusX64_3DS 27%<br/><small>71 out of 260 reported titles (3DS)</small>]
[[Recommended N64 plugins|(Plugin-dependent)]]
|?
|[[Recommended N64 plugins|Plugin-dependent]]||{{Na}}||{{Na}}||{{~}}
|{{Green}} {{License|GPLv2}} ({{License|Copyleft}})
|{{~}}
|{{✓}}<br/><small>(PSP)</small>
|-
|-
|Not64
|[[Nintendo Switch Online|Nintendo Classics]] ([[Hovercraft]])
|align=left|{{Icon|GCN|Wii|WiiU}}
| align="left" |{{Icon|NX|Switch2}}||{{Ya}}
|[https://github.com/Extrems/Not64/releases/latest {{Not64Ver}}]
|N/A||{{Red}} {{License|Proprietary}}
|{{}}
|[https://nintendo.fandom.com/wiki/Nintendo_64_-_Nintendo_Switch_Online#Included_Games Only for selected titles]
|{{✗}}
|Game-dependent||{{Na}}||{{Na}}||{{~}}
|{{✗}}
|[https://wiki.gbatemp.net/wiki/Wii64_Compatibility_List 71%<br/><small>303 out of 424 reported titles</small>]<br/><small>[[Recommended N64 plugins|(Plugin dependent)]]</small>
|?
|{{Green}} {{License|GPLv2}} ({{License|Copyleft}})
|{{✓}}
|{{}}
|-
|-
|[[Virtual Console]]
|[[Virtual Console]]
|align=left|{{Icon|Wii}}
| align="left" |{{Icon|WiiU}}||{{Na}}
|N/A
|N/A||{{Red}} {{License|Proprietary}}
|{{}}
|Only for selected titles (Wii U)
|{{?}}
|Game-dependent||{{Na}}||{{Na}}||{{~}}
|{{?}}
|[[Wikipedia:List_of_Virtual_Console_games_for_Wii_(North_America)#Nintendo_64|<small>Only for selected titles (Wii)</small>]]
| <small>Game dependent</small>
|{{Red}} {{License|Proprietary}}
|{{✗}}
|{{✓}}
|-
|[[Virtual Console]]
|align=left|{{Icon|WiiU}}
|N/A
|{{✗}}
|{{?}}
|{{?}}
|[[Wikipedia:List_of_Virtual_Console_games_for_Wii_U_(North_America)#Nintendo_64|<small>Only for selected titles (Wii U)</small>]]
| <small>Game dependent</small>
|{{Red}} {{License|Proprietary}}
|{{✗}}
|{{~}}
|-
|[[Nintendo Switch Online]] <small>(Hovercraft)<small>
|align=left|{{Icon|NX}}
|N/A
|{{✗}}
|{{✗}}
|{{~}}<ref group=N name=SM3DAS>Texture replacement only used in Super Mario 3D All-Stars.</ref>
|[https://nintendo.fandom.com/wiki/Nintendo_64_-_Nintendo_Switch_Online#Included_Games <small>Only for selected titles</small>]
| <small>Game dependent</small>
|{{Red}} {{License|Proprietary}}
|{{✓}}
|{{~}}
|-
|Surreal64 CE
|align=left|{{Icon|Xbox}}
|[https://digiex.net/threads/surreal64-ce-b6-0-download-n64-emulator-for-xbox.13677 Beta 6.0]
|{{✗}}
|{{✗}}
|{{✗}}
|[http://retroxbox.labrat.fr/file/pdf/comp_list/Surreal%2064%20B5.1%20CE%20Compatibility%20and%20Settings%20List%20-%20Surreal%20Compatibility_Settings.pdf 76% <br/><small>236 out of 311 reported titles]<br/>[[Recommended N64 plugins|(Plugin dependent)]]</small>
| <small>[[Recommended N64 plugins|Plugin dependent]]</small>
|{{Green}} {{License|GPLv2}} ({{License|Copyleft}})
|{{✗}}
|{{~}}
|-
|-
|mupen64-360
|mupen64-360
|align=left|{{Icon|Xbox360}}
| align="left" |{{Icon|Xbox360}}||{{Na}}
|[https://digiex.net/threads/mupen64-360-xbox-360-nintendo-64-n64-emulator-download.9352 0.96 beta]
|[https://digiex.net/threads/mupen64-360-xbox-360-nintendo-64-n64-emulator-download.9352 0.96 beta]||{{Green}} {{License|GPLv2}} ({{License|Copyleft}})
|{{}}
|[[Recommended N64 plugins|Plugin-dependent]]
|{{}}
|[[Recommended N64 plugins|Plugin-dependent]]||{{Na}}||{{Na}}||{{~}}
|{{}}
|}
|?<br/><small>[[Recommended N64 plugins|(Plugin dependent)]]</small>
 
| <small>[[Recommended N64 plugins|Plugin dependent]]</small>
=== [[FPGA]] ===
|{{Green}} {{License|GPLv2}} ({{License|Copyleft}})
{| {{Emulator table}}
|{{✗}}
!Name
|{{~}}
!Platform(s)
!Active?
!Latest version
![[Licensing|License]]
!Compatibility
![[Emulation Accuracy|Accuracy]]
![[Recommended emulators|Recommended? (overall)]]
|-
|-
|[[Wii64]]
|N64_MiSTer
|align=left|{{Icon|GCN|Wii|WiiU|PS3}}
| align="left" |[[MiSTer]]||{{Ya}}
|[https://code.google.com/archive/p/mupen64gc/downloads 1.1 beta] [https://github.com/emukidid/wii64-ps3/releases git]
|[https://github.com/MiSTer-devel/N64_MiSTer git]||{{Green}} {{License|GPLv3}} ({{License|Copyleft}})
|{{✗}}
|100% officialy released catridge games
|{{✗}}
some games with built-in per-game hacks
|{{✗}}
|Game-dependent||{{Dunno}}
|[https://wiki.gbatemp.net/wiki/Wii64_Compatibility_List 71%<br/><small>303 out of 424 reported titles</small>]<br/><small>[[Recommended N64 plugins|(Plugin dependent)]]</small>
| <small>[[Recommended N64 plugins|Plugin dependent]]</small>
|{{Green}} {{License|GPLv2}} ({{License|Copyleft}})
|{{✗}}
|{{~}}
|}
|}
</div>
<references group=N />


===Comparisons===
== Description ==
 
; [[Ares]]
: An open-source multi-system emulator and successor to Near's [[higan]] project, with a mostly original N64 core. Unlike most other N64 emulators, it aims for high [[Emulation accuracy|accuracy]] and doesn't employ HLE RSP or RDP emulation of any kind, nor does it use game-specific hacks. It uses Themaister's ParaLLEl-RDP Vulkan renderer (with the MAME renderer as a software-based fallback) for pixel-perfect LLE graphics. It currently passes several stringent [https://github.com/ares-emulator/ares/pull/613 accuracy tests] the other emulators do not, also [https://old.reddit.com/r/emulation/comments/181g1wk/ares_v134_has_been_released/kag3h4r/ CPU & RSP timings are fantastic] based on real hardware tests.
 
System requirements are more demanding than other popular N64 emulators; for Windows users, you'd need at least a Ryzen 7 3700X to maintain full speed, system requirements for macOS and Linux users may be significantly lower due to: [https://emulation.gametechwiki.com/index.php/High_and_low-level_emulation#:~:text=Platform-Specific%20Memory%20and%20I/O%20Optimization ARM64 ABI Microsoft has chosen for Windows makes context switches more expensive than on the SysV ABI used in *nix].
 
:* v130 version brings 64DD emulation and macOS support, developer [https://twitter.com/LuigiBlood/ LuigiBlood] said [https://twitter.com/LuigiBlood/status/1568694009496756225 "This is the most accurate 64DD emulation attempt I've ever done, honestly. A lot of the stuff I programmed is sometimes genuinely useless. A lot also involves timings of the drive itself and more."]
:* [https://old.reddit.com/r/emulation/comments/11ltlvu/ares_multisystem_emulator_v132_has_been_released/jbe12ym/ v132 version] brings improved accuracy of Controller Pak and Rumble Pak emulation.
:* [https://old.reddit.com/r/emulation/comments/155ibi2/ares_multi_system_emulator_v133_has_been_released/ v133 version] brings lots of performance tuning, timing improvements (fixes Jet Force Gemini and Mickey's Speedway USA) and emulation of RSP SU pipeline stalls (fixes Donkey Kong 64 and Banjo-Tooie).
:* [https://old.reddit.com/r/emulation/comments/181g1wk/ares_v134_has_been_released/ v134 version] brings support for .D64 disk images, 64DD disk swapping, support the N64 Transfer Pak, homebrew mode, fixed RTC 64DD emulation and other accuracy fixes.
: [https://github.com/ares-emulator/ares/commit/07bafb6a519dc0d99c32f9facf1681eddb981c34 *v146 version improve VI timings and interrupts.]


;[[Ares]]
; [[RMG]]
:An open-source multi-system emulator and successor to Near's [[higan]] project, with a mostly original N64 core. Unlike most other N64 emulators, it aims for high [[Emulation_accuracy|accuracy]] and doesn't employ HLE RSP or RDP emulation of any kind, nor does it use game-specific hacks. It uses Themaister's ParaLLEl-RDP Vulkan renderer (with the MAME renderer as a software-based fallback) for pixel-perfect LLE graphics. It currently passes several stringent [https://github.com/ares-emulator/ares/pull/613 accuracy tests] the other emulators do not, also [https://old.reddit.com/r/emulation/comments/181g1wk/ares_v134_has_been_released/kag3h4r/ CPU & RSP timings are fantastic] based on real hardware tests. But system requirements more demanding than other popular N64 emulators, having said that; for Windows users, it should be possible to maintain full speed on a Ryzen 7 3700X, system requirements for macOS and Linux users may be significantly lower due to: [https://old.reddit.com/r/emulation/comments/zwq9fu/ares_crossplatform_open_source_multisystem/j1ys10k/ ARM64 ABI Microsoft has chosen for Windows] makes context switches more expensive than on the SysV ABI used in *nix.
: Rosalie's Mupen GUI aims to close the gap between Project64 and Mupen64Plus in terms of user experience. Its interface is about on par with simple64's in terms of cleanliness and ease of use, but unlike simple64, it remains a shallow fork of upstream Mupen64Plus and allows you to use other plugins. The latest development versions come bundled with GLideN64, Angrylion RDP Plus and ParaLLEl-RDP for video plugins, and mupen64plus-hle-rsp, CXD4 and ParaLLEl-RSP for RSP plugins It can still use the older plugins that come with regular Mupen64Plus in case if your PC can't handle the newer plugins. If you prefer GLideN64, this is a superior alternative to simple64, as the last version of simple64 that uses GLideN64 is becoming increasingly outdated.


:* v130 version brings 64DD emulation and macOS support, developer [https://twitter.com/LuigiBlood/ LuigiBlood] said [https://twitter.com/LuigiBlood/status/1568694009496756225 "This is the most [[Emulation_accuracy|accurate]] 64DD emulation attempt I've ever done, honestly. A lot of the stuff I programmed is sometimes genuinely useless. A lot also involves timings of the drive itself and more"].
; Mupen64Plus-Next
:* [https://old.reddit.com/r/emulation/comments/11ltlvu/ares_multisystem_emulator_v132_has_been_released/jbe12ym/ v132 version] brings improved accuracy of Controller pak and Rumble pak emulation.
: A [[libretro]] core for use in [[RetroArch]]. It succeeds ParaLLEl-N64, below. Mupen64Plus-Next is a new rebase off the bleeding-edge Mupen64Plus mainline, and more compatible than ParaLLEl-N64. It ditches the legacy plugins and replaces them with GLideN64 as a better HLE solution (though, of course, the ParaLLEl plugins and Angrylion Plus stay), considerably cleans up the Core Options menu for easier configuration, and adds Transfer Pak support. Furthermore, all future improvements and new features will be applied to the Mupen64Plus-Next core. As a result, Mupen64Plus-Next is now recommended over ParaLLEl-N64.
:* [https://old.reddit.com/r/emulation/comments/155ibi2/ares_multi_system_emulator_v133_has_been_released/ v133 version] brings lots of performance tuning, timing improvements (fixes Jet Force Gemini and Micky's Speedway USA) and emulation of RSP SU pipeline stalls (fixes Donkey Kong 64 and Banjo-Tooie).
:*[https://old.reddit.com/r/emulation/comments/181g1wk/ares_v134_has_been_released/ v134 version] brings support for .D64 disk images, 64DD disk swapping, support the N64 Transfer Pak, homebrew mode, fixed RTC 64DD emulation and other accuracy fixes.


;[[simple64]]
; ParaLLEl-N64
:A fork of Mupen64Plus with a custom-made Qt GUI. This is probably the easiest "just works out of the box" solution for Nintendo 64 emulation, as it comes bundled with ParaLLEl-RDP and ParaLLEl-RSP, ensuring excellent compatibility and good speed without messing with plugins or settings, provided your hardware supports Vulkan. However, unlike other emulators, it doesn't allow you to use other plugins. While it began as a shallow fork, it has increasingly become closer to a hard fork, as its developer opted to make various [[Emulation_accuracy|accuracy-focused]] changes to the emulation core that require additional work to port back to upstream or to other forks. It also currently features only a cached interpreter core, as the dynarecs used by Mupen64Plus are incompatible with the core timing changes made by the developer. While this makes simple64 more [[Emulation_accuracy|accurate]] (especially DMA transfers), than most other N64 emulators, it also results in slower performance. If faster speed and more enhancements are desired, there is an older build that is closer to upstream and uses GLideN64 as its graphics plugin. Unfortunately, it lacks the texture enhancement suite required for using packs and upscaling, though.
: The original [[libretro]] core to contain the ParaLLEl-RDP. The RDP plugin was a breakthrough in N64 emulation that enabled low-level emulation on mid-range hardware, unlike the accurate but extremely CPU-hungry Angrylion off which it was based. It uses Vulkan to move much of the workload from the CPU to the GPU. It even added native high-resolution rendering, only available in integer scales of the original N64 resolution. It has a special "{{YouTubeVideo|mzR93F9gPdc|Super VI Mode}}" option, which, if used, can make the visuals of N64 games look less blurry with fairly mitigated jaggies even at their native resolutions, although it may need a {{YouTubeVideo|z7_D_D419S0|powerful GPU}}. The ParaLLEl-N64 core is a heavily modified fork of the old Mupen64Plus libretro core, having been renamed to ParaLLEl-N64 upon its initial integration of the ParaLLEl-RDP and RSP plugins. It has many features and optimizations that aren't present in the mainline build. Alongside [[RetroArch]]'s general features, it adds 3-point texture filtering for Glide64, superior A/V sync and latency. In addition to the ParaLLEl plugins, it also retains the older HLE plugins (glN64, Rice and Glide64) and Angrylion Plus. Older than Mupen64Plus-Next, ParaLLEl-N64 should now only be considered for performance reasons or perhaps for older ROM hacks that don't play well with the newer, more [[Emulation accuracy|accurate]] plugins.


;[[RMG]]
; [[Gopher64]]
:Rosalie's Mupen GUI aims to close the gap between Project64 and Mupen64Plus in terms of user experience. Its interface is about on par with simple64's in terms of cleanliness and ease of use, but unlike simple64, it remains a shallow fork of upstream Mupen64Plus and allows you to use other plugins. The latest development versions come bundled with GLideN64, Angrylion RDP Plus and ParaLLEl-RDP for video plugins, and mupen64plus-hle-rsp, CXD4 and ParaLLEl-RSP for RSP plugins It can still use the older plugins that come with regular Mupen64Plus in case if your PC can't handle the newer plugins. If you prefer GLideN64, this is a superior alternative to simple64, as the last version of simple64 that uses GLideN64 is becoming increasingly outdated.
: A successor to simple64 below, the author, loganmc10, archived that project in February 2025 and now works on this emulator. [https://www.patreon.com/posts/what-have-i-been-121414967 The author describes it as more accurate than simple64, with similar system requirements.] It supports netplay, like simple64 before it, and has active public netplay servers.


;Mupen64Plus-Next
; [[simple64]]
:A [[libretro]] core for use in [[RetroArch]]. It succeeds ParaLLEl-N64, below. Mupen64Plus-Next is a new rebase off the bleeding-edge Mupen64Plus mainline, and more compatible than ParaLLEl-N64. It ditches the legacy plugins and replaces them with GLideN64 as a better HLE solution (though, of course, the ParaLLEl plugins and Angrylion Plus stay), considerably cleans up the Core Options menu for easier configuration, and adds Transfer Pak support. Furthermore, all future improvements and new features will be applied to the Mupen64Plus-Next core. As a result, Mupen64Plus-Next is now recommended over ParaLLEl-N64.
: A fork of Mupen64Plus with a custom-made Qt GUI. As per its name, this emulator is simple and "just works out of the box", without messing with plugins or settings. It comes bundled with ParaLLEl-RDP and ParaLLEl-RSP, ensuring excellent compatibility and good speed provided your hardware supports Vulkan. However, unlike other emulators, it doesn't allow you to use other plugins. While it began as a shallow fork, it has increasingly become closer to a hard fork, as its developer opted to make various [[Emulation accuracy|accuracy-focused]] changes to the emulation core that require additional work to port back to upstream or to other forks. It also currently features only a cached interpreter core, as the dynarecs used by Mupen64Plus are incompatible with the core timing changes made by the developer. While this makes simple64 more [[Emulation accuracy|accurate]] (especially DMA transfers), than most other N64 emulators, it also results in slower performance. If faster speed and more enhancements are desired, there is an older build that is closer to upstream and uses GLideN64 as its graphics plugin. Unfortunately, it lacks the texture enhancement suite required for using packs and upscaling, though.


;ParaLLEl-N64
; [[Mupen64Plus]]
:The original [[libretro]] core to contain the ParaLLEl-RDP. The RDP plugin was a breakthrough in N64 emulation that enabled low-level emulation on mid-range hardware, unlike the accurate but extremely CPU-hungry Angrylion off which it was based. It uses Vulkan to move much of the workload from the CPU to the GPU. It even added native high-resolution rendering, only available in integer scales of the original N64 resolution. It has a special "[https://www.youtube.com/watch?v=mzR93F9gPdc Super VI Mode]" option, which, if used, can make the visuals of N64 games look less blurry with fairly mitigated jaggies even at their native resolutions, although it may need a [https://www.youtube.com/watch?v=z7_D_D419S0 powerful GPU]. The ParaLLEl-N64 core is a heavily modified fork of the old Mupen64Plus libretro core, having been renamed to ParaLLEl-N64 upon its initial integration of the ParaLLEl-RDP and RSP plugins. It has many features and optimizations that aren't present in the mainline build. Alongside [[RetroArch]]'s general features, it adds 3-point texture filtering for Glide64, superior A/V sync and latency. In addition to the ParaLLEl plugins, it also retains the older HLE plugins (glN64, Rice and Glide64) and Angrylion Plus. Older than Mupen64Plus-Next, ParaLLEl-N64 should now only be considered for performance reasons or perhaps for older ROM hacks that don't play well with the newer, more [[Emulation_accuracy|accurate]] plugins.
: A multi-platform emulator based on Hacktarux's Mupen64. For a while it lagged behind Project64 in compatibility and simplicity of use, but recent forks have changed this. The stable release on the main repository was becoming increasingly out of date, though a new 2.6.0 version was released in 2024. Mupen64Plus lacks a native GUI, instead being launched either from the command line or by dragging and dropping ROMs into the executable and editing the config with a text editor. It also only comes bundled with outdated video plugins, so to ensure the best possible compatibility, sourcing better third-party plugins such as ParaLLEl or GLideN64 is a must. [[BizHawk]] and [[OpenEmu]] use forks of Mupen64Plus and its plugins for their N64 emulation, but they seem shallow. As of 2022, Project64-style overclocking for faster frame rates has been added under the option 'CountPerOpDenomPot.'


;[[Mupen64Plus]]
; Wii64 and Not64
:A multi-platform emulator based on Hacktarux's Mupen64. For a while it lagged behind Project64 in compatibility and simplicity of use, but recent forks have changed this. The stable release on the main repository was becoming increasingly out of date, though a new 2.6.0 version was released in 2024. Mupen64Plus lacks a native GUI, instead being launched either from the command line or by dragging and dropping ROMs into the executable and editing the config with a text editor. It also only comes bundled with outdated video plugins, so to ensure the best possible compatibility, sourcing better third-party plugins such as ParaLLEl or GLideN64 is a must. [[BizHawk]] and [[OpenEmu]] use forks of Mupen64Plus and its plugins for their N64 emulation, but they seem shallow. As of 2022, Project64-style overclocking for faster frame rates has been added under the option 'CountPerOpDenomPot.'
: Both are based on Mupen64, with Not64 being a fork of Wii64. Not64 claims to be better optimized, alongside having higher compatibility and more frequent updates. N64 emulation on Wii is not very good, and it is recommended to stick with the Virtual Console releases whenever possible.


;Wii64 and Not64
; [[BizHawk]]
:Both are based on Mupen64, with Not64 being a fork of Wii64. Not64 claims to be better optimized, alongside having higher compatibility and more frequent updates. N64 emulation on Wii is not very good, and it is recommended to stick with the Virtual Console releases whenever possible.
: Another out-of-the-box solution. Supports two cores for n64 ([https://github.com/TASEmulators/BizHawk/blob/master/Assets/dll/mupen64plus.dll mupen64plus] and [https://github.com/TASEmulators/BizHawk/tree/master/waterbox/ares64 Ares64]). Supports [https://github.com/TASEmulators/BizHawk/blob/master/Assets/dll/mupen64plus-video-GLideN64.dll GLideN64] and [https://github.com/TASEmulators/BizHawk/blob/master/Assets/dll/mupen64plus-video-angrylion-rdp.dll Angrylion] video plugins for mupen64plus core.


;[[Project64]]
; [[Project64]]
:An open-source emulator for Windows, as well as one of the oldest. Once more up to date and compatible than Mupen64Plus and its derivatives, the gap was closed around 2017,<ref>loganmc10. [https://github.com/mupen64plus/mupen64plus-core/pull/336 ''Ignore TLB write if TLB entry is unmapping itself'']. "By the way, once this, along with the other PR's I've waiting are merged, we're at "compatibility parity" with Project64 as far as I can tell. I don't know of any game that doesn't boot with mupen64plus that works in PJ64."</ref> when comparing both emulators with the same plugins. And the Mupen64Plus derivatives took further leaps forwards as they were integrated with the highly accurate ParaLLEl plugins. Project64 was known for being more user friendly than Mupen64Plus, with a built-in user interface that supports Transfer Pak emulation and 64DD emulation. Now, RMG and simple64 have their own user interfaces, and the advantages of Project64 have faded. Annoyingly, it also nags you with a timed, unskippable message asking for donations to the project upon launch, though this can be gotten around through a [https://github.com/Rosalie241/PJ64Launcher/releases/tag/1.3.0 script]. An alternative is to download it through [https://github.com/Rosalie241/BetterMajorasMaskInstaller/releases/tag/4.0.2 Rosalie's BetterMajorasMaskInstaller], which downloads the latest nightly version of Project64 with the nagging message removed and installs several useful third-party plugins (it also offers to install HD texture packs for OoT and MM, but you can opt out of those), though take heed - Project64 is currently in the middle of a major code rewrite in preparation for the upcoming 4.0 version, and more than a few regressions and bugs have crept into the nightly builds as a result, so it might be better to just grab the latest plugins and stick to version 3.0.1. For the most part, it works well in [[Wine]], but if you're on a different platform, there is little reason to use it over the multi-platform Mupen64Plus these days. In an older version of Project64, there was an exploit allowing people to remotely access your computer (aka. arbitrary code execution). This exploit only works if you have a ROM from a random website, so watch where you get your ROMs from if you're still using that version of Project64.
: An open-source emulator for Windows, as well as one of the oldest. Once more up-to-date and compatible than Mupen64Plus and its derivatives, the gap was closed around 2017,<ref>loganmc10. [https://github.com/mupen64plus/mupen64plus-core/pull/336 ''Ignore TLB write if TLB entry is unmapping itself'']. "By the way, once this, along with the other PR's I've waiting are merged, we're at "compatibility parity" with Project64 as far as I can tell. I don't know of any game that doesn't boot with mupen64plus that works in PJ64."</ref> when comparing both emulators with the same plugins. And the Mupen64Plus derivatives took further leaps forwards as they were integrated with the highly accurate ParaLLEl plugins. Project64 was known for being more user-friendly than Mupen64Plus, with a built-in user interface that supports Transfer Pak emulation and 64DD emulation. Now, RMG and simple64 have their own user interfaces, and the advantages of Project64 have faded. Annoyingly, it also nags you with a timed, unskippable message asking for donations to the project upon launch, though this can be gotten around through a [https://github.com/Rosalie241/PJ64Launcher/releases/tag/1.3.0 script]. An alternative is to download it through [https://github.com/Rosalie241/BetterMajorasMaskInstaller/releases/tag/4.0.2 Rosalie's BetterMajorasMaskInstaller], which downloads the latest nightly version of Project64 with the nagging message removed and installs several useful third-party plugins (it also offers to install HD texture packs for OoT and MM, but you can opt out of those). Though take heed - Project64 is currently in the middle of a major code rewrite in preparation for the upcoming 4.0 version, and more than a few regressions and bugs have crept into the nightly builds as a result, so it might be better to just grab the latest plugins and stick to version 3.0.1. For the most part, it works well in [[Wine]], but if you're on a different platform, there is little reason to use it over the multi-platform Mupen64Plus these days. In versions of Project64 older than 3.0, there is an exploit allowing people to remotely access your computer (arbitrary code execution). This exploit only works if you have a ROM from a random website, so watch where you get your ROMs from if you're still using these versions of Project64.
:; Luna's Project64
:: A fork of Project64 v3.0.1 that removes the nagware from Project64 v3.0.1. It also has plugins that fix issues with some games. Other additions and changes include Linux compatibility, an auto-updater, 100 save state slots that loads faster, keyboard shortcuts to change the game speed, fixes to the EEPROM, [https://retroachievements.org/viewtopic.php?t=30384 RetroAchievements support as of v3.5.4 which was officially supported by RetroAchievement developers by v3.5.6 on April 2, 2025], and more. New releases also keep the GLideN64 plugin up-to-date.


;[[BizHawk]]
; [[CEN64]]
:Another out-of-the-box solution. Supports two cores for n64 ([https://github.com/TASEmulators/BizHawk/blob/master/Assets/dll/mupen64plus.dll mupen64plus] and [https://github.com/TASEmulators/BizHawk/tree/master/waterbox/ares64 Ares64]). Supports [https://github.com/TASEmulators/BizHawk/blob/master/Assets/dll/mupen64plus-video-GLideN64.dll GLideN64] and [https://github.com/TASEmulators/BizHawk/blob/master/Assets/dll/mupen64plus-video-angrylion-rdp.dll Angrylion] video plugins for mupen64plus core.
: Aims for [[Emulation accuracy|cycle accuracy]] while at the same time aiming to be usable on modern PC hardware eventually. It lacks many features and has spotty compatibility, but it can already emulate some well-known edge cases, such as picture recognition in ''Pokémon Snap''. Unfortunately, its creator appears to have abandoned the project [https://github.com/n64dev/cen64/releases/tag/v0.3 citing a lack of satisfaction with the program's performance in its current interpreter-based incarnation]. While the baton has been collectively passed to the n64dev community for further development, progress has been slow.


;[[CEN64]]
; Kaizen
:Aims for [[Emulation_accuracy|cycle accuracy]] while at the same time aiming to be usable on modern PC hardware eventually. It lacks many features and has spotty compatibility, but it can already emulate some well-known edge cases, such as picture recognition in Pokémon Snap. Unfortunately, its creator appears to have abandoned the project [https://github.com/n64dev/cen64/releases/tag/v0.3 citing a lack of satisfaction with the program's performance in its current interpreter-based incarnation]. While the baton has been collectively passed to the n64dev community for further development, progress has been slow.
: Rewrite of another Nintendo 64 emulator project "[https://github.com/SimoneN64/shibumi shibumi]" which is developed by the same developer. It already has a QT frontend with recent builds, but lacks [[#Enhancements]] and support for [[Nintendo 64 emulators#Hardware features and peripherals|Hardware features and peripherals]] ([https://github.com/SimoneN64/Kaizen#roadmap roadmap]). [https://github.com/SimoneN64/Kaizen#running RDP is implemented via ParaLLEl-RDP] and [https://github.com/SimoneN64/Kaizen#roadmap R4300i, RCP, TLB, joybus are fully implemented]. See their [https://discord.gg/htzNd2rRF6 discord server] for more information.


;Kaizen
; [[1964]]
:Rewrite of another Nintendo 64 emulator project "[https://github.com/SimoneN64/shibumi shibumi]" which is developed by the same developer. It already has a QT frontend with recent builds, but lacks [[#Enhancements]] and support for [[#Hardware features and peripherals|Hardware features and peripherals]] ([https://github.com/SimoneN64/Kaizen#roadmap roadmap]). [https://github.com/SimoneN64/Kaizen#running RDP is implemented via ParaLLEl-RDP] and [https://github.com/SimoneN64/Kaizen#roadmap R4300i, RCP, TLB, joybus are fully implemented]. See their [https://discord.gg/htzNd2rRF6 discord server] for more information.
: Along with its various versions and forks, it was once a decent, speedy open-source alternative to Project64 and Mupen64, though it usually lagged the two compatibility-wise. Nowadays, it has completely fallen off the radar as development has halted, and there is no longer a central code repo to speak of. There is little reason to use it nowadays outside historical purposes, very specific edge cases, or if your device is too slow to run Mupen64Plus or Project64.


;[[1964]]
; Daedalus
:Along with its various versions and forks, it was once a decent, speedy open-source alternative to Project64 and Mupen64, though it usually lagged the two compatibility-wise. Nowadays, it has completely fallen off the radar as development has halted, and there is no longer a central code repo to speak of. There is little reason to use it nowadays outside historical purposes, very specific edge cases, or if your device is too slow to run Mupen64Plus or Project64.
: A Nintendo 64 emulator for PC which was ported to the PSP under the name of DaedalusX64. The PSP version later became the main version and got ported to platforms such as the Dreamcast, the PS2, the PS Vita, and the 3DS. On PSP, several games can reach full speed, and most of them work with few emulation issues.


;Daedalus
; [[Sixtyforce]]
:A Nintendo 64 emulator for PC which was ported to the PSP under the name of DaedalusX64. The PSP version later became the main version and got ported to platforms such as the Dreamcast, the PS2, the PS Vita, and the 3DS. On PSP, several games can reach full speed, and most of them work with few emulation issues.
: macOS-only, closed-source emulator. It asks you to pay for full access to its features. It was once one of the few choices for Mac users, particularly those with older Macs, since it's the only emulator with a PowerPC [[Dynamic recompilation|dynarec]], but, with the switch to x86 and Mupen64Plus being ported to macOS, it has now become rather obsolete. However, development is still ongoing, and it is currently in its [https://sixtyforce.com/rosetta/ third rewrite] to support the upcoming [https://en.wikipedia.org/wiki/Apple-designed_processors Apple Silicon].


;[[Sixtyforce]]
; [[Ryu64]]
:macOS-only, closed-source emulator. It asks you to pay for full access to its features. It was once one of the few choices for Mac users, particularly those with older Macs, since it's the only emulator with a <abbr title="Power PC">PPC</abbr> [[Dynamic recompilation|dynarec]], but, with the switch to x86 and Mupen64Plus being ported to macOS, it has now become rather obsolete. However, development is still ongoing, and it is currently in its [https://sixtyforce.com/rosetta/ third rewrite] to support the upcoming [https://en.wikipedia.org/wiki/Apple-designed_processors Apple Silicon].
: A Nintendo 64 emulator made in C#. The 'Ryu' word is named after the "RyuJIT" used in both Visual Basic & C#. But it might have been inspired by the lead author's sole (so far) [https://github.com/Ryujinx/Ryujinx/commits?author=Dudejoe870 commit] to Switch emulator [[Ryujinx]]'s Git repository and his depreciated [https://github.com/Dudejoe870/RyujinxAutoUpdate Ryujinx Auto-Updater] tool. "86RYU," an x86 JIT compiler, is being developed alongside this emulator too.


;[[Ryu64]]
; [[UltraHLE]]
:A Nintendo 64 emulator made in C#. The 'Ryu' word is named after the "RyuJIT" used in both Visual Basic & C#. But it might have been inspired by the lead author's sole (so far) [https://github.com/Ryujinx/Ryujinx/commits?author=Dudejoe870 commit] to Switch emulator [[Ryujinx]]'s Git repository and his depreciated [https://github.com/Dudejoe870/RyujinxAutoUpdate Ryujinx Auto-Updater] tool. "86RYU," an x86 JIT compiler, is being developed alongside this emulator too.
: Marked a milestone in Nintendo 64 emulation, in that it was the first to play some popular N64 titles at full speed on hardware made at the time of its release through [[High/Low level emulation|high-level emulation]]. It isn't without its drawbacks, though - pressure from users, plus legal threats from Nintendo, forced them to discontinue development. Besides being for historical value, there is little to expect from this emulator anyway due to compatibility issues.


;[[UltraHLE]]
; n64oid
:Marked a milestone in Nintendo 64 emulation, in that it was the first to play some popular N64 titles at full speed on hardware made at the time of its release through [[High/Low level emulation|high-level emulation]]. It isn't without its drawbacks, though - pressure from users, plus legal threats from Nintendo, forced them to discontinue development. Besides being for historical value, there is little to expect from this emulator anyway due to compatibility issues.
: An Android-exclusive Nintendo 64 emulator based on Mupen64Plus by freeman_zy. It is similar to Project 64 1.6 in terms of compatibility. The APK for n64oid circulates on many legally questionable APK sites. n64oid has the infamous problem in ''Mario Kart 64'' of the screen in Wario Stadium not displaying properly, as it displays nothing but black. It upscales all games to widescreen, which works well most of the time, but it will have performance issues on some older phones. The emulator is relatively poor, but it is much easier to set up than other options. The emulator features a menu with many similarities to the mobile edition of Snes9x EX+ and the My Boy! family of Android emulators for Game Boy systems.


;n64oid
; [[Nintendo Switch Online|Nintendo Classics]] ([[Hovercraft]])
:An Android-exclusive Nintendo 64 emulator based on Mupen64Plus by freeman_zy. It is similar to Project 64 1.6 in terms of compatibility. The APK for n64oid circulates on many legally questionable APK sites. n64oid has the infamous problem in Mario Kart 64 of the screen in Wario Stadium not displaying properly, as it displays nothing but black. It upscales all games to widescreen, which works well most of the time, but it will have performance issues on some older phones. The emulator is relatively poor, but it is much easier to set up than other options. The emulator features a menu with many similarities to the mobile edition of Snes9x EX+ and the My Boy! family of Android emulators for Game Boy systems.


; [[Nintendo Switch Online]] (Hovercraft)
* Nintendo 64 support was added to Nintendo Switch Online Expansion Pack in September 2021, alongside [[Sega Genesis emulators|Sega Genesis]] games.
* N64 support was added to Nintendo Switch Online Expansion Pack in September 2021, alongside Sega Genesis games.
* Users are limited to the selection of games Nintendo chooses to make available on the service.
* Users are limited to the selection of games Nintendo chooses to make available on the service.
* Supports online and Local Play (up to 4 players).
* Supports online and Local Play (up to 4 players).
* Emulation [[Emulation_accuracy|accuracy]] varies between games; sometimes, being worse than their Wii and/or Wii U Virtual Console versions.
* Emulation [[Emulation accuracy|accuracy]] varies between games; sometimes, being equal or worse than their Wii and/or Wii U Virtual Console versions.
* Updates on the app can be slow due to how the N64 ROMs require more debugging time.
* Updates on the app can be slow compared to the [[L-CLASSICS|NES, SNES]], [[Hiyoko|Game Boy]] and [[M2engage|Sega Genesis]] apps due to how Nintendo 64 ROMs require more debugging time (for third-party games, licensing might be an issue as well).
* Different games between regions (Japan and International).
* Different games between regions (Japan and International).
* A separate mature-rated version of the app is available for titles that received a mature/adult-like age rating within their region. Japan has the "+18" branding for titles that received a CERO Z rating (e.g.: ''GoldenEye 007'' and ''Jet Force Gemini''). The United States has the "Mature 17+" branding for titles that received a Mature 17+ rating from the ESRB (e.g.: ''Perfect Dark'' and ''Turok: Dinosaur Hunter''). Europe and Australia has the "Mature" branding for titles that received a PEGI 16 or PEGI 18 rating. Brazil has "ClassInd: 18 Anos" branding and Korea has "19+" branding.
* A separate mature-rated version of the app is available for titles that received a mature/adult-like age rating within their region. Japan has the "+18" branding for titles that received a CERO Z rating (e.g.: ''GoldenEye 007'' and ''Perfect Dark''). The United States has the "Mature 17+" branding for titles that received a Mature 17+ rating from the ESRB (e.g.: ''Shadow Man'' and ''Turok: Dinosaur Hunter''). Europe and Australia has the "Mature" branding for titles that received a PEGI 16 or PEGI 18 rating. Brazil has "ClassInd: 18 Anos" branding and Korea has "19+" branding.
* Features such as rewind, CRT filter and in-app button remapping was confirmed when the emulator is running only on Nintendo Switch 2 [https://www.nintendo.com/en-gb/News/2025/April/What-s-new-with-Nintendo-Switch-Online-on-Nintendo-Switch-2-2785954.html (the latter is available for standard Nintendo Switch users)].


==Enhancements==
== Enhancements ==
<div style="overflow-x:auto;width:100%">
{| {{Basic table}}
{|class="wikitable" style="text-align:center; vertical-align:middle;width:100%"
|+Please only include recommended emulators in this table. Do not bump or spam GitHub threads, issues, or feature request pages.
|- style="font-weight:bold;"
! colspan="2" style="width:50%" |Name
! colspan=2 | Name
!ares
! Mupen64Plus-Next
!Gopher64
! simple64
!Mupen64Plus-Next
! ares
!RMG
! Project64
|-
! MAME
| rowspan="3" |Controls
! Bizhawk
|{{Enhancements/Controls/Input lag mitigating}}||{{Dunno}}||{{Dunno}}||{{Na}}||{{Dunno}}
|-
|-
| rowspan=6 | Graphics
|{{Enhancements/Controls/Mouse injector}}||{{Na}}||{{Dunno}}||{{Ya|link=https://github.com/garungorp/MouseInjectorDolphinDuck}}||{{Dunno}}
| [[Resolution|Resizable Internal Resolution]]
| {{}}
| {{}}
| {{}}
| {{}}
| {{?}}
| {{?}}
|-
|-
| [[Widescreen_hacks#Nintendo_64|Widescreen hack]]
|{{Enhancements/Controls/Turbo button}}||{{Dunno}}||{{Dunno}}||{{Dunno}}||{{Dunno}}
| {{✓}}[https://forums.launchbox-app.com/files/file/3649-nintendo-64-n64-widescreen-project-list-of-working-widescreen-games-and-config-files-for-mupen64plus-next-retroarch-core/ *]
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
|-
|-
| [[Texture packs#Nintendo_64|Texture Packs]]
| rowspan="8" |Graphics
| {{✓}}<ref group=N3 name=Glide>Only with [https://emulation.gametechwiki.com/index.php/Recommended_N64_plugins#GLideN64 GLideN64] video plugin.</ref>
|{{Enhancements/Graphics/Better texture filtering}}||{{Dunno}}||{{Dunno}}||{{Dunno}}||{{Dunno}}
| {{✗}}
| {{}}
| {{}}<ref group=N3 name=Glide>Only with [https://emulation.gametechwiki.com/index.php/Recommended_N64_plugins#GLideN64 GLideN64] video plugin.</ref>
| {{?}}
| {{?}}
|-
|-
| Pre-rendering AA<br/><small>(MSAA, SSAA)</small>
|{{Enhancements/Graphics/Pre-rendering anti-aliasing}}||{{Dunno}}||{{Dunno}}||{{Na}}||{{Dunno}}
| {{✗}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
|-
|-
| Ray-tracing<br/><small>([https://devblogs.microsoft.com/directx/announcing-microsoft-directx-raytracing/ DXR], [https://www.khronos.org/blog/ray-tracing-in-vulkan VRT] and [https://developer.apple.com/documentation/metal/metal_sample_code_library/accelerating_ray_tracing_using_metal MRT])</small>
|{{Enhancements/Graphics/Ray tracing}}
| colspan=9 | <small>Implementing ray-tracing in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future.<br/>However you can try "[[Shaders_and_filters#Notable_ReShade_shaders|Screen-Space Ray Traced Global Illumination]]" shader using ReShade.[https://reshade.me/forum/general-discussion/5442-release-misc-emulators-with-depth-buffer-access#34637]</small>
| colspan="4" |Implementing ray tracing in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future.
However you can try "[[Shaders and filters#Notable ReShade shaders|Screen-Space Ray Traced Global Illumination]]" shader using [https://reshade.me/forum/general-discussion/5442-release-misc-emulators-with-depth-buffer-access#34637 ReShade.]
 
There is a new video plugin called [[Recommended N64 plugins#Video|RT64]], which will support Ray Tracing in the future.
|-
|-
| [https://github.com/NVIDIAGameWorks/rtx-remix/wiki RTX Remix]
|{{Enhancements/Graphics/Resizable internal resolution}}||{{Ya}}||{{Dunno}}||{{Ya}}||{{Dunno}}
| colspan=9 | <small>Implementing RTX Remix technology in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future.<br/>Besides, some of these emulators already supports most of RTX Remix features such as texture replacement and post-processing effects etc.<br/>On top of that you can use ReShade for post-processing.</small>
|-
|-
| rowspan=4 | Performance
|{{Enhancements/Graphics/RTX Remix}}
| [[30/60_FPS_cheat_codes#Nintendo_64|Internal Framerate Hack]]
| colspan="4" |Implementing RTX Remix technology in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future.
| {{?}}
Besides, some of these emulators already supports most of RTX Remix features such as texture replacement and post-processing effects etc.
| {{?}}
 
| {{?}}
On top of that you can use ReShade for post-processing.
| {{✓}}
| {{?}}
| {{?}}
|-
|-
| [[Overclocking|Overclock]]
|{{Enhancements/Graphics/Tessellation}}||{{Na}}||{{Dunno}}||{{Dunno}}||{{Dunno}}
| {{?}}
| {{?}}
| {{?}}
| {{}}
| {{?}}
| {{?}}
|-
|-
| [https://blurbusters.com/frame-generation-essentials-interpolation-extrapolation-and-reprojection/ Frame generation technologies]<br/><small>([https://store.steampowered.com/app/993090/Lossless_Scaling/ LSFG], [https://github.com/NVIDIAGameWorks/Streamline/blob/main/docs/ProgrammingGuideDLSS_G.md DLSS-G], [https://www.techpowerup.com/316835/extrass-framework-paper-details-intels-take-on-frame-generation ExtraSS] and [https://community.amd.com/t5/gaming/amd-fluid-motion-frames-is-out-now-on-amd-radeon-rx-7000-series/ba-p/634372 AFMF])</small>
|{{Enhancements/Graphics/Texture packs|Nintendo 64}}||{{Na}}||{{Dunno}}||{{Ya}}<br><small>Only with [https://emulation.gametechwiki.com/index.php/Recommended_N64_plugins#GLideN64 GLideN64] video plugin.</small>||{{Dunno}}
| colspan=6 | <small>Implementing frame generation technology in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future, however post-processing techniques such as [[Wikipedia:Motion_interpolation|motion interpolation]] is quite possible. [[Input_lag|Input latency]] will be a crucial factor, but its impact likely varies depending on the specific technique employed, it's recommended to use '''after applying the "Internal Framerate Hack"'''.<br/>While '''AFMF''' or '''LSFG''' could be used with Mupen64Plus-Next?, please be aware that some visual glitches and artifacts may occur at this time.
|-
|-
| Rendering latency reduction technologies<br/><small>([https://github.com/ishitatsuyuki/LatencyFleX LatencyFleX], [https://developer.nvidia.com/performance-rendering-tools/reflex Reflex] and [https://www.amd.com/en/products/software/adrenalin/radeon-software-anti-lag.html Anti-Lag'''+'''])
|{{Enhancements/Graphics/Widescreen hack|Nintendo 64}}||{{Dunno}}||{{Dunno}}||{{Ya|link=https://forums.launchbox-app.com/files/file/3649-nintendo-64-n64-widescreen-project-list-of-working-widescreen-games-and-config-files-for-mupen64plus-next-retroarch-core/}}||{{Dunno}}
| colspan=9 | <small>While most emulators offer frame pacing or framebuffer latency control options, implementing rendering latency reduction technologies isn't currently feasible. This is '''likely''' doesn't offer enough benefit to justify the development effort.</small>
|-
|-
| rowspan=6 | Post-Processing
| rowspan="4" |Performance
| [[Wikipedia:Category:Anti-aliasing_algorithms|Post-rendering AA]]<br/><small>(FXAA, TXAA and MLAA/SMAA)</small>
|{{Enhancements/Performance/Frame generation}}
| {{✓}}[https://docs.libretro.com/shader/antialiasing/ *]
| colspan="4" |Implementing frame generation technology in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future, however post-processing techniques such as motion interpolation is quite possible. [[Input lag|Input latency]] will be a crucial factor, but its impact likely varies depending on the specific technique employed, it's recommended to use after applying the "Internal frame rate hack".
| {{?}}
While AFMF or LSFG could be used with Mupen64Plus-Next, please be aware that some visual glitches and artifacts may occur at this time.
| {{?}}
| {{?}}
| {{?}}
| {{?}}
|-
|-
| [[Wikipedia:Comparison_gallery_of_image_scaling_algorithms|Post-rendering scaling]]<br/><small>(Sharp bilinear, Lanczos and [[Wikipedia:GPUOpen#FidelityFX_Super_Resolution|FSR 1]])</small>
|{{Enhancements/Performance/Internal frame rate hack|Nintendo 64}}||{{Dunno}}||{{Dunno}}||{{Dunno}}||{{Dunno}}
| {{✓}}
| {{?}}
| {{?}}
| {{?}}
| {{✓}}
| {{?}}
|-
|-
| [[Shaders_and_filters|Filters]]
|{{Enhancements/Performance/Overclocking|Nintendo 64}}||{{Dunno}}||{{Dunno}}||{{Dunno}}||{{Dunno}}
| {{}}
| {{}}
| {{}}
| {{}}
| {{✓}}
| {{}}
|-
|-
|[[Shaders_and_filters#AI-powered filters|AI-powered filter compatible]]<br/><small>([https://www.nvidia.com/en-us/geforce/news/gfecnt/nvidia-freestyle-ansel-enhancements-geforce-experience-article/ Freestyle])</small>
|{{Enhancements/Performance/Rendering latency reduction technologies}}
| {{?}}
| colspan="4" |While most emulators offer frame pacing or framebuffer latency control options, implementing rendering latency reduction technologies isn't currently feasible. This is likely doesn't offer enough benefit to justify the development effort.
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
|-
|-
| [[Shader_Presets|Shader Chain]]
| rowspan="7" |Post-processing
| {{}}
|{{Enhancements/Post-processing/AI-powered filter}}||{{Dunno}}||{{Dunno}}||{{Dunno}}||{{Dunno}}
| {{}}
| {{}}[https://github.com/ares-emulator/ares/pull/1397 *]
| {{}}
| {{✓}}
| {{}}
|-
|-
|[[High_dynamic_range#Inverse_tone_mapping|Inverse tone mapping compatible]]
|[[Deinterlacing]]||{{Ya}}<br><small>Supports [[Deinterlacing#Algorithms|weave algorithm]], and also [[Shaders,_presets,_and_filters#Emulator_support|lots of deinterlacing shaders]].</small>||{{Dunno}}||{{Dunno}}||{{Dunno}}
| {{}}[https://www.libretro.com/index.php/category/hdr/ *]
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
|-
|-
| rowspan=5 | [https://tasvideos.org/Emulatorresources/Features TAS features]
|{{Enhancements/Post-processing/Filters}}||{{Ya}}||{{Dunno}}||{{Ya}}||{{Dunno}}
| [[Wikipedia:Macro_(computer_science)|Macros/Scripts]]/[https://tasvideos.org/LuaScripting Lua]
| {{✗}}[https://github.com/libretro/RetroArch/issues/8209 *]
| {{?}}
| {{?}}
| {{?}}
| {{}}[https://docs.mamedev.org/plugins/inputmacro.html *]
| {{}}
|-
|-
| Rewind
|{{Enhancements/Post-processing/Inverse tone mapping}}||{{Dunno}}||{{Dunno}}||{{Ya|link=https://www.libretro.com/index.php/category/hdr/}}||{{Dunno}}
| {{}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{}}
|-
|-
| Fast-Forward/Turbo Speed
|{{Enhancements/Post-processing/Post-rendering anti-aliasing}}||{{Dunno}}||{{Dunno}}||{{Ya|link=https://docs.libretro.com/shader/antialiasing/}}||{{Dunno}}
| {{✓}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{}}
|-
|-
| Savestates
|{{Enhancements/Post-processing/Post-rendering scaling}}||{{Dunno}}||{{Dunno}}||{{Ya}}||{{Dunno}}
| {{}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{}}
|-
|-
| [https://tasvideos.org/Movies Movie recording/playback]
|{{Enhancements/Post-processing/Shader chain}}||{{Ya|link=https://github.com/ares-emulator/ares/pull/1397}}||{{Dunno}}||{{Ya}}||{{Dunno}}
| {{✓}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{}}
|-
|-
| rowspan=10 | Quality of life
| rowspan="14" |Quality of life
|Pause/Resume Emulation
|{{Enhancements/Quality of life/Automatic emulated controller connect/disconnect}}||{{Na}}||{{Na}}||{{Na}}||{{Na}}
| {{}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
|-
|-
| Per-Game Profiles
|Automatic updater||{{Dunno}}||{{Dunno}}||{{Ya}}||{{Dunno}}
| {{}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
|-
|-
| Command Line Options
|[[Frontends#Graphical User Interfaces (GUIs)|Big Picture Mode]]||{{Dunno}}||{{Dunno}}||{{Ya}}||{{Dunno}}
| {{}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
|-
|-
| Built-in [http://forum.arcadecontrols.com/index.php/topic,106405 Custom resolution/CRTSwitchRes]<br/><small>For using this on Windows OS you need [http://geedorah.com/eiusdemmodi/forum/viewtopic.php?pid=1009#p1009 CRT Emudriver].<br/>Another option is using EDID editor tool such as "Custom Resolution Utility".</small>
|Built-in [[Cheats and patches|cheat manager]]||{{Na|link=https://old.reddit.com/r/emulation/comments/1ay6fm1/ares_v136_released/krslaki/}}||{{Dunno}}||{{Ya}}||{{Dunno}}
| {{✓}}
| colspan=5 | <small>Exclusive to [https://docs.libretro.com/guides/crtswitchres/ libretro cores] and [[GroovyMAME]] at the moment.<br/>Also there is a [https://github.com/psakhis/Groovy_MiSTer project] for achieving software emulators like libretro cores and GroovyMAME send the raw RGB data over a network to a core running on MiSTer, it basically turns the MiSTer into a GPU for the emulator allowing for easy setup and use with CRT TVs/Arcade monitors.</small>
|-
|-
| Built-in [[Mods,_hacks_and_fan-translations#Built-in mod editor and manager for emulators|mod editor and manager]]
|{{Enhancements/Quality of life/Built-in custom resolution}}
| {{✗}}
| colspan="4" |Exclusive to [https://docs.libretro.com/guides/crtswitchres/ libretro cores] and [[GroovyMAME]] at the moment.
| {{✗}}
Also there is a [https://github.com/psakhis/Groovy_MiSTer project] for achieving software emulators like libretro cores and GroovyMAME send the raw RGB data over a network to a core running on MiSTer, it basically turns the MiSTer into a GPU for the emulator allowing for easy setup and use with CRT TVs/Arcade monitors.
| {{✗}}
| {{✗}}
| {{✗}}
| {{✗}}
|-
|-
| Built-in [[Cheats_and_patches|Cheat Manager]]
|Built-in [[Mods, hacks, and fan-translations#Built-in mod editor and manager for emulators|mod editor and manager]]||{{Na}}||{{Dunno}}||{{Na}}||{{Dunno}}
| {{}}
| {{?}}
| {{✗}}[https://old.reddit.com/r/emulation/comments/1ay6fm1/ares_v136_released/krslaki/ *]
| {{?}}
| {{✓}}
| {{?}}
|-
|-
| Built-in [[Cheats_and_patches|Patch Manager]]
|Built-in [[Cheats and patches|patch manager]]||{{Dunno}}||{{Dunno}}||{{Dunno}}||{{Dunno}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
|-
|-
| [[Save_disk_space_for_ISOs|Streamable compression format]]
|{{Enhancements/Quality of life/Built-in save manager|Saving game data was typically on cartridges with lithium batteries, [[Nintendo 64 emulators#Hardware features and peripherals|Controller Paks]], or [[Nintendo 64 emulators#Hardware features and peripherals|64DD disks]]. The console itself couldn't save data. So, you can use [[Nintendo 64 emulators#Hardware features and peripherals|64DD emulation]] supported ones for this job as well.}}||{{Dunno}}||{{Dunno}}||{{Dunno}}||{{Dunno}}
| {{✓}}
| {{?}}
| {{}}
| {{?}}
| {{?}}
| {{?}}
|-
|-
| [[Wikipedia:Variable_refresh_rate|Variable Refresh Rate compatible]]
|Command-line options||{{Dunno}}||{{Dunno}}||{{Ya}}||{{Dunno}}
| {{}}
| {{?}}
| {{?}}[https://old.reddit.com/r/emulation/comments/1ciiav8/ares_v138_has_now_been_released/l2jio4b/ *]
| {{?}}
| {{✓}}[https://docs.mamedev.org/usingmame/commonissues.html#gsync-freesync *]
| {{?}}
|-
|-
| [[Frontends#Graphical_User_Interfaces_.28GUIs.29|Big Picture Mode]]
|Pause/Resume emulation||{{Ya}}||{{Dunno}}||{{Ya}}||{{Dunno}}
| {{}}
|-
|
|Per-game profiles||{{Dunno}}||{{Dunno}}||{{Ya}}||{{Dunno}}
|
|-
|
|{{Enhancements/Quality of life/Portable and stealth}}||{{Ya}}||{{Dunno}}||{{Ya}}||{{Dunno}}
| {{}}
|-
|
|[[Save disk space for ISOs|Streamable compression format]]||{{Ya}}||{{Dunno}}||{{Ya}}||{{Dunno}}
|-
|{{Enhancements/Quality of life/Variable refresh rate}}||{{Dunno|link=https://old.reddit.com/r/emulation/comments/1ciiav8/ares_v138_has_now_been_released/l2jio4b/}}||{{Dunno}}||{{Ya}}||{{Dunno}}
|-
| rowspan="6" |[https://tasvideos.org/Emulatorresources/Features TAS features]
|Fast forward/Turbo speed||{{Ya}}||{{Dunno}}||{{Ya}}||{{Dunno}}
|-
|{{Enhancements/TAS features/Frame step}}||{{Dunno}}||{{Dunno}}||{{Dunno}}||{{Dunno}}
|-
|Macros/Scripts/[https://tasvideos.org/LuaScripting Lua]||{{Dunno}}||{{Dunno}}||{{Na|link=https://github.com/libretro/RetroArch/issues/8209}}||{{Dunno}}
|-
|[https://tasvideos.org/Movies Movie recording/playback]||{{Dunno}}||{{Dunno}}||{{Ya}}||{{Dunno}}
|-
|Rewind||{{Ya}}||{{Dunno}}||{{Ya}}||{{Dunno}}
|-
|Save states||{{Ya}}||{{Ya}}||{{Ya}}||{{Dunno}}
|-
|-
| rowspan=2 | Controls
| rowspan="10" |Misc.
| [[Input_lag|Input lag-mitigating technique]]
|{{Enhancements/Misc./Ambient sounds simulation}}||{{Na}}||{{Na}}||{{Na}}||{{Na}}
| {{}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
| {{?}}
|-
|-
| [[Controllers#Mouse_Injectors_for_Emulators|Mouse Injector Compatible]]
|{{Enhancements/Misc./Audio filters and presets}}
| {{✓}}[https://github.com/garungorp/MouseInjectorDolphinDuck *]
| colspan="4" |Exclusive to [https://github.com/RetroCrisis/Retro-Crisis-Audio-Filters libretro cores] at the moment.
| {{✗}}
| {{✗}}
| {{✓}}[https://github.com/garungorp/MouseInjectorDolphinDuck *]
| {{✗}}
| {{✗}}
|-
|-
| rowspan=6 | Misc
|Debug features and [https://github.com/DragonMinded/libdragon libdragon]||{{Ya|link=https://github.com/DragonMinded/libdragon?tab=readme-ov-file#using-emulators}}||{{Dunno}}||{{Na|link=https://forums.libretro.com/t/debugging-features/137}}||{{Dunno}}
| [https://retroachievements.org/gameList.php?c=2 RetroAchievements]
| {{}}
| {{✗}}
| [https://old.reddit.com/r/emulation/comments/1djp8ro/ares_v139_release/l9ckjp2/ roadmap]
| {{✗}}
| {{✗}}
| {{}}
|-
|-
| [[Virtual_reality#VR_game_room_simulations|EmuVR support]]
|[[Virtual reality#VR game room simulations|EmuVR support]]
| colspan=6 | Exclusive to [https://www.emuvr.net/wiki/Installation_Guide#Downloads libretro cores] at the moment.
| colspan="4" |Exclusive to [https://www.emuvr.net/wiki/Installation_Guide#Downloads libretro cores] at the moment.
|-
|-
| AI Service<br/><small>With the help of <abbr title="optical character recognition">OCR</abbr> and other techniques, the AI service can provide a live translation of a game, or text-to-speech capabilities for the visually impaired among other things, either on demand or automatically.</small>
|{{Enhancements/Misc./File browser}}||{{Na}}||{{Na}}||{{Na}}||{{Na}}
| colspan=11 | Exclusive to [https://docs.libretro.com/guides/ai-service/ libretro cores] at the moment.
|-
|-
| [[Netplay#Nintendo_64|Netplay]]
|{{Enhancements/Misc./Free Look}}
| {{}}
| colspan="4" |While freecam would be technically possible, it will require per-game patches.
| {{✓}}
Said patches would require a significant amount of time to reverse the game's engine, which means that only someone talented with enough dedication to a single game could do it.
| {{✗}}
 
|{{~}}<ref group=N3 name=input>Project64, RMG and Mupen64Plus MXE builds requires replacing the input plugin with one [https://www.play64.com/netplay-plugin/ with netplay support]. Another alternative for netplay is using [[Project64 Netplay]] fork.</ref>
[https://www.zophar.net/n64/Nemu64.html Nemu64] has a free cam mode sort of. It changes the perspective the camera is facing.
| {{?}}
 
| {{✗}}[https://github.com/TASEmulators/BizHawk/issues/2450#issuecomment-707492502 *]
[https://old.reddit.com/r/BoundaryBreak/comments/dj9zmc/nintendo_64_camera/ Reddit Thread: Nintendo 64 camera?]
|-
|-
| Free Look<br/><small>Free Look is a enhancement feature that allows manipulation of the in-game camera.</small>
|[[Netplay#Nintendo 64|Netplay]]||{{Na}}||{{Ya}}||{{Na}}||{{Dunno}}
| colspan=6 | <small>While freecam would be technically possible, it will require per-game patches.<br/>Said patches would require a significant amount of time to reverse the game's engine, which means that only someone talented with enough dedication to a single game could do it.<br/>[https://www.zophar.net/n64/Nemu64.html Nemu64] has a free cam mode sort of. It changes the perspective the camera is facing.</small><ref>[https://old.reddit.com/r/BoundaryBreak/comments/dj9zmc/nintendo_64_camera/ Reddit Thread: Nintendo 64 camera?]</ref>
|-
|-
| [[Wikipedia:Category:Debugging|Debug Features]]<br/>and [https://github.com/DragonMinded/libdragon libdragon]
|{{Enhancements/Misc./RetroAchievements}}
| {{✗}}[https://forums.libretro.com/t/debugging-features/137 *]
|[https://old.reddit.com/r/emulation/comments/1djp8ro/ares_v139_release/l9ckjp2/ roadmap]||{{~}}<br><small>Gopher64 has implemented RetroAchievements in [https://github.com/gopher64/gopher64/releases/tag/v1.1.16 v1.1.16] on April 16, 2026. However, it is only softcore-supported and was rejected from receiving hardcore support on May 14, 2026, due to a lack of an in-game achievement browser, which the developer has difficulty implementing in its GUI. For more information, see the [https://retroachievements.org/forums/topic/35449 forum topic on RetroAchievements] and [https://github.com/gopher64/gopher64/wiki/RetroAchievements Gopher64's GitHub wiki page].</small>||{{Ya}}||{{Dunno}}
| {{?}}
|-
| {{}}[https://github.com/DragonMinded/libdragon?tab=readme-ov-file#using-emulators *]
|{{Enhancements/Misc./Rich Presence}}||{{Dunno}}||{{Ya}}||{{Dunno}}||{{Dunno}}
| {{~}}<ref group=N3>Use [https://github.com/shygoo/project64 this fork] for debug features.</ref>
|-
| {{?}}
|{{Enhancements/Misc./Screen translator}}
| {{?}}
| colspan="4" |You can use [https://docs.libretro.com/guides/ai-service/ RetroArch's AI Service] or the standalone offline [https://github.com/bquenin/interpreter bquenin's Interpreter].
|}
|}
</div>
<references group=N3/>


==Hardware features and peripherals==
== Hardware features and peripherals ==
''Reddit Thread: [https://old.reddit.com/r/emulation/comments/vwmho1/unemulated_console_features_and_accessories/ Unemulated console features and accessories]''
Reddit Thread: [https://old.reddit.com/r/emulation/comments/vwmho1/unemulated_console_features_and_accessories/ Unemulated console features and accessories]
<div style="overflow-x:auto;width:100%">
{| {{Basic table}}
{| class="wikitable" style="text-align:center;vertical-align:middle;width:100%"
|+Please only include recommended emulators in this table. Do not bump or spam GitHub threads, issues, or feature request pages.
|- style="font-weight:bold;"
! colspan="3" style="width:50%" |Name
! Name
!ares
! Project64
!Gopher64
! ares
!Mupen64Plus-Next
! simple64
!RMG
! Mupen64Plus-Next
! CEN64
! MAME
! BizHawk
! RMG
|-
|-
| Controller Pak
| rowspan="1" |Hardware features
| {{✓}}
| colspan="2" |On-cartridge storage<br><small>All first-party games and some third-party games support [http://micro-64.com/database/gamesave.shtml saving progress on their on-cartridge SRAM, EEPROM or FlashRAM] instead of the Controller Pak. Or even in addition to it (e.g. ''Diddy Kong Racing'' and ''Excitebike 64'' use EEPROM for main save data, the Controller Pak for secondary (time trial/ghost) save data).</small>||{{Ya}}||{{Ya}}||{{Ya}}||{{Ya}}
|{{✓}}[https://github.com/ares-emulator/ares/blob/master/mia/medium/nintendo-64.cpp#L152 *]
| {{}}
| {{}}
| {{✓}}
| {{}}
| {{✓}}
| {{}}<ref group=N>Under the name "Memory Pak".</ref>
|-
|-
| Rumble Pak
| rowspan="28" |Peripherals
| {{}}
| colspan="2" |[[Nintendo 64 emulators#64DD emulation|64DD]]||{{Ya}}||{{~}}<br><small>Supports [https://64dd.org/database.html#cart 64DD games converted to the regular N64 cart format], but you can't save on emulators.</small>||{{~}}<br><small>While not fully compatible, you need to use [https://forums.libretro.com/t/is-there-a-mupen64plus-next-64dd-guide-anywhere/35014/7 subsystems] menu, for more information see [[#64DD emulation|64DD emulation]] section.</small>||{{~}}<br><small>While not fully compatible, you can now use RMG builds with a brand new Project64 style interface to play 64DD games, and includes every relevant plugins including parallel-rdp and rsp and a brand new easy to setup Input plugin.</small>
|{{}}[https://github.com/ares-emulator/ares/blob/master/mia/medium/nintendo-64.cpp#L152 *]
| {{✓}}
| {{✓}}
| {{✓}}
| {{✗}}
| {{~}}[https://tasvideos.org/Bizhawk/N64 *]
| {{}}
|-
|-
| [[Wikipedia:Nintendo_64_accessories#Expansion_Pak|Expansion Pak]]<ref>[https://youtu.be/YI4lBxTpzB4 What was the N64 Expansion Pak actually used for? | MVG]</ref>
| rowspan="4" |Controller attachments
| {{✓}}[https://github.com/project64/project64/issues/457 *]
|[https://www.raphnet.net/divers/n64_bio_sensor/index_en.php Bio Sensor]<ref group="note">''Tetris 64'' is the only game to support it.</ref>||{{Ya|link=https://github.com/ares-emulator/ares/pull/2166}}||{{Na}}||{{Na}}||{{Na}}
| {{✓}}
| {{✓}}
| {{}}[https://forums.libretro.com/t/removing-the-expansion-pak-in-mupen64plus/15340 *]
| {{✓}}[https://github.com/n64dev/cen64/issues/58 *]
| {{?}}[https://github.com/mamedev/mame/blob/master/src/mame/nintendo/n64.cpp *]
| {{✓}}[https://github.com/TASEmulators/BizHawk/issues/1690 *]
| {{}}
|-
|-
| [[#64DD emulation|Nintendo 64 Disk Drive]]
|Controller Pak||{{Ya|link=https://github.com/ares-emulator/ares/blob/master/mia/medium/nintendo-64.cpp#L152}}||{{Ya}}||{{Ya}}||{{Ya}}<br><small>Under the name "Memory Pak".</small>
| {{✓}}<ref group=N name=64DD>[https://64dd.org/downloads.html Use these builds for 64DD emulation]</ref>
| {{✓}}
| {{✓}}
| {{~}}<ref group=N>While not fully compatible, you need to use [https://forums.libretro.com/t/is-there-a-mupen64plus-next-64dd-guide-anywhere/35014/7 subsystems] menu, for more information see [[#64DD_emulation|64DD emulation]] section.</ref>
| {{}}
| {{}}
| {{✓}}[https://github.com/TASEmulators/BizHawk/issues/2454#issuecomment-1345233341 *]
| {{~}}<ref group=N>While not fully compatible, you can now use RMG builds with a brand new Project64 style interface to play 64DD games, and includes every relevant plugins including parallel-rdp and rsp and a brand new easy to setup Input plugin. For more information see [[#64DD_emulation|64DD emulation]] section.</ref>
|-
|-
| [[#Transfer Pak emulation|Transfer Pak]]
|Rumble Pak||{{Ya|link=https://github.com/ares-emulator/ares/blob/master/mia/medium/nintendo-64.cpp#L152}}||{{Ya}}||{{Ya}}||{{Ya}}
| {{✓}}
| {{✓}}
| {{✓}}
| {{✓}}
| {{✓}}[https://github.com/n64dev/cen64/blob/master/si/pak_transfer.c *]
| {{}}
| {{~}}[https://tasvideos.org/Bizhawk/N64 *]
| {{}}
|-
|-
| Game Boy Camera via [[#Transfer Pak emulation|Transfer Pak]]<ref group="N">''Mario Artist: Paint Studio'' and ''Mario Artist: Talent Studio'' utilize this feature.</ref>
|[[Nintendo 64 emulators#Transfer Pak emulation|Transfer Pak]]||{{Ya}}||{{Ya}}||{{Ya}}||{{Ya}}
| {{n}}
| {{n}}
| {{n}}
| {{n}}
| {{n}}
| {{n}}
| {{n}}
| {{n}}
|-
|-
| Double N64 controller<ref group="N">''GoldenEye 007'' and ''Perfect Dark'' utilize this feature.</ref>
| rowspan="8" |Controller port
| {{n}}
|[[List of console games that support keyboard and mouse#Nintendo 64|64DD keyboard]]||{{Na}}||{{Na}}||{{Na}}||{{Na}}
| {{n}}
| {{n}}
| {{n}}
| {{n}}
| {{n}}
| {{n}}
| {{n}}
|-
|-
| [[#N64 Mouse|N64 Mouse]]
|ASCIIWHEEL 64||{{Na}}||{{Na}}||{{Na}}||{{Na}}
| {{}}
| {{✓}}
| {{}}
| {{✗}}
| {{}}
| {{✗}}
| {{✓}}[https://github.com/TASEmulators/BizHawk/blob/master/waterbox/ares64/BizInterface.cpp#L15 *]
| {{}}
|-
|-
| [http://n64.icequake.net/mirror/slaanesh79/Hardware/Hardware.htm 64DD Keyboard]
|''Dance Dance Revolution'' dance mat||{{Na}}||{{Na}}||{{Na}}||{{Na}}
| {{✗}}
| {{}}
| {{✗}}
| {{}}
| {{✗}}
| {{}}
| {{✗}}
| {{}}
|-
|-
| [[#Voice Recognition Unit emulation|Voice Recognition Unit]]
|[[Nintendo 64 emulators#Densha de Go! Controller|''Densha de Go!'' controller]]||{{Na}}||{{Na}}||{{Na}}||{{Na}}
| {{✗}}
| {{}}
| {{✓}}
| {{}}
| {{✗}}
| {{}}
| ?
| {{}}
|-
|-
| [[#Pokémon Snap Station|Pokémon Snap Station]]
|[https://bomberman.fandom.com/wiki/Joycard_64 Joycard 64]||{{Na}}||{{Na}}||{{Na}}||{{Na}}
| {{~}}
| {{}}
| {{✗}}
| {{}}
| {{✗}}
| {{}}
| {{✗}}
| {{}}
|-
|-
| [[#Densha De Go! Controller|Densha De Go! Controller]]
|[[List of console games that support keyboard and mouse#Nintendo 64|Mouse]]||{{Ya}}||{{Na}}||{{Na}}||{{Na}}
| {{✗}}
| {{}}
| {{✗}}
| {{}}
| {{✗}}
| {{}}
| {{✗}}
| {{}}
|-
|-
| [https://www.raphnet.net/divers/n64_bio_sensor/index_en.php <abbr title="Tetris 64 is the only game to support it.">N64 Bio Sensor</abbr>]
|[https://nintendo.fandom.com/wiki/Turicon_64 Tsurikon 64]<ref group="note">''Shigesato Itoi's No. 1 Bass Fishing: Definitive Edition'' is the only game to support it.</ref>||{{Na}}||{{Na}}||{{Na}}||{{Na}}
| {{✗}}
| {{}}
| {{✗}}
| {{}}
| {{✗}}
| {{}}
| {{✗}}
| {{}}
|-
|-
| [https://mother4ever.net/tsurikon64/ <abbr title="Shigesato Itoi’s No.1 Bass Fishing Definitive Edition is the only game to support it.">Tsurikon 64</abbr>]
|[[List of games that support microphone|Voice Recognition Unit]]||{{Na}}||{{Ya}}||{{Ya}}||{{Ya}}
| {{✗}}
| {{}}
| {{✗}}
| {{}}
| {{✗}}
| {{}}
| {{✗}}
| {{}}
|-
|-
| ASCIIWHEEL 64
| colspan="2" |Expansion Pak<ref group="note">{{YouTubeVideo|YI4lBxTpzB4|<nowiki>What was the N64 Expansion Pak actually used for?|MVG</nowiki>}}</ref>||{{Ya}}||{{Ya}}||{{Ya|link=https://forums.libretro.com/t/removing-the-expansion-pak-in-mupen64plus/15340}}||{{Ya}}
| {{}}
| {{}}
| {{}}
| {{✗}}
| {{✗}}
| {{✗}}
| {{✗}}
| {{}}
|-
|-
| [[Wikipedia:Nintendo_64_accessories#SmartMedia|SmartMedia]]
| rowspan="4" |Special cartridges
| {{✗}}
|[[Early online services#Randnet (N64)|Modem cartridge]] (NUS-029)||{{Na}}||{{Na}}||{{Na}}||{{Na}}
| {{}}
| {{✗}}
| {{}}
| {{✗}}
| {{}}
| {{✗}}
| {{}}
|-
|-
| [[Early_online_services#Randnet_.28N64.29|Modem cartridge (NUS-029)]]
|Morita Shogi 64 RJ-11 modem connection port||{{Na}}||{{Na}}||{{Na}}||{{Na}}
| {{✗}}
| {{}}
| {{✗}}
| {{}}
| {{✗}}
| {{}}
| {{✗}}
| {{}}
|-
|-
| [https://en.wikipedia.org/wiki/Morita_Shogi_64 Morita Shogi 64 RJ-11 Modem Connection port]
|SmartMedia<ref group="note">''Mario no Photopi'' is the only game to utilize this feature.</ref>||{{Na}}||{{Na}}||{{Na}}||{{Na}}
| {{✗}}
| {{}}
| {{✗}}
| {{}}
| {{✗}}
| {{}}
| {{✗}}
| {{}}
|-
|-
| [http://n64.icequake.net/mirror/slaanesh79/Hardware/Hardware.htm Video Capture Cassette cartridge]
|[http://n64.icequake.net/mirror/slaanesh79/Hardware/Hardware.htm Video Capture Cassette cartridge]||{{Na}}||{{Na}}||{{Na}}||{{Na}}
| {{✗}}
| {{}}
| {{✗}}
| {{}}
| {{✗}}
| {{}}
| {{✗}}
| {{}}
|-
|-
| [https://www.youtube.com/watch?v=VL_k8Girn2o Secret Screen]
| rowspan="10" |Unofficial
| {{✗}}
|[http://wiki.mobile-gb.com/index.php?title=64GB%E3%82%B1%E3%83%BC%E3%83%96%E3%83%AB 64GB Cable]<ref group="note">The 64DD version of Transfer Pak to connect a GBC to the 64DD. A cancelled 64DD game ''DT Bloodmasters'' [https://www.ign.com/articles/1999/08/28/whats-dt-you-ask-2 supported] it; GBC counterpart ''DT: Lords of Genomes'' was released. The cable was ready but cancelled due to 64DD production delays. ''Mario Artist: Paint Studio'' still has code remnants for it.</ref>||{{Na}}||{{Na}}||{{Na}}||{{Na}}
| {{}}
| {{✗}}
| {{}}
| {{✗}}
| {{}}
| {{✗}}
| {{}}
|-
|-
| [https://www.chrismcovell.com/wideboy64.html WideBoy64 CGB]
|CD64||{{Na}}||{{Na}}||{{Na}}||{{Na}}
|?
|-
|?
|DexDrive||{{Na}}||{{Na}}||{{Na}}||{{Na}}
|?
|-
|?
|Doctor V64||{{Na}}||{{Na}}||{{Na}}||{{Na}}
|?
|-
|?
|GameCube controller (libdragon)||{{Na}}||{{Na}}||{{Na}}||{{Na}}
|?
|-
|?
|[https://gameshark.fandom.com/wiki/Nintendo_64 GameShark]||{{Na|link=https://github.com/ares-emulator/ares/pull/1916}}||{{Na}}||{{Na}}||{{Na}}
|-
|SharkWire Online<ref group="note">A specialized dongle cartridge (which required to plug in another game to bypass the lockout chip) for a 14.4Kbps modem and serial port.</ref>||{{Dunno}}||{{Dunno}}||{{Dunno}}||{{Dunno}}
|-
|Tristar 64||{{Na}}||{{Na}}||{{Na}}||{{Na}}
|-
|[http://iceboy.a-singer.de/doc/wide_boy.html WideBoy64 AGB]<ref group="note">[http://www.nesworld.com/n64-wideboyagb-1.php Early version without the cart port]</ref>||{{Na}}||{{Na}}||{{Na}}||{{Na}}
|-
|[https://www.chrismcovell.com/wideboy64.html WideBoy64 CGB]||{{Na}}||{{Na}}||{{Na}}||{{Na}}
|-
|-
| [http://iceboy.a-singer.de/doc/wide_boy.html WideBoy64 AGB]<ref group=N>[http://www.nesworld.com/n64-wideboyagb-1.php Early version without the cart port]</ref>
| rowspan="10" |Misc.
|?
| colspan="2" |{{YouTubeVideo|DotEVFFv-tk|Access to coverage bit via CPU}}||{{Na}}||{{Dunno}}||{{Na}}||{{Na}}
|?
|?
|?
|?
|?
|?
|?
|-
|-
| [[wikipedia:Doctor_V64|Doctor V64]]
| colspan="2" |Cartridge hot swapping<ref group="note">It was sometimes possible to apply cheats (such as a player having infinite lives) and other temporary software alterations to games by hot swapping cartridges, even though the cartridges were not designed to be hot swappable.</ref>||{{Dunno}}||{{Dunno}}||{{Dunno}}||{{Dunno}}
|?
|?
|?
|?
|?
|?
|?
|?
|-
|-
| [[wikipedia:CD64|CD64]]
| colspan="2" |[http://www.thealmightyguru.com/Wiki/index.php?title=Cartridge_tilting Cartridge tilting]<ref group="note">{{YouTubePlaylist|PLkAqx5EV7l_DkwOv4WmVEBLv39WPEUm3d|Cartridge tilting is an action performed on cartridge-based systems to create otherwise impossible glitches. Cartridge tilting is not a glitch, but rather the process which creates glitches.}}</ref>
|?
| colspan="4" |You can use [https://shygoo.net/#:~:text=in%20N64%20ROMs-,Project64%2Dtilt,-A%20dumb%20edit Project64-tilt build] for this, other than that there is no emulator currently includes built-in cartridge tilting simulation. As a workaround, you can try the external [https://github.com/redscientistlabs/RTCV Real-Time Corruptor] (RTCV) tool. It is a real-time memory/data corruption tool for inducing glitches during emulation, which might mimic some effects of cartridge tilting (e.g., visual/audio artifacts or crashes). However, it is not a true "cartridge tilting" simulator, as it works on live memory rather than simulating cartridge read errors.
|?
|?
|?
|?
|?
|?
|?
|-
|-
| [[wikipedia:Tristar_64|Tristar 64]]
| colspan="2" |Dolby Surround||{{Dunno}}||{{Dunno}}||{{Dunno}}||{{Dunno}}
|?
|?
|?
|?
|?
|?
|?
|?
|-
|-
| [[wikipedia:DexDrive|DexDrive]]
| colspan="2" |Game Boy Camera via [[Nintendo 64 emulators#Transfer Pak emulation|Transfer Pak]]<ref group="note">''Mario Artist: Paint Studio'' and ''Mario Artist: Talent Studio'' utilize this feature.</ref>||{{Na}}||{{Na}}||{{Na}}||{{Na}}
|?
|?
|?
|?
|?
|?
|?
|?
|-
|-
| Action Replay
| colspan="2" |[[Nintendo 64 emulators#Pokémon Snap Station|''Pokémon Snap'' Station]]||{{Na}}||{{Na}}||{{Na}}||{{Na}}
|?
|?
|?
|?
|?
|?
|?
|?
|-
|-
| [https://gameshark.fandom.com/wiki/Nintendo_64 GameShark]
| colspan="2" |Power light||{{Na}}||{{Na}}||{{Na}}||{{Na}}
|?
|?
|?
|?
|?
|?
|?
|?
|-
|-
|[[wikipedia:Hot_swapping#Gaming|<abbr title="It was sometimes possible to apply cheats (such as a player having infinite lives) and other temporary software alterations to games by hot swapping cartridges, even though the cartridges were not designed to be hot swappable.">Cartridge Hot Swapping</abbr>]]
| colspan="2" |[[Nintendo 64 emulators#Real-time clock|Real-time clock]]<ref group="note">''Doubutsu no Mori'' is the only game to have that feature.</ref>||{{Dunno}}||{{Dunno}}||{{Dunno}}||{{Dunno}}
|?
|?
|?
|?
|?
|?
|?
|?
|-
|-
|[http://www.thealmightyguru.com/Wiki/index.php?title=Cartridge_tilting <abbr title="Cartridge tilting is an action performed on cartridge-based systems to create otherwise impossible glitches. Cartridge tilting is not a glitch, but rather the process which creates glitches.">Cartridge Tilting</abbr>]<ref group=N name=Tilt>[https://youtube.com/playlist?list=PLkAqx5EV7l_DkwOv4WmVEBLv39WPEUm3d Cart Tilt Showcase Playlist]</ref>
| colspan="2" |[https://summercart64.dev/features.html SD cards]
|[https://youtu.be/IPkDvrM7Hwg?si=2SUSz5GesC8BiObg unofficial version pj64]
| colspan="4" |Exclusive to [https://parallel-launcher.ca/ Parallel Launcher] and [https://github.com/gopher64/gopher64/pull/214 Gopher64] at the moment.
|?
|?
|?
|?
|?
|?
|?
|-
|-
|[https://summercart64.dev/features.html SD cards]
| colspan="2" |Soft reset||{{Dunno}}||{{Dunno}}||{{Ya}}||{{Dunno}}
|?
|?
|?
|Exclusive to [https://parallel-launcher.ca/ Parallel Launcher] fork at the moment.
|?
|?
|?
|?
|}
|}
</div>
<references group=N/>
===Voice Recognition Unit emulation===
[https://nintendo.fandom.com/wiki/VRU The Voice Recognition Unit (VRU)] is an accessory used primarily by ''Hey You, Pikachu''. In June 2021, an HLE implementation of the VRU was added to Mupen64Plus<ref name="Mupen64VRU">{{cite web|url=https://github.com/mupen64plus/mupen64plus-core/pull/873|title=VRU support and Hey You Pikachu audio fix|publisher=GitHub|accessdate=2022-12-18|date=2021-06-17}}</ref>; this support was carried over to simple64<ref name="simple64VRU">{{cite web|url=https://github.com/simple64/simple64/commit/1aa46a228369cb3673e6580ed8a2e1426bc79126|title=VRU support|publisher=GitHub|accessdate=2022-12-18|date=2021-06-21}}</ref>.


===''Densha De Go!'' Controller===
=== ''Densha de Go!'' Controller ===
Also available for the [[PlayStation emulators|PlayStation]], ''Densha De Go! 64'' is a Japan-only train simulator released by [[Wikipedia:Taito|Taito]] that is compatible with an optional special controller that plugs into the player 3 port.<ref name="ArcadeUSA">{{cite web|url=https://www.youtube.com/watch?v=cCcPAGhcnck|title=Densha De Go! Nintendo 64 Controller!|publisher=YouTube|accessdate=2018-06-17|date=2017-01-20}}</ref> No emulator supports it.
Also available for the [[PlayStation emulators|PlayStation]], ''Densha de Go! 64'' is a Japan-only train simulator released by Taito that is compatible with an optional special controller that plugs into the player 3 port.<ref name="ArcadeUSA">{{YouTubeVideo|cCcPAGhcnck|''Densha de Go!'' Nintendo 64 Controller!}}</ref> No emulator supports it.
 
=== ''Pokémon Snap'' Station ===
There was a special kiosk designed to promote ''Pokémon Snap'' called the ''Pokémon Snap'' Station, which is also compatible with the North American ''Pokémon Stadium'' with its gallery mode. It is just a Nintendo 64 with special hardware designed for the station.<ref name="Sixty Formula">{{YouTubeVideo|AMbjvGvPkV4|The ''Pokémon Snap'' Station}}</ref><ref name="MetalJesusRocks">{{YouTubeVideoTime|5_UGpRN6AnM|215|VIDEO GAME KIOSKS - Extreme Game Collecting!}}</ref> Although the special cartridge does boot in emulators compatible with the regular version, the printing functions are inaccessible due to no emulation of the printer for the player 4 slot, credit system, or the special board to switch between the regular and special cartridges. [https://jamchamb.net/2021/08/17/snap-station.html On August 17, 2021, jamchamb reverse-engineered the Snap Station] and created a [https://github.com/jamchamb/project64/tree/snapstation Project64 fork] (source code only) and an [https://github.com/jamchamb/cojiro iCEBreaker FPGA board hardware implementation].


===Pokémon Snap Station===
=== Transfer Pak emulation ===
There was a special kiosk designed to promote ''Pokémon Snap'' called the ''Pokémon Snap Station'', which is also compatible with the North American ''Pokémon Stadium'' with its gallery mode. It is just a Nintendo 64 with special hardware designed for the station.<ref name="Sixty Formula">{{cite web|url=https://www.youtube.com/watch?v=AMbjvGvPkV4|title=The Pokémon Snap Station|publisher=YouTube|accessdate=2018-06-17|date=2016-05-21}}</ref><ref name="MetalJesusRocks">{{cite web|url=https://www.youtube.com/watch?v=5_UGpRN6AnM&t=3m35s|title=VIDEO GAME KIOSKS - Extreme Game Collecting!|publisher=YouTube|accessdate=2018-06-17|date=2016-05-25}}</ref> Although the special cartridge does boot in emulators compatible with the regular version, the printing functions are inaccessible due to no emulation of the printer for the player 4 slot, credit system, or the special board to switch between the regular and special cartridges. [https://jamchamb.net/2021/08/17/snap-station.html On August 17, 2021, jamchamb reverse engineered the Snap Station] and created a [https://github.com/jamchamb/project64/tree/snapstation Project64 fork (source code only)] and an [https://github.com/jamchamb/cojiro iCEBreaker FPGA board hardware implementation].
A few games, such as ''Mario Golf'', ''Mario Tennis'', ''Mario Artist: Paint Studio'', and the ''Pokémon Stadium'' games, can use the Transfer Pak, an attachment that allows interfacing with specific [[Game Boy/Game Boy Color emulators|Game Boy/Color]] games for certain features on the N64 side. Most N64 emulators can emulate the Transfer Pak's functionality to one degree or another, with the most robust being Project64 with N-Rage's input plugin. But there are still a few things that are difficult to emulate or are just not emulated at all:


===Transfer Pak emulation===
* Taking pictures with the Japanese Game Boy Camera (called ''Pocket Camera'') while in Transfer Pak mode playing ''Mario Artist: Paint Studio'' displays static.
A few games, such as ''Mario Golf'', ''Mario Tennis'', ''Mario Artist: Paint Studio'', and the ''Pokémon Stadium'' games, can use the Transfer Pak, an attachment that allows interfacing with specific [[Game Boy/Game Boy Color emulators|Game Boy/Color]] games for certain features. Most N64 emulators can emulate the Transfer Pak's functionality to one degree or another, with the most robust being Project64 with N-Rage's input plugin. But there are still a few things that are difficult to emulate or are just not emulated at all:
* Playing the Gen 1 and 2 Pokémon games through the Game Boy Tower in ''Pokémon Stadium'' 1 and 2 is notoriously finicky. At the moment, only Project64, using the N-Rage input plugin, can properly load either game's Game Boy Tower at all, with other emulators either crashing or failing to establish the connection. Even here, extra steps must be taken: for ''Pokémon Stadium 2'', set the CPU core to Interpreter and Counter factor to 1 in the emulator's game settings. For the first Stadium game, in addition to the aforementioned settings, Delay SI Interrupt must also be turned on, and an LLE RSP plugin other than the default Projec64 RSP must be used, such as ParaLLEl-RSP.


*Taking pictures with the Japanese ''Game Boy Camera'' (called ''Pocket Camera'') while in Transfer Pak mode playing ''Mario Artist: Paint Studio'' displays static.
GB(C) games can unlock bonus content on their side as well because their cartridges save data on their own on-board memory (so once N64 "marks" the cartridge, you can put it back into your GB(C) and enjoy the unlocked content).
*Playing the Gen 1 and 2 Pokémon games through the Game Boy Tower in Pokémon Stadium 1 and 2 is notoriously finicky. At the moment, only Project64, using the N-Rage input plugin, can properly load either game's Game Boy Tower at all, with other emulators either crashing or failing to establish the connection. Even here, extra steps must be taken: for Pokémon Stadium 2, set the CPU core to Interpreter and Counter factor to 1 in the emulator's game settings. For the first Stadium game, in addition to the aforementioned settings, Delay SI Interrupt must also be turned on, and an LLE RSP plugin other than the default Projec64 RSP must be used, such as ParaLLEl-RSP.


===64DD emulation===
=== 64DD emulation ===
The 64DD (an abbreviation for "64 Disk Drive") was a peripheral which allowed a proprietary disk format to be used with the N64. These disks had more space at a cheaper manufacturing cost. The peripheral was a commercial failure and was never released outside Japan. Internal evidence suggests that, much like the GBA e-Reader, it wasn't even intended for a European release.
The 64DD (abbreviation for "64 Dynamic Drive") was a peripheral which allowed a proprietary disk format to be used with the N64. These disks had more space at a cheaper manufacturing cost. The peripheral was a commercial failure and was never released outside Japan. Internal evidence suggests that, much like the GBA e-Reader, it wasn't even intended for a European release.


Expansion disks are region-coded to either Japan or the US (obviously unused) and won't work with N64 games from the wrong region. Only F-Zero X has an official disk, but Ocarina of Time, Mario Party, and Pokémon Stadium (JP) have fully implemented but unused disk support.
Expansion disks are region-coded to either Japan or the US (obviously unused) and won't work with N64 games from the wrong region. Only ''F-Zero X'' has an official disk, but Ocarina of Time, ''Mario Party'', and ''Pokémon Stadium'' (JP) have fully implemented but unused disk support.


The special AV-In cartridge (NUS-028) that ''Mario Artist: Talent Studio'' can use doesn't work because it requires an RCA cable signal.
The special AV-In cartridge (NUS-028) that ''Mario Artist: Talent Studio'' can use doesn't work because it requires an RCA cable signal.
Line 1,184: Line 734:


* Project64's latest versions emulate the N64 mouse and can load Zoinkity's hacked 64DD cartridge conversions at playable speeds. You will need to set every game to have 8MB of Memory by default manually. Games don't save, some need "32-bit engine" to be unchecked (like Talent Studio), and some (like Polygon Studio to fix models and Paint Studio to fix stamps) need the Angrylion GFX plugin rather than GlideN64, which does the job for the rest. [https://64dd.org/tutorial_pj64.html 64DD.org has step-by-step tutorials for Project64]
* Project64's latest versions emulate the N64 mouse and can load Zoinkity's hacked 64DD cartridge conversions at playable speeds. You will need to set every game to have 8MB of Memory by default manually. Games don't save, some need "32-bit engine" to be unchecked (like Talent Studio), and some (like Polygon Studio to fix models and Paint Studio to fix stamps) need the Angrylion GFX plugin rather than GlideN64, which does the job for the rest. [https://64dd.org/tutorial_pj64.html 64DD.org has step-by-step tutorials for Project64]
  **The 64DD hardware started to be emulated around 2.3's release with the help of [https://github.com/LuigiBlood LuigiBlood]. Saving works but in the form of NDR files. NDR files are copied versions of NDD images with save data included as to not write to the clean unaltered images. To play 64DD games in their original forms, 8MB of memory is still needed because the real hardware needed the Expansion Pak upgrade. The IPL is also needed.
 
**The 64DD hardware started to be emulated around 2.3's release with the help of [https://github.com/LuigiBlood LuigiBlood]. Saving works but in the form of NDR files. NDR files are copied versions of NDD images with save data included as to not write to the clean unaltered images. To play 64DD games in their original forms, 8MB of memory is still needed because the real hardware needed the Expansion Pak upgrade. The IPL is also needed.


* MAME includes early, basic 64DD emulation as well, but it is much slower. Disk images need to be in head/track format. See [https://github.com/Happy-yappH/ddconvert.git here] for more information. It doesn't currently support disk swapping or saving disks to files. The writes only update the copy in memory, and once the MAME process ends, the changes are lost. Current usage: <code>mame n64dd -quickload disk -cart cart -nodrc</code> (both disk and cart are optional)
* MAME includes early, basic 64DD emulation as well, but it is much slower. Disk images need to be in head/track format. See [https://github.com/Happy-yappH/ddconvert.git here] for more information. It doesn't currently support disk swapping or saving disks to files. The writes only update the copy in memory, and once the MAME process ends, the changes are lost. Current usage: <code>mame n64dd -quickload disk -cart cart -nodrc</code> (both disk and cart are optional)
Line 1,190: Line 741:
* CEN64, like Project64, had 64DD emulation ported to it from MAME. However, it focuses on accuracy and plays much slower than other emulators; aside from the 64DD emulation itself is imperfect.
* CEN64, like Project64, had 64DD emulation ported to it from MAME. However, it focuses on accuracy and plays much slower than other emulators; aside from the 64DD emulation itself is imperfect.


* RetroArch's Mupen64Plus-Next and ParaLLEl cores support the 64DD. For Mupen64Plus-Next: the bios must be placed in <code>[RetroArch directory]\system\Mupen64plus\IPL.n64</code>. To launch 64DD games: Load the Mupen64Plus-Next core, select the new menu item "Subsystems" in the Main Menu, then click "Load N64 Disk Drive" three times to load the disk, cartridge, and start emulation; Both expansion disks and stand-alone disks can be launched this way. <br />For ParaLLEl: the bios must be placed in the "system" directory and named <code>64DD_IPL.bin</code>. In ParaLLEl's core options: 64DD ''must'' be enabled and GFX plugin and RSP must both be set to <code>parallel</code>; stand-alone disks can't be launched using the Subsystem, they must be launched through either "Load Content" or a playlist.
* RetroArch's Mupen64Plus-Next and ParaLLEl cores support the 64DD. For Mupen64Plus-Next: the bios must be placed in <code>[RetroArch directory]\system\Mupen64plus\IPL.n64</code>. To launch 64DD games: Load the Mupen64Plus-Next core, select the new menu item "Subsystems" in the Main Menu, then click "Load N64 Disk Drive" three times to load the disk, cartridge, and start emulation; Both expansion disks and stand-alone disks can be launched this way. For ParaLLEl: the bios must be placed in the "system" directory and named <code>64DD_IPL.bin</code>. In ParaLLEl's core options: 64DD must be enabled and GFX plugin and RSP must both be set to <code>parallel</code>; stand-alone disks can't be launched using the Subsystem, they must be launched through either "Load Content" or a playlist.


* Ares supports 64DD as well, [https://twitter.com/LuigiBlood/status/1568694009496756225 developer LuigiBlood said]: "This is the most accurate 64DD emulation attempt I've ever done, honestly. A lot of the stuff I programmed is sometimes genuinely useless. A lot also involves timings of the drive itself and more," also supports disc-swapping with v134 version.
* Ares supports 64DD as well, [https://twitter.com/LuigiBlood/status/1568694009496756225 developer LuigiBlood said]: "This is the most accurate 64DD emulation attempt I've ever done, honestly. A lot of the stuff I programmed is sometimes genuinely useless. A lot also involves timings of the drive itself and more," also supports disc-swapping with v134 version.


===N64 Mouse===
== Hardware variants ==
A peripheral that came bundled with Mario Artist: Paint Studio. [https://64dd.org/tutorial_pj64.html#mouse 64DD.org has instructions on how to emulate the N64 Mouse on Project64]. [https://github.com/ares-emulator/ares/issues/224#issuecomment-939579324 Ares also has N64 Mouse support; follow these instructions to enable it (replace SNES specific steps with 64DD)]. RetroArch's ParaLLEl core has N64 Mouse support under Quick Menu > Controls > Port 1 Controls > Device Type. RetroArch's Mupen64Plus-Next core ''doesn't'' have mouse support.
 
Because the N64 Mouse functions similarly to a controller, it is possible to "emulate" it even in emulators that don't explicitly support it by mapping mouse input to the N64 joystick. This will likely require use of separate re-mapping software, as most N64 emulators don't support binding mouse movement to joystick movement.


==Hardware variants==
=== iQue Player ===
===iQue Player emulation===
Before the GBA, the DS, and the 3DS, Nintendo released a modified version of their Nintendo 64 system for the Chinese market, called the iQue Player, through their not-quite-subsidiary iQue. Fourteen games were translated into Simplified Chinese, including Sin and Punishment, Ocarina of Time (the Majora's Mask port was canceled), ''Super Mario 64'', and others.
Before the GBA, the DS, and the 3DS, Nintendo released a modified version of their Nintendo 64 system for the Chinese market, called the iQue Player, through their not-quite-subsidiary iQue. Fourteen games were translated into Simplified Chinese, including Sin and Punishment, Ocarina of Time (the Majora's Mask port was canceled), Super Mario 64, and others.


Unlike the Chinese releases of their more recent systems and games, iQue Player releases are regular N64 ROMs wrapped with several layers of encryption and a ticket and signature system like that on the Wii, the DSi, the 3DS, the Wii U, and the Switch. The Chinese ROM-hacking scene is very active, though, and has translated the Japanese regular N64 releases for many of these to their language already, which explains some Chinese ROMs floating for those. However, almost all pieces of iQue Player software were recently decrypted to regular .z64 ROM format.
Unlike the Chinese releases of their more recent systems and games, iQue Player releases are regular N64 ROMs wrapped with several layers of encryption and a ticket and signature system like that on the Wii, the DSi, the 3DS, the Wii U, and the Switch. The Chinese ROM-hacking scene is very active, though, and has translated the Japanese regular N64 releases for many of these to their language already, which explains some Chinese ROMs floating for those. However, almost all pieces of iQue Player software were recently decrypted to regular .z64 ROM format.
Line 1,207: Line 754:
Several of the Chinese game localizations already run on N64 emulators, but as some hardware features of the iQue Player aren't yet supported, some games, as well as the system menu and features in games such as saving, don't work yet.
Several of the Chinese game localizations already run on N64 emulators, but as some hardware features of the iQue Player aren't yet supported, some games, as well as the system menu and features in games such as saving, don't work yet.


===Aleck 64 arcade emulation===
There is a [https://github.com/ares-emulator/ares/pull/1731 pull request] for adding iQue Player support to [[Ares]].
 
==== iQue Player-specific features ====
{| {{Basic table}}
! colspan="2" style="width:50%" |Name
!ares
!Gopher64
!Mupen64Plus-Next
!RMG
|-
| colspan="2" |iQue Player Memory Card||{{Dunno}}||{{Dunno}}||{{Dunno}}||{{Dunno}}
|-
| colspan="2" |Multiplayer Box/Multitap||{{Dunno}}||{{Dunno}}||{{Dunno}}||{{Dunno}}
|-
| colspan="2" |Multiplayer Controller||{{Dunno}}||{{Dunno}}||{{Dunno}}||{{Dunno}}
|-
| rowspan="2" |Online
|iQue Depot||{{Dunno}}||{{Dunno}}||{{Dunno}}||{{Dunno}}
|-
|iQue@Home||{{Dunno}}||{{Dunno}}||{{Dunno}}||{{Dunno}}
|}
 
=== Aleck 64 ===
Nintendo collaborated with SETA to release an arcade system based on their Nintendo 64 system (kind of like their PlayChoice-10 for the NES, Super System arcade hardware for SNES, and later Triforce for GCN). The Nintendo 64-variant with more RAM, the Aleck 64, failed to catch on and bombed. It was never released outside Japan, even though one N64 port made it.
Nintendo collaborated with SETA to release an arcade system based on their Nintendo 64 system (kind of like their PlayChoice-10 for the NES, Super System arcade hardware for SNES, and later Triforce for GCN). The Nintendo 64-variant with more RAM, the Aleck 64, failed to catch on and bombed. It was never released outside Japan, even though one N64 port made it.
[http://adb.arcadeitalia.net/lista_mame.php?game_sourcefile=aleck64.cpp&arcade_only=0&current_version=0 MAME and BizHawk's MAME core supports this arcade variation].


The Aleck 64 ROMs were dumped, and Zoinkity is working on converting them to regular N64 ROMs (with controls remapped to N64 controller buttons). They generally require an 8 MB Expansion Pak to run at all and 4K EEPROM to save settings and scores. The ones covered by these patches are:
The Aleck 64 ROMs were dumped, and Zoinkity is working on converting them to regular N64 ROMs (with controls remapped to N64 controller buttons). They generally require an 8 MB Expansion Pak to run at all and 4K EEPROM to save settings and scores. The ones covered by these patches are:
Line 1,226: Line 793:
* Vivid Dolls (official eroge game on a Nintendo console)
* Vivid Dolls (official eroge game on a Nintendo console)


The already available [http://assemblergames.com/l/threads/aleck64-on-retail-consoles-poc.55041/ patches] to convert arcade ROM dumps to regular N64 ROM format can be found [http://micro-64.com/database/aleck64.shtml here]. While Mupen64Plus-based emulators can't run these conversions out of the box, Project64 does just fine.
The remaining ones from the system's library not yet covered are:


The remaining ones from the system's library not yet covered are:
* Rev Limit
* Rev Limit
* Variant Schwanzer (never released, but there is a PCB board and was [https://www.youtube.com/watch?v=apiS6EPJ2m8 tested and played] on Game Center Mikado in 2015. No known ROM dumps on the internet)
* Variant Schwanzer (never released, but there is a PCB board and was {{YouTubeVideo|apiS6EPJ2m8|tested and played}} on Game Center Mikado in 2015. No known ROM dumps on the internet)


==Virtual Console games in Dolphin==
[[Ares]] emulator and [[MAME]] including [[BizHawk]]'s MAME core supports this [https://x.com/LukeUsher1/status/1877107590712238238 arcade] [http://adb.arcadeitalia.net/lista_mame.php?game_sourcefile=aleck64.cpp&arcade_only=0&current_version=0 variation]. Also, the already available [http://assemblergames.com/l/threads/aleck64-on-retail-consoles-poc.55041/ patches] to convert arcade ROM dumps to regular N64 ROM format can be found [http://micro-64.com/database/aleck64.shtml here]. While Mupen64Plus-based emulators can't run these conversions out of the box, Project64 does just fine. Your best bet to play Aleck 64 games (other than using emulator) is through the SummerCart64 flashcart, which includes support for the Aleck 64's own CIC chip.
A number of N64 games were released for the Wii's Virtual Console service throughout its lifespan. While the emulators at the heart of each Virtual Console title were of average accuracy (rather than using one generic emulator used for every game, each title had an emulator specifically tailored to that game), they were good enough to render the games in full, playable capacity with few to no glaring errors. Many of these titles are emulated well through Dolphin. For a good while, due to persistent long-standing inaccuracies in N64 emulators and plugins, this was the best way to emulate certain N64 games, particularly Pokémon Snap and Mario Tennis. The system requirements are much higher than running them on regular N64 emulators, but it is doable for many games. Today regular N64 emulators and plugins have advanced to the degree this has become unnecessary, relegating this method of N64 game emulation to little more than a curiosity, at least on PC.
 
==== Game-specific features ====
{| {{Basic table}}
! colspan="2" style="width:50%" |Name
!MAME
!ares
!Gopher64
!Mupen64Plus-Next
!RMG
|-
| colspan="2" |Custom I/O devices<ref group="note">E.g. ''Star Soldier: Vanishing Earth'' uses a control panel setup with an analog joystick mounted on it instead of a standard 8-way digital joystick interface.</ref>||{{Dunno}}||{{Na}}||{{Na}}||{{Na}}||{{Na}}
|-
| colspan="2" |Expansion Pak||{{Dunno}}||{{Na}}||{{Na}}||{{Na}}||{{Na}}
|-
| colspan="2" |Game media formats<ref group="note">Games normally come in ROM cartridges, but board is also possible, e.g. ''Magical Tetris feat. Mickey''.</ref>||{{Dunno}}||{{Na}}||{{Na}}||{{Na}}||{{Na}}
|-
| colspan="2" |Modem||{{Dunno}}||{{Na}}||{{Na}}||{{Na}}||{{Na}}
|}
 
== Virtual Console games in Dolphin ==
A number of N64 games were released for the Wii's Virtual Console service throughout its lifespan. While the emulators at the heart of each Virtual Console title were of average accuracy (rather than using one generic emulator used for every game, each title had an emulator specifically tailored to that game), they were good enough to render the games in full, playable capacity with few to no glaring errors. Many of these titles are emulated well through Dolphin. For a good while, due to persistent long-standing inaccuracies in N64 emulators and plugins, this was the best way to emulate certain N64 games, particularly ''Pokémon Snap'' and ''Mario Tennis''. The system requirements are much higher than running them on regular N64 emulators, but it is doable for many games. Today regular N64 emulators and plugins have advanced to the degree this has become unnecessary, relegating this method of N64 game emulation to little more than a curiosity, at least on PC.


The following games are on the N64 Virtual Console for Wii:
The following games are on the N64 Virtual Console for Wii:
 
{| width="100%"
{|width="100%"
|- valign="top"
|- valign="top"
|
|
* 1080° Snowboarding
* ''1080° Snowboarding''
* Bomberman Hero
* ''Bomberman Hero''
* Cruis'n USA
* ''Cruis'n USA''
* Custom Robo V2 (Japan only)
* ''Custom Robo V2'' (Japan only)
* F-Zero X
* ''F-Zero X''
* Kirby 64: The Crystal Shards
* ''Kirby 64: The Crystal Shards''
* The Legend of Zelda: Majora's Mask
* ''The Legend of Zelda: Majora's Mask''
* The Legend of Zelda: Ocarina of Time
* ''The Legend of Zelda: Ocarina of Time''
  |
|
* Mario Golf
* ''Mario Golf''
* Mario Kart 64
* ''Mario Kart 64''
* Mario Party 2
* ''Mario Party 2''
* Mario Tennis
* ''Mario Tennis''
* Ogre Battle 64: Person of Lordly Caliber
* ''Ogre Battle 64: Person of Lordly Caliber''
* Paper Mario
* ''Paper Mario''
* Pokémon Puzzle League
* ''Pokémon Puzzle League''
  |
|
* Pokémon Snap
* ''Pokémon Snap''
* Sin & Punishment (English)
* ''Sin & Punishment'' (English)
* Star Fox 64
* ''Star Fox 64''
* Super Mario 64
* ''Super Mario 64''
* Super Smash Bros.
* ''Super Smash Bros.''
* Wave Race 64
* ''Wave Race 64''
* Yoshi's Story
* ''Yoshi's Story''
  |}
|}


==Emulation issues==
== Notes ==
{{Main|Recommended N64 plugins}}
{{Notelist|group=note}}


Nintendo 64 emulation is now decent. A lot of the major problems that N64 emulation had in the past have been fixed for quite some time now. The only catch is that the accurate emulators have higher system requirements. The main remaining problem is the lack of accurate cycle counting.
== References ==
{{Reflist}}


===[[High/Low level emulation|High-level vs. low-level]] graphics===
{{Nintendo}}
 
One of the biggest hurdles to emulating the Nintendo 64 was the Reality Display Processor (RDP), which used a custom design that had to be fine-tuned to get higher performance out of the system using microcode. To emulate the RDP accurately, one would have to execute said microcode the way the RDP did, which differed from the PC graphics cards of the day. To complicate matters further, API standards available on PCs two decades ago were nowhere near as flexible as they're today. If you wanted to make an accurate GPU-accelerated RDP plugin in 2003, you simply couldn't with the APIs of the time (OpenGL 1.x and Direct3D 9). For the average user, hardware-accurate GPU acceleration would be out of reach for a long time.
 
[[UltraHLE]] offered a compromise. In contrast to earlier consoles (whose video chips, in hindsight, had been easy to render to the host CPU's framebuffer), performant RDP emulation had to take shortcuts, including programming around specific games' microcode to cleanly translate their graphics commands into API calls using Direct3D, OpenGL, and even Glide. With this, the theoretical system requirements plummeted, and the host graphics card could reproduce a functional equivalent rather than the exact method. This also gave way to prettier, higher-resolution graphics, though whether this is an improvement is subjective and a common point of discussion. Unfortunately, it proved to be hit or miss, owing to the nature of per-game microcode detection and having to tweak settings to prevent some games from running into graphical glitches.
 
Low-level RDP emulation was continually improved in that time, most notably by [[MESS]] up until its merger with [[MAME]], where its RDP code was turned into a plugin by Angrylion. Compatibility-wise, Angrylion's RDP was considered flawless by the community. Though the reception wasn't as warm overall, since it ran only on the CPU and was thus painfully slow on mid-grade machines. A dozen forks attempted to bring the system requirements down, and the current incarnation that does so is Angrylion RDP Plus, using multithreading. Accurate low-level emulation would only come to the GPU in 2020 when a new version of the Mupen64Plus-based ParaLLEl [[libretro]] core was released containing a rewritten RDP plugin using compute shaders in Vulkan. Though it isn't a direct fork of Angrylion, Themaister says the Angrylion code was the central point of reference for developing the plugin,<ref>[https://github.com/Themaister/parallel-rdp#disclaimer README] for parallel-rdp repository on GitHub. § Disclaimer. "While paraLLEl-RDP uses Angrylion-Plus as an implementation reference, it is not a port, and not a derived codebase of said project. It is written from scratch by studying Angrylion-Plus and trying to understand what is going on. The test suite uses Angrylion-Plus as a reference to validate implementation and cross-checking behavior."</ref> meaning ParaLLEl uses the same strategies that Angrylion does to emulate the RDP while running on the host GPU (as long as said GPU supports Vulkan).
 
On the high-level side, gonetz and one or two assistants spent a large portion of development improving GlideN64's microcode handling throughout 2016-2018.<ref name="gliden64_blog-1">{{cite web|url=https://gliden64.blogspot.com/2017/|title=Public Release 3.0|publisher=Blogspot|accessdate=2018-06-17|date=2017-12-29}}</ref><ref name="ZSortBOSS">{{cite web|url=https://github.com/gonetz/GLideN64/issues/1685#issuecomment-364436534|title=Initial implementation of BOSS ZSort ucode (WDC, Stunt Racer)|publisher=GitHub|accessdate=2018-06-17|date=2018-02-10}}</ref> This means that [https://youtu.be/HfCOnmRHI0o Factor 5's games are now working in high-level graphics mode].<ref name="Indiegogo">{{cite web|url=https://www.indiegogo.com/projects/indiana-j-infernal-machine-high-level-emulation#/updates/all|title="Indiana J. & Infernal Machine" HLE|publisher=Indiegogo|accessdate=2018-06-17|date=2018-05-17}}</ref><ref name="gliden64_blog-2">{{cite web|url=https://gliden64.blogspot.com/2018/05/hle-implementation-of-microcodes-for.html|title=HLE implementation of microcodes for "Indiana Jones" and "Battle for Naboo" completed.|publisher=Blogspot|accessdate=2018-06-17|date=2018-05-26}}</ref> Other games may still have issues with RDP quirks like frame buffer/depth buffer access (including issues with how the framebuffer is used as well as performance issues), VI emulation, and how combine/blending modes are emulated (such as noise issues and combiner accuracy).
 
<gallery widths="300" mode="packed">
Majora's mask accurate.png| Low-level emulation of Majora's Mask using SoftGraphic
Project64 2013-07-26 14-20-17-55.png| High-level emulation of Majora's Mask using Jabo's Direct3D
</gallery>
 
===[[Texture filtering]]===
The Nintendo 64 was the first consumer device to be able to filter textures when rendering 3D objects. However, unlike every console and PC graphics card made after the N64, its implementation of bilinear was primitive in that, to reduce strain on the system, it only used three samples as opposed to four, resulting in slightly jagged, asymmetrically filtered textures. Instead of faithfully applying this "imperfect" version of bilinear filtering, HLE plugins instead applied conventional bilinear filtering, interpolating straight from the source texture up to the output resolution the same way a PC game would. While that method is technically superior, it can result in textures that look even blurrier than they would on real hardware.
 
Another issue lies with the appliance of texture filtering per quad on static images, text, and sprites. Because each quad is filtered separately, this can cause some visual inconsistencies. Text and UI elements often look as though their edges cut off abruptly, and static images, such as pre-rendered backgrounds or menu screens, may look as though they're separated into squares (see images below; note how OoT's Quest Status screen appears to be divided into a grid). Some plugins allow the user to turn off texture filtering to remedy this, but, unfortunately, this also applies to textures in the game world, exposing their often low resolutions.
 
Modern emulators and plugins have taken some steps that help remedy these problems. For instance, GLideN64 now supports N64-style three-point texture filtering, which results in a more faithful look. It can also render at 320x240, which sidesteps the issues with filtered text, UI elements, and menu screens while still retaining texture filtering. Pixel-accurate plugins such as Angrylion and ParaLLEl-RDP don't have these problems at all.
<gallery widths="300" mode="packed">
Project64_2013-06-26_17-44-58-31.png|Conker's Bad Fur Day copyright screen displaying issues with filtered text.
Mupen64plus_2013-08-18_20-35-50-08.png|Ocarina of Time's menu subscreen displaying issues with filtering.</gallery>
 
===Timing issues===
One of the biggest remaining problems in N64 emulation is the lack of accurate core timings, which, in practice, means games don't always run at the speed they would on real hardware. While this technically affects all games, the majority are only affected to a negligible degree. In some instances (particularly in Rare games) this can actually result in fewer framerate drops and lag, which can be seen as beneficial. However, some game engines actually depend on accurate timings for proper game behavior, and not emulating them properly can result in considerable to major issues. Some notable examples include the following:
* Intros and cutscenes playing too fast and not correctly syncing up with musical cues. Seen in Goldeneye's intro and Body Harvest's beginning cutscene.
* Gameplay demos running at hyper speeds. Earthworm Jim 3D is most notorious for this, though the main game itself is largely unaffected.
* Game physics not working properly due to being tied to framerate. A good example is Donkey Kong 64, which is programmed to boost the character's speed and momentum proportional to in-game lag (most likely to make up for the game's frequent framerate drops), which can be exploited for certain glitches and sequence breaks on real hardware. Emulators currently run the game too well and with too little lag, making most of these tricks impossible to pull off.
* Possibly the most affected game is Knife's Edge, which runs like it is on permanent fast-forward, making it all but unplayable. Messing with timing-related settings such as CounterFactor can mitigate this somewhat, but nowhere near enough to fix the issue.
  Fortunately, tackling these problems has recently become a core focus of development in some N64 emulators, and attempts are underway to improve the situation. [[ares]] currently has the most accurate timings overall and already runs Earthworm Jim 3D's demos much better than other emulators. Meanwhile, [[simple64]] has recently pushed various timing-related commits aimed at improving accuracy, and as a result, it may now be the only emulator that runs Donkey Kong 64 properly. As these efforts progress, it should be noted that a side effect of improved timings may be greater in-game lag. This shouldn't be seen as the emulator becoming slower, but rather as the emulator behaving exactly like the real hardware does, as many N64 games were notorious for framerate drops.
 
For more information about Nintendo 64 hardware and reverse engineering;
* [https://www.youtube.com/@ModernVintageGamer/search?query=n64 MVG videos about Nintendo 64]
* [https://youtu.be/xwls5SpNn1s Kaze Emanuar: How we BEAT the Limitations that defined the N64s Artstyle]
* James Lambert: [https://youtu.be/r4KGm7ixcqI How I optimized Portal to run on the Nintendo 64], [https://youtu.be/Sf036fO-ZUk How I implemented MegaTextures on real Nintendo 64 hardware]
* [https://www.copetti.org/writings/consoles/nintendo-64/ Rodrigo Copetti: Nintendo 64 Architecture Analysis]
* [https://n64brew.dev/wiki/Main_Page N64brew Wiki]
 
==References==
<references/>


{{Nintendo}}
[[Category:Nintendo 64| ]]
[[Category:Discontinued consoles]]
{{#seo:|keywords=video games,emulation,emulator,emu,wiki,download,recommended,guide,list,nintendo,64,n64,project64|description=Information and recommendations for the best {{PAGENAME}} and where to download them.|published_time={{#time:c|{{REVISIONTIMESTAMP}}}}}}
[[Category:Fifth-generation consoles]]
[[Category:Home consoles]]
[[Category:MAME Driver Status: Preliminary]]
[[Category:MIPS-based consoles]]
[[Category:Nintendo consoles]]
[[Category:Nintendo 64|Nintendo 64]]

Latest revision as of 21:37, 9 September 2026

Nintendo 64
Charcoal-gray Nintendo 64 Control Deck with solid gray controller
Developer Nintendo R&D3
Manufacturer Nintendo
Type Home video game console
Generation Fifth
Release date June 23, 1996
Discontinued 2002
Predecessor Super Nintendo Entertainment System
Successor GameCube
Emulated
For emulators that run on the Nintendo 64, see Emulators on Nintendo 64.

The Nintendo 64 is a 64-bit fifth-generation console released by Nintendo on September 29, 1996, for $199.99 ($411 in 2026). Nintendo was the second company approached by Silicon Graphics Inc. (SGI), which wanted to roll out its previously enterprise-only technology in the consumer space. They originally pitched their idea to Sega, but it is assumed that Nintendo's offer was more appealing. With the NEC VR4300 CPU clocked at 93.75 MHz, 4 MB of RAM, and an SGI RCP GPU at 62.5 MHz, Nintendo had finished much of the hardware at least a year before launch, preventing video games from needing drastic rewrites due to architectural changes. A separate add-on was later released called the "Expansion Pak" that added another 4 MB of RAM, totaling to 8 MB. The development workstations were often Unix-based, which would later help reverse engineers in some projects.­­

Unlike competitors such as the PlayStation, the N64 used cartridges instead of CDs. While a big advantage was that data could be read faster than CDs, meaning load times were minimal or even non-existent, the main disadvantages of cartridges was the small data capacity, and CDs were cheaper to manufacture, which meant that many third-party developers switched to the PlayStation.

Nintendo 64 emulator development began during the console's lifespan, with UltraHLE being a landmark release in emulation. Despite the impressive feat of playing retail games on a standard computer of the period, emulation of the console had serious issues for nearly the next two decades. This was largely due to the "plugin hell" exacerbated by closed-source development practices, an over-reliance on the leaked "Oman archive" documentation that hindered true reverse engineering of console behavior, and the use of endless hacks and shortcuts due to the weak hardware of the time. However, newer open-source emulators and plugins now offer greatly improved accuracy alongside visual enhancements.

Comparison

[edit | edit source]

Before editing, review the getting involved and recommended pages. See system requirements page for performance demand of the emulators.
See tables for enhancements, hardware features & peripherals, and hardware variants.
For more details such as licensing, programming language, emulation method, visit each emulator’s dedicated page.

Standalone emulators

[edit | edit source]
Name Platform(s) Active? Latest version License Compatibility Accuracy iQue Player Aleck 64 Recommended? (overall)
PC
Gopher64 Windows Windows on ARM macOS Linux Linux ARM 1.1.34 GPLv3 (Copyleft) ? High
RMG Windows Linux 0.9.0 stable

0.9.0-dev

GPLv3 (Copyleft) Plugin-dependent Plugin-dependent
Mupen64Plus Windows macOS Linux Pandora Dragonbox Pyra MXE Builds

nightly

GPLv2 (Copyleft) Plugin-dependent Plugin-dependent ~

RMG is recommended instead of using Mupen64Plus MXE builds because RMG comes bundled with GLideN64, angrylion's RDP Plus and ParaLLEl-RDP for video plugins, and mupen64plus-hle-rsp, CXD4 and ParaLLEl-RSP for RSP plugins. Mupen64Plus experience is also front-end-dependent.

1964 Windows 1964GEPD

1.1 (Official)

1.2 r146 (Unofficial SVN)

GPLv2 (Copyleft) ? Low

1964GEPD is only recommended to use for GoldenEye 007 or Perfect Dark; because this emulator is primarily made for GoldenEye 007/Perfect Dark and modified for use with the Mouse Injector and their ROM hacks. It has poor ROM support outside of these games. Another and recommended option for GoldenEye 007 is garungorp's MouseInjectorDolphinDuck with mupen64plus_next_libretro.

CEN64 Windows macOS Linux 0.3 BSD-3-Clause (Permissive) ? Partial Cycle
DaedalusX64 Windows macOS Linux ~ git GPLv2 (Copyleft) ? ?
Kaizen Windows Linux git BSD-3-Clause (Permissive) ? ?
Larper64 Windows macOS Linux 0.4 Proprietary ? ?
n64 Windows Linux git ? ? ?
Project64 Windows Luna's Project64 3.7.3

git


Rosalie241's MMHD[note 1]

Nightly

3.0.1

Keygen

GPLv2 (Copyleft) Plugin-dependent Plugin-dependent

Project64 accuracy is plugin-dependent and below than Ares, simple64, and Mupen64Plus and related forks. Its official GUI is also not only obsolete but tedious having pay-to-remove long pop-ups asking for support. Project64 should now only be considered for debugging purposes. For a better Project64 experience based on v3.0.1 with no nagware and RetroAchievements support, use Luna's Project64 fork instead. Luna's Project64 also has Linux compatibility and is actively being developed.

R64Emu Windows macOS Linux git GPLv3 (Copyleft) ? ?
Rokuyon Windows macOS Linux git GPLv3 (Copyleft) ? ?
Ryu64 Windows macOS Linux git Unlicense (Public domain equivalent) ? ?
simple64 Windows Linux 2024.12.1

GLideN64[note 2]

GPLv3 (Copyleft) ? High
Sixtyforce macOS 2.0.2 Proprietary ? ?
UltraHLE Windows Windows 9x 1.0 Proprietary ? Low
Project64-EM Windows ? 1.0.3 ? ? ? ?
Mobile
Mupen64Plus FZ Android 3.0.322 (beta)

git

GPLv2 (Copyleft) Plugin-dependent Plugin-dependent
Name Platform(s) Active? Latest version License Compatibility Accuracy iQue Player Aleck 64 Recommended? (overall)
PC
ares Windows macOS Linux Windows on ARM git Artifacts

v148

ISC (Permissive) 83.38%
828 out of 993 titles

91.69%
828 out of 903 reported titles

High
BizHawk

(Mupen64Plus, ares, MAME)[note 3]

Windows Linux Dev builds

2.11.1

MIT
GPL
Plugin-dependent

Core-dependent

Plugin-dependent

Core-dependent

~
MAME only.
~
MAME Windows macOS Linux FreeBSD 0.289 GPLv2
BSD-3-Clause
1.31%
13 out of 993 reported titles
?
Mobile
Delta iOS iPadOS 1.7.3s

git

? ? ? ?
Folium iOS iPadOS App Store ($)

2.0

Latest IPA

? ? ? ?
Manic EMU iOS iPadOS 2.0.0

git

AGPLv3 (Copyleft) ? ? ?
NiN10 iOS iPadOS watchOS 3.6 Proprietary ? ? ?
Provenance iOS iPadOS AppleTV 3.3.0

git

? ? ? ?
Platform (e.g., Android, Windows, and Linux) and architecture support (e.g., x86, ARM, and consoles) mostly depends on the frontend software, not on the individual cores themselves.
API Core(s) Active? Latest version License Compatibility Accuracy iQue Player Aleck 64 Recommended? (overall)
Mupen64Plus-Next[note 4] 2.8-Vulkan f275caf GPLv2 (Copyleft) Plugin-dependent Plugin-dependent
MAME 0.251, 0.139 (2010), 0.78 (2003), 0.37b5 (2000) GPLv2
BSD-3-Clause
1.31%
13 out of 993 reported titles
?
ParaLLEl-N64[note 4] GPLv3 (Copyleft) Plugin-dependent Plugin-dependent

Obsolete and replaced by Mupen64Plus-Next. ParaLLEl-N64 should now only be considered for older ROM hacks that don't play well with the newer, more accurate plugins.

Name Platform(s) Active? Latest version License Compatibility Accuracy iQue Player Aleck 64 Recommended? (overall)
Not64 Nintendo GameCube Wii Wii U 20260410 GPLv2 (Copyleft) 30.51%
303 out of 993 titles

71.46%
303 out of 424 reported titles

(Plugin-dependent)

?
DaedalusX64 PlayStation Portable Nintendo 3DS PlayStation Vita PlayStation 2 ~ PSP

3DS

VitaGL

PS2

GPLv2 (Copyleft) PS Vita

23.56%
234 out of 993 titles

49.37%
234 out of 474 reported titles

PSP (from 1.1.6-1.1.8)

9.77%
97 out of 993 titles

61.78%
97 out of 157 reported titles

3DS

7.15%
71 out of 993 titles

27.31%
71 out of 260 reported titles

?
(PS Vita)
Virtual Console Wii N/A Proprietary Only for selected titles (Wii) Game-dependent
Wii64 Nintendo GameCube Wii Wii U PlayStation 3 1.1 beta

git

GPLv2 (Copyleft) 30.51%
303 out of 993 titles

71.46%
303 out of 424 reported titles

(Plugin-dependent)

Plugin-dependent ~
Surreal64 CE Xbox Beta 6.0 GPLv2 (Copyleft) 23.77%
236 out of 993 titles

75.88%
236 out of 311 reported titles

(Plugin-dependent)

Plugin-dependent ~
Nintendo Classics (Hovercraft) Switch Switch 2 N/A Proprietary Only for selected titles Game-dependent ~
Virtual Console Wii U N/A Proprietary Only for selected titles (Wii U) Game-dependent ~
mupen64-360 Xbox 360 0.96 beta GPLv2 (Copyleft) Plugin-dependent Plugin-dependent ~
Name Platform(s) Active? Latest version License Compatibility Accuracy Recommended? (overall)
N64_MiSTer MiSTer git GPLv3 (Copyleft) 100% officialy released catridge games

some games with built-in per-game hacks

Game-dependent ?

Description

[edit | edit source]
Ares
An open-source multi-system emulator and successor to Near's higan project, with a mostly original N64 core. Unlike most other N64 emulators, it aims for high accuracy and doesn't employ HLE RSP or RDP emulation of any kind, nor does it use game-specific hacks. It uses Themaister's ParaLLEl-RDP Vulkan renderer (with the MAME renderer as a software-based fallback) for pixel-perfect LLE graphics. It currently passes several stringent accuracy tests the other emulators do not, also CPU & RSP timings are fantastic based on real hardware tests.

System requirements are more demanding than other popular N64 emulators; for Windows users, you'd need at least a Ryzen 7 3700X to maintain full speed, system requirements for macOS and Linux users may be significantly lower due to: ARM64 ABI Microsoft has chosen for Windows makes context switches more expensive than on the SysV ABI used in *nix.

*v146 version improve VI timings and interrupts.
RMG
Rosalie's Mupen GUI aims to close the gap between Project64 and Mupen64Plus in terms of user experience. Its interface is about on par with simple64's in terms of cleanliness and ease of use, but unlike simple64, it remains a shallow fork of upstream Mupen64Plus and allows you to use other plugins. The latest development versions come bundled with GLideN64, Angrylion RDP Plus and ParaLLEl-RDP for video plugins, and mupen64plus-hle-rsp, CXD4 and ParaLLEl-RSP for RSP plugins It can still use the older plugins that come with regular Mupen64Plus in case if your PC can't handle the newer plugins. If you prefer GLideN64, this is a superior alternative to simple64, as the last version of simple64 that uses GLideN64 is becoming increasingly outdated.
Mupen64Plus-Next
A libretro core for use in RetroArch. It succeeds ParaLLEl-N64, below. Mupen64Plus-Next is a new rebase off the bleeding-edge Mupen64Plus mainline, and more compatible than ParaLLEl-N64. It ditches the legacy plugins and replaces them with GLideN64 as a better HLE solution (though, of course, the ParaLLEl plugins and Angrylion Plus stay), considerably cleans up the Core Options menu for easier configuration, and adds Transfer Pak support. Furthermore, all future improvements and new features will be applied to the Mupen64Plus-Next core. As a result, Mupen64Plus-Next is now recommended over ParaLLEl-N64.
ParaLLEl-N64
The original libretro core to contain the ParaLLEl-RDP. The RDP plugin was a breakthrough in N64 emulation that enabled low-level emulation on mid-range hardware, unlike the accurate but extremely CPU-hungry Angrylion off which it was based. It uses Vulkan to move much of the workload from the CPU to the GPU. It even added native high-resolution rendering, only available in integer scales of the original N64 resolution. It has a special " Super VI Mode" option, which, if used, can make the visuals of N64 games look less blurry with fairly mitigated jaggies even at their native resolutions, although it may need a powerful GPU. The ParaLLEl-N64 core is a heavily modified fork of the old Mupen64Plus libretro core, having been renamed to ParaLLEl-N64 upon its initial integration of the ParaLLEl-RDP and RSP plugins. It has many features and optimizations that aren't present in the mainline build. Alongside RetroArch's general features, it adds 3-point texture filtering for Glide64, superior A/V sync and latency. In addition to the ParaLLEl plugins, it also retains the older HLE plugins (glN64, Rice and Glide64) and Angrylion Plus. Older than Mupen64Plus-Next, ParaLLEl-N64 should now only be considered for performance reasons or perhaps for older ROM hacks that don't play well with the newer, more accurate plugins.
Gopher64
A successor to simple64 below, the author, loganmc10, archived that project in February 2025 and now works on this emulator. The author describes it as more accurate than simple64, with similar system requirements. It supports netplay, like simple64 before it, and has active public netplay servers.
simple64
A fork of Mupen64Plus with a custom-made Qt GUI. As per its name, this emulator is simple and "just works out of the box", without messing with plugins or settings. It comes bundled with ParaLLEl-RDP and ParaLLEl-RSP, ensuring excellent compatibility and good speed provided your hardware supports Vulkan. However, unlike other emulators, it doesn't allow you to use other plugins. While it began as a shallow fork, it has increasingly become closer to a hard fork, as its developer opted to make various accuracy-focused changes to the emulation core that require additional work to port back to upstream or to other forks. It also currently features only a cached interpreter core, as the dynarecs used by Mupen64Plus are incompatible with the core timing changes made by the developer. While this makes simple64 more accurate (especially DMA transfers), than most other N64 emulators, it also results in slower performance. If faster speed and more enhancements are desired, there is an older build that is closer to upstream and uses GLideN64 as its graphics plugin. Unfortunately, it lacks the texture enhancement suite required for using packs and upscaling, though.
Mupen64Plus
A multi-platform emulator based on Hacktarux's Mupen64. For a while it lagged behind Project64 in compatibility and simplicity of use, but recent forks have changed this. The stable release on the main repository was becoming increasingly out of date, though a new 2.6.0 version was released in 2024. Mupen64Plus lacks a native GUI, instead being launched either from the command line or by dragging and dropping ROMs into the executable and editing the config with a text editor. It also only comes bundled with outdated video plugins, so to ensure the best possible compatibility, sourcing better third-party plugins such as ParaLLEl or GLideN64 is a must. BizHawk and OpenEmu use forks of Mupen64Plus and its plugins for their N64 emulation, but they seem shallow. As of 2022, Project64-style overclocking for faster frame rates has been added under the option 'CountPerOpDenomPot.'
Wii64 and Not64
Both are based on Mupen64, with Not64 being a fork of Wii64. Not64 claims to be better optimized, alongside having higher compatibility and more frequent updates. N64 emulation on Wii is not very good, and it is recommended to stick with the Virtual Console releases whenever possible.
BizHawk
Another out-of-the-box solution. Supports two cores for n64 (mupen64plus and Ares64). Supports GLideN64 and Angrylion video plugins for mupen64plus core.
Project64
An open-source emulator for Windows, as well as one of the oldest. Once more up-to-date and compatible than Mupen64Plus and its derivatives, the gap was closed around 2017,[1] when comparing both emulators with the same plugins. And the Mupen64Plus derivatives took further leaps forwards as they were integrated with the highly accurate ParaLLEl plugins. Project64 was known for being more user-friendly than Mupen64Plus, with a built-in user interface that supports Transfer Pak emulation and 64DD emulation. Now, RMG and simple64 have their own user interfaces, and the advantages of Project64 have faded. Annoyingly, it also nags you with a timed, unskippable message asking for donations to the project upon launch, though this can be gotten around through a script. An alternative is to download it through Rosalie's BetterMajorasMaskInstaller, which downloads the latest nightly version of Project64 with the nagging message removed and installs several useful third-party plugins (it also offers to install HD texture packs for OoT and MM, but you can opt out of those). Though take heed - Project64 is currently in the middle of a major code rewrite in preparation for the upcoming 4.0 version, and more than a few regressions and bugs have crept into the nightly builds as a result, so it might be better to just grab the latest plugins and stick to version 3.0.1. For the most part, it works well in Wine, but if you're on a different platform, there is little reason to use it over the multi-platform Mupen64Plus these days. In versions of Project64 older than 3.0, there is an exploit allowing people to remotely access your computer (arbitrary code execution). This exploit only works if you have a ROM from a random website, so watch where you get your ROMs from if you're still using these versions of Project64.
Luna's Project64
A fork of Project64 v3.0.1 that removes the nagware from Project64 v3.0.1. It also has plugins that fix issues with some games. Other additions and changes include Linux compatibility, an auto-updater, 100 save state slots that loads faster, keyboard shortcuts to change the game speed, fixes to the EEPROM, RetroAchievements support as of v3.5.4 which was officially supported by RetroAchievement developers by v3.5.6 on April 2, 2025, and more. New releases also keep the GLideN64 plugin up-to-date.
CEN64
Aims for cycle accuracy while at the same time aiming to be usable on modern PC hardware eventually. It lacks many features and has spotty compatibility, but it can already emulate some well-known edge cases, such as picture recognition in Pokémon Snap. Unfortunately, its creator appears to have abandoned the project citing a lack of satisfaction with the program's performance in its current interpreter-based incarnation. While the baton has been collectively passed to the n64dev community for further development, progress has been slow.
Kaizen
Rewrite of another Nintendo 64 emulator project "shibumi" which is developed by the same developer. It already has a QT frontend with recent builds, but lacks #Enhancements and support for Hardware features and peripherals (roadmap). RDP is implemented via ParaLLEl-RDP and R4300i, RCP, TLB, joybus are fully implemented. See their discord server for more information.
1964
Along with its various versions and forks, it was once a decent, speedy open-source alternative to Project64 and Mupen64, though it usually lagged the two compatibility-wise. Nowadays, it has completely fallen off the radar as development has halted, and there is no longer a central code repo to speak of. There is little reason to use it nowadays outside historical purposes, very specific edge cases, or if your device is too slow to run Mupen64Plus or Project64.
Daedalus
A Nintendo 64 emulator for PC which was ported to the PSP under the name of DaedalusX64. The PSP version later became the main version and got ported to platforms such as the Dreamcast, the PS2, the PS Vita, and the 3DS. On PSP, several games can reach full speed, and most of them work with few emulation issues.
Sixtyforce
macOS-only, closed-source emulator. It asks you to pay for full access to its features. It was once one of the few choices for Mac users, particularly those with older Macs, since it's the only emulator with a PowerPC dynarec, but, with the switch to x86 and Mupen64Plus being ported to macOS, it has now become rather obsolete. However, development is still ongoing, and it is currently in its third rewrite to support the upcoming Apple Silicon.
Ryu64
A Nintendo 64 emulator made in C#. The 'Ryu' word is named after the "RyuJIT" used in both Visual Basic & C#. But it might have been inspired by the lead author's sole (so far) commit to Switch emulator Ryujinx's Git repository and his depreciated Ryujinx Auto-Updater tool. "86RYU," an x86 JIT compiler, is being developed alongside this emulator too.
UltraHLE
Marked a milestone in Nintendo 64 emulation, in that it was the first to play some popular N64 titles at full speed on hardware made at the time of its release through high-level emulation. It isn't without its drawbacks, though - pressure from users, plus legal threats from Nintendo, forced them to discontinue development. Besides being for historical value, there is little to expect from this emulator anyway due to compatibility issues.
n64oid
An Android-exclusive Nintendo 64 emulator based on Mupen64Plus by freeman_zy. It is similar to Project 64 1.6 in terms of compatibility. The APK for n64oid circulates on many legally questionable APK sites. n64oid has the infamous problem in Mario Kart 64 of the screen in Wario Stadium not displaying properly, as it displays nothing but black. It upscales all games to widescreen, which works well most of the time, but it will have performance issues on some older phones. The emulator is relatively poor, but it is much easier to set up than other options. The emulator features a menu with many similarities to the mobile edition of Snes9x EX+ and the My Boy! family of Android emulators for Game Boy systems.
Nintendo Classics (Hovercraft)
  • Nintendo 64 support was added to Nintendo Switch Online Expansion Pack in September 2021, alongside Sega Genesis games.
  • Users are limited to the selection of games Nintendo chooses to make available on the service.
  • Supports online and Local Play (up to 4 players).
  • Emulation accuracy varies between games; sometimes, being equal or worse than their Wii and/or Wii U Virtual Console versions.
  • Updates on the app can be slow compared to the NES, SNES, Game Boy and Sega Genesis apps due to how Nintendo 64 ROMs require more debugging time (for third-party games, licensing might be an issue as well).
  • Different games between regions (Japan and International).
  • A separate mature-rated version of the app is available for titles that received a mature/adult-like age rating within their region. Japan has the "+18" branding for titles that received a CERO Z rating (e.g.: GoldenEye 007 and Perfect Dark). The United States has the "Mature 17+" branding for titles that received a Mature 17+ rating from the ESRB (e.g.: Shadow Man and Turok: Dinosaur Hunter). Europe and Australia has the "Mature" branding for titles that received a PEGI 16 or PEGI 18 rating. Brazil has "ClassInd: 18 Anos" branding and Korea has "19+" branding.
  • Features such as rewind, CRT filter and in-app button remapping was confirmed when the emulator is running only on Nintendo Switch 2 (the latter is available for standard Nintendo Switch users).

Enhancements

[edit | edit source]
Please only include recommended emulators in this table. Do not bump or spam GitHub threads, issues, or feature request pages.
Name ares Gopher64 Mupen64Plus-Next RMG
Controls Input lag mitigating ? ? ?
Mouse injector ? ?
Turbo button ? ? ? ?
Graphics Better texture filtering
Enhancement option for providing better texture filtering methods comparing the original hardware had.
? ? ? ?
Pre-rendering anti-aliasing
(SSAA, MSAA)
? ? ?
Ray tracing
(DXR, VRT and MRT)
Implementing ray tracing in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future.

However you can try "Screen-Space Ray Traced Global Illumination" shader using ReShade.

There is a new video plugin called RT64, which will support Ray Tracing in the future.

Resizable internal resolution ? ?
RTX Remix Implementing RTX Remix technology in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future.

Besides, some of these emulators already supports most of RTX Remix features such as texture replacement and post-processing effects etc.

On top of that you can use ReShade for post-processing.

Tessellation ? ? ?
Texture packs ?
Only with GLideN64 video plugin.
?
Widescreen hack
? ? ?
Performance Frame generation
(LSFG, DLSS-FG and SM, XeSS-FG, AFMF and FSR FG)
Implementing frame generation technology in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future, however post-processing techniques such as motion interpolation is quite possible. Input latency will be a crucial factor, but its impact likely varies depending on the specific technique employed, it's recommended to use after applying the "Internal frame rate hack".

While AFMF or LSFG could be used with Mupen64Plus-Next, please be aware that some visual glitches and artifacts may occur at this time.

Internal frame rate hack ? ? ? ?
Overclocking ? ? ? ?
Rendering latency reduction technologies
(LatencyFleX, Reflex, Xe-LL and Anti-Lag+)
While most emulators offer frame pacing or framebuffer latency control options, implementing rendering latency reduction technologies isn't currently feasible. This is likely doesn't offer enough benefit to justify the development effort.
Post-processing AI-powered filter
(Freestyle)
? ? ? ?
Deinterlacing
Supports weave algorithm, and also lots of deinterlacing shaders.
? ? ?
Filters ? ?
Inverse tone mapping ? ? ?
Post-rendering anti-aliasing
(FXAA, TXAA, and MLAA/SMAA)
? ? ?
Post-rendering scaling
(Sharp bilinear, Lanczos, and FSR 1)
? ? ?
Shader chain ? ?
Quality of life Automatic emulated controller connect/disconnect
Automatically connects or disconnects emulated controllers when a new or current controller is connected or disconnected.
Automatic updater ? ? ?
Big Picture Mode ? ? ?
Built-in cheat manager ? ?
Built-in custom resolution/CRTSwitchRes
For using this on Windows, you need CRT Emudriver.
Another option is using EDID editor tool such as "Custom Resolution Utility".
Exclusive to libretro cores and GroovyMAME at the moment.

Also there is a project for achieving software emulators like libretro cores and GroovyMAME send the raw RGB data over a network to a core running on MiSTer, it basically turns the MiSTer into a GPU for the emulator allowing for easy setup and use with CRT TVs/Arcade monitors.

Built-in mod editor and manager ? ?
Built-in patch manager ? ? ? ?
Built-in save manager
Saving game data was typically on cartridges with lithium batteries, Controller Paks, or 64DD disks. The console itself couldn't save data. So, you can use 64DD emulation supported ones for this job as well.
? ? ? ?
Command-line options ? ? ?
Pause/Resume emulation ? ?
Per-game profiles ? ? ?
Portable and stealth
Useful enhancement feature for non-personal computer use or plug-and-play scenarios. However, the software may still require the necessary prerequisites and dependencies for your operating system if it is not statically linked.
? ?
Streamable compression format ? ?
Variable refresh rate ? ? ?
TAS features Fast forward/Turbo speed ? ?
Frame step
(forwards and backwards)
? ? ? ?
Macros/Scripts/Lua ? ? ?
Movie recording/playback ? ? ?
Rewind ? ?
Save states ?
Misc. Ambient sounds simulation
Simulation of audio from original hardware and environments, such as mechanical hard drive, floppy diskette, and optical drive noises (e.g., head seeks, spin-up/down, tray loading, disc spinning, and clicking), variable CRT flyback transformer whine (the classic high-pitched "coil whine" that dynamically changes pitch based on screen brightness and content), arcade cabinet effects (e.g., fan hum or button rattles), and other background ambient noises.
Audio filters and presets
Simulation of characteristic playback limitations and coloration of vintage consumer audio hardware, such as CRT television speakers, arcade cabinets, handheld consoles, early PC sound outputs, and low-fidelity integrated speakers. These filters are not intended to be perfectly accurate recreations, but rather to evoke the tonal qualities, distortion, bandwidth limits, resonance, and compression associated with 8-bit and 16-bit era devices. Examples include mono or narrow stereo output, reduced frequency response, speaker cone distortion, mild saturation, aliasing, and preset lo-fi profiles inspired by classic TVs, portable game systems, radios, and retro multimedia hardware.
Exclusive to libretro cores at the moment.
Debug features and libdragon ? ?
EmuVR support Exclusive to libretro cores at the moment.
File browser
Lets the user look at the ROM's internal files.
Free Look
Free Look is an enhancement feature that allows manipulation of the in-game camera.
While freecam would be technically possible, it will require per-game patches.

Said patches would require a significant amount of time to reverse the game's engine, which means that only someone talented with enough dedication to a single game could do it.

Nemu64 has a free cam mode sort of. It changes the perspective the camera is facing.

Reddit Thread: Nintendo 64 camera?

Netplay ?
RetroAchievements roadmap ~
Gopher64 has implemented RetroAchievements in v1.1.16 on April 16, 2026. However, it is only softcore-supported and was rejected from receiving hardcore support on May 14, 2026, due to a lack of an in-game achievement browser, which the developer has difficulty implementing in its GUI. For more information, see the forum topic on RetroAchievements and Gopher64's GitHub wiki page.
?
Rich Presence (RPC)
Allows the emulator to share real-time game session details (e.g., current game title, level, boss, playtime, or custom status) with external applications. This enables features such as displaying what you're playing on your profile, inviting friends to spectate, or triggering join-in-progress functionality where supported.
? ? ?
Screen translator
Using optical character recognition (OCR) and other techniques, this feature can provide live translation of in-game text, text-to-speech for visually impaired users, and more — either on demand or automatically.
You can use RetroArch's AI Service or the standalone offline bquenin's Interpreter.

Hardware features and peripherals

[edit | edit source]

Reddit Thread: Unemulated console features and accessories

Please only include recommended emulators in this table. Do not bump or spam GitHub threads, issues, or feature request pages.
Name ares Gopher64 Mupen64Plus-Next RMG
Hardware features On-cartridge storage
All first-party games and some third-party games support saving progress on their on-cartridge SRAM, EEPROM or FlashRAM instead of the Controller Pak. Or even in addition to it (e.g. Diddy Kong Racing and Excitebike 64 use EEPROM for main save data, the Controller Pak for secondary (time trial/ghost) save data).
Peripherals 64DD ~
Supports 64DD games converted to the regular N64 cart format, but you can't save on emulators.
~
While not fully compatible, you need to use subsystems menu, for more information see 64DD emulation section.
~
While not fully compatible, you can now use RMG builds with a brand new Project64 style interface to play 64DD games, and includes every relevant plugins including parallel-rdp and rsp and a brand new easy to setup Input plugin.
Controller attachments Bio Sensor[note 5]
Controller Pak
Under the name "Memory Pak".
Rumble Pak
Transfer Pak
Controller port 64DD keyboard
ASCIIWHEEL 64
Dance Dance Revolution dance mat
Densha de Go! controller
Joycard 64
Mouse
Tsurikon 64[note 6]
Voice Recognition Unit
Expansion Pak[note 7]
Special cartridges Modem cartridge (NUS-029)
Morita Shogi 64 RJ-11 modem connection port
SmartMedia[note 8]
Video Capture Cassette cartridge
Unofficial 64GB Cable[note 9]
CD64
DexDrive
Doctor V64
GameCube controller (libdragon)
GameShark
SharkWire Online[note 10] ? ? ? ?
Tristar 64
WideBoy64 AGB[note 11]
WideBoy64 CGB
Misc. Access to coverage bit via CPU ?
Cartridge hot swapping[note 12] ? ? ? ?
Cartridge tilting[note 13] You can use Project64-tilt build for this, other than that there is no emulator currently includes built-in cartridge tilting simulation. As a workaround, you can try the external Real-Time Corruptor (RTCV) tool. It is a real-time memory/data corruption tool for inducing glitches during emulation, which might mimic some effects of cartridge tilting (e.g., visual/audio artifacts or crashes). However, it is not a true "cartridge tilting" simulator, as it works on live memory rather than simulating cartridge read errors.
Dolby Surround ? ? ? ?
Game Boy Camera via Transfer Pak[note 14]
Pokémon Snap Station
Power light
Real-time clock[note 15] ? ? ? ?
SD cards Exclusive to Parallel Launcher and Gopher64 at the moment.
Soft reset ? ? ?

Densha de Go! Controller

[edit | edit source]

Also available for the PlayStation, Densha de Go! 64 is a Japan-only train simulator released by Taito that is compatible with an optional special controller that plugs into the player 3 port.[2] No emulator supports it.

Pokémon Snap Station

[edit | edit source]

There was a special kiosk designed to promote Pokémon Snap called the Pokémon Snap Station, which is also compatible with the North American Pokémon Stadium with its gallery mode. It is just a Nintendo 64 with special hardware designed for the station.[3][4] Although the special cartridge does boot in emulators compatible with the regular version, the printing functions are inaccessible due to no emulation of the printer for the player 4 slot, credit system, or the special board to switch between the regular and special cartridges. On August 17, 2021, jamchamb reverse-engineered the Snap Station and created a Project64 fork (source code only) and an iCEBreaker FPGA board hardware implementation.

Transfer Pak emulation

[edit | edit source]

A few games, such as Mario Golf, Mario Tennis, Mario Artist: Paint Studio, and the Pokémon Stadium games, can use the Transfer Pak, an attachment that allows interfacing with specific Game Boy/Color games for certain features on the N64 side. Most N64 emulators can emulate the Transfer Pak's functionality to one degree or another, with the most robust being Project64 with N-Rage's input plugin. But there are still a few things that are difficult to emulate or are just not emulated at all:

  • Taking pictures with the Japanese Game Boy Camera (called Pocket Camera) while in Transfer Pak mode playing Mario Artist: Paint Studio displays static.
  • Playing the Gen 1 and 2 Pokémon games through the Game Boy Tower in Pokémon Stadium 1 and 2 is notoriously finicky. At the moment, only Project64, using the N-Rage input plugin, can properly load either game's Game Boy Tower at all, with other emulators either crashing or failing to establish the connection. Even here, extra steps must be taken: for Pokémon Stadium 2, set the CPU core to Interpreter and Counter factor to 1 in the emulator's game settings. For the first Stadium game, in addition to the aforementioned settings, Delay SI Interrupt must also be turned on, and an LLE RSP plugin other than the default Projec64 RSP must be used, such as ParaLLEl-RSP.

GB(C) games can unlock bonus content on their side as well because their cartridges save data on their own on-board memory (so once N64 "marks" the cartridge, you can put it back into your GB(C) and enjoy the unlocked content).

64DD emulation

[edit | edit source]

The 64DD (abbreviation for "64 Dynamic Drive") was a peripheral which allowed a proprietary disk format to be used with the N64. These disks had more space at a cheaper manufacturing cost. The peripheral was a commercial failure and was never released outside Japan. Internal evidence suggests that, much like the GBA e-Reader, it wasn't even intended for a European release.

Expansion disks are region-coded to either Japan or the US (obviously unused) and won't work with N64 games from the wrong region. Only F-Zero X has an official disk, but Ocarina of Time, Mario Party, and Pokémon Stadium (JP) have fully implemented but unused disk support.

The special AV-In cartridge (NUS-028) that Mario Artist: Talent Studio can use doesn't work because it requires an RCA cable signal.

Recently, there has been an effort to emulate the 64DD, and now, Project64 and MAME can run several commercial 64DD games as part of its N64 emulator. This is being ported to CEN64 with the help of LuigiBlood. Mupen64Plus supports 64DD as well, which is the base of other emulators such as simple64 and RMG. The latest newcomer is Ares with the (again) help of LuigiBlood.

  • Project64's latest versions emulate the N64 mouse and can load Zoinkity's hacked 64DD cartridge conversions at playable speeds. You will need to set every game to have 8MB of Memory by default manually. Games don't save, some need "32-bit engine" to be unchecked (like Talent Studio), and some (like Polygon Studio to fix models and Paint Studio to fix stamps) need the Angrylion GFX plugin rather than GlideN64, which does the job for the rest. 64DD.org has step-by-step tutorials for Project64
**The 64DD hardware started to be emulated around 2.3's release with the help of LuigiBlood. Saving works but in the form of NDR files. NDR files are copied versions of NDD images with save data included as to not write to the clean unaltered images. To play 64DD games in their original forms, 8MB of memory is still needed because the real hardware needed the Expansion Pak upgrade. The IPL is also needed.
  • MAME includes early, basic 64DD emulation as well, but it is much slower. Disk images need to be in head/track format. See here for more information. It doesn't currently support disk swapping or saving disks to files. The writes only update the copy in memory, and once the MAME process ends, the changes are lost. Current usage: mame n64dd -quickload disk -cart cart -nodrc (both disk and cart are optional)
  • CEN64, like Project64, had 64DD emulation ported to it from MAME. However, it focuses on accuracy and plays much slower than other emulators; aside from the 64DD emulation itself is imperfect.
  • RetroArch's Mupen64Plus-Next and ParaLLEl cores support the 64DD. For Mupen64Plus-Next: the bios must be placed in [RetroArch directory]\system\Mupen64plus\IPL.n64. To launch 64DD games: Load the Mupen64Plus-Next core, select the new menu item "Subsystems" in the Main Menu, then click "Load N64 Disk Drive" three times to load the disk, cartridge, and start emulation; Both expansion disks and stand-alone disks can be launched this way. For ParaLLEl: the bios must be placed in the "system" directory and named 64DD_IPL.bin. In ParaLLEl's core options: 64DD must be enabled and GFX plugin and RSP must both be set to parallel; stand-alone disks can't be launched using the Subsystem, they must be launched through either "Load Content" or a playlist.
  • Ares supports 64DD as well, developer LuigiBlood said: "This is the most accurate 64DD emulation attempt I've ever done, honestly. A lot of the stuff I programmed is sometimes genuinely useless. A lot also involves timings of the drive itself and more," also supports disc-swapping with v134 version.

Hardware variants

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iQue Player

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Before the GBA, the DS, and the 3DS, Nintendo released a modified version of their Nintendo 64 system for the Chinese market, called the iQue Player, through their not-quite-subsidiary iQue. Fourteen games were translated into Simplified Chinese, including Sin and Punishment, Ocarina of Time (the Majora's Mask port was canceled), Super Mario 64, and others.

Unlike the Chinese releases of their more recent systems and games, iQue Player releases are regular N64 ROMs wrapped with several layers of encryption and a ticket and signature system like that on the Wii, the DSi, the 3DS, the Wii U, and the Switch. The Chinese ROM-hacking scene is very active, though, and has translated the Japanese regular N64 releases for many of these to their language already, which explains some Chinese ROMs floating for those. However, almost all pieces of iQue Player software were recently decrypted to regular .z64 ROM format.

Several of the Chinese game localizations already run on N64 emulators, but as some hardware features of the iQue Player aren't yet supported, some games, as well as the system menu and features in games such as saving, don't work yet.

There is a pull request for adding iQue Player support to Ares.

iQue Player-specific features

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Name ares Gopher64 Mupen64Plus-Next RMG
iQue Player Memory Card ? ? ? ?
Multiplayer Box/Multitap ? ? ? ?
Multiplayer Controller ? ? ? ?
Online iQue Depot ? ? ? ?
iQue@Home ? ? ? ?

Aleck 64

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Nintendo collaborated with SETA to release an arcade system based on their Nintendo 64 system (kind of like their PlayChoice-10 for the NES, Super System arcade hardware for SNES, and later Triforce for GCN). The Nintendo 64-variant with more RAM, the Aleck 64, failed to catch on and bombed. It was never released outside Japan, even though one N64 port made it.

The Aleck 64 ROMs were dumped, and Zoinkity is working on converting them to regular N64 ROMs (with controls remapped to N64 controller buttons). They generally require an 8 MB Expansion Pak to run at all and 4K EEPROM to save settings and scores. The ones covered by these patches are:

  • Donchan Puzzle Hanabi de Doon!
  • Eleven Beat: World Tournament
  • Hi Pai Paradise
  • Hi Pai Paradise 2
  • Kuru Kuru Fever
  • Magical Tetris Challenge
  • Mayjinsen 3 / Meijin-Sen
  • Star Soldier: Vanishing Earth (also ported to N64)
  • Super Real Mahjong VS
  • Tower & Shaft
  • Vivid Dolls (official eroge game on a Nintendo console)

The remaining ones from the system's library not yet covered are:

  • Rev Limit
  • Variant Schwanzer (never released, but there is a PCB board and was tested and played on Game Center Mikado in 2015. No known ROM dumps on the internet)

Ares emulator and MAME including BizHawk's MAME core supports this arcade variation. Also, the already available patches to convert arcade ROM dumps to regular N64 ROM format can be found here. While Mupen64Plus-based emulators can't run these conversions out of the box, Project64 does just fine. Your best bet to play Aleck 64 games (other than using emulator) is through the SummerCart64 flashcart, which includes support for the Aleck 64's own CIC chip.

Game-specific features

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Name MAME ares Gopher64 Mupen64Plus-Next RMG
Custom I/O devices[note 16] ?
Expansion Pak ?
Game media formats[note 17] ?
Modem ?

Virtual Console games in Dolphin

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A number of N64 games were released for the Wii's Virtual Console service throughout its lifespan. While the emulators at the heart of each Virtual Console title were of average accuracy (rather than using one generic emulator used for every game, each title had an emulator specifically tailored to that game), they were good enough to render the games in full, playable capacity with few to no glaring errors. Many of these titles are emulated well through Dolphin. For a good while, due to persistent long-standing inaccuracies in N64 emulators and plugins, this was the best way to emulate certain N64 games, particularly Pokémon Snap and Mario Tennis. The system requirements are much higher than running them on regular N64 emulators, but it is doable for many games. Today regular N64 emulators and plugins have advanced to the degree this has become unnecessary, relegating this method of N64 game emulation to little more than a curiosity, at least on PC.

The following games are on the N64 Virtual Console for Wii:

  • 1080° Snowboarding
  • Bomberman Hero
  • Cruis'n USA
  • Custom Robo V2 (Japan only)
  • F-Zero X
  • Kirby 64: The Crystal Shards
  • The Legend of Zelda: Majora's Mask
  • The Legend of Zelda: Ocarina of Time
  • Mario Golf
  • Mario Kart 64
  • Mario Party 2
  • Mario Tennis
  • Ogre Battle 64: Person of Lordly Caliber
  • Paper Mario
  • Pokémon Puzzle League
  • Pokémon Snap
  • Sin & Punishment (English)
  • Star Fox 64
  • Super Mario 64
  • Super Smash Bros.
  • Wave Race 64
  • Yoshi's Story

Notes

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  1. This installer automatically installs and configures latest versions of Project64-nightly, GlideN64 video plugin, Azimer's Audio Plugin, Iconoclast's Static RSP Interpreter and also MM HD Texture Pack.
  2. Final build that supports GLideN64 video plugin but its obsolete. Use RMG with GLideN64 instead.
  3. MAME core for Aleck 64 only.
  4. 4.0 4.1 You can use Parallel Launcher Fork if you find RetroArch's UI confusing.
  5. Tetris 64 is the only game to support it.
  6. Shigesato Itoi's No. 1 Bass Fishing: Definitive Edition is the only game to support it.
  7. What was the N64 Expansion Pak actually used for?|MVG
  8. Mario no Photopi is the only game to utilize this feature.
  9. The 64DD version of Transfer Pak to connect a GBC to the 64DD. A cancelled 64DD game DT Bloodmasters supported it; GBC counterpart DT: Lords of Genomes was released. The cable was ready but cancelled due to 64DD production delays. Mario Artist: Paint Studio still has code remnants for it.
  10. A specialized dongle cartridge (which required to plug in another game to bypass the lockout chip) for a 14.4Kbps modem and serial port.
  11. Early version without the cart port
  12. It was sometimes possible to apply cheats (such as a player having infinite lives) and other temporary software alterations to games by hot swapping cartridges, even though the cartridges were not designed to be hot swappable.
  13. Cartridge tilting is an action performed on cartridge-based systems to create otherwise impossible glitches. Cartridge tilting is not a glitch, but rather the process which creates glitches.
  14. Mario Artist: Paint Studio and Mario Artist: Talent Studio utilize this feature.
  15. Doubutsu no Mori is the only game to have that feature.
  16. E.g. Star Soldier: Vanishing Earth uses a control panel setup with an analog joystick mounted on it instead of a standard 8-way digital joystick interface.
  17. Games normally come in ROM cartridges, but board is also possible, e.g. Magical Tetris feat. Mickey.

References

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  1. loganmc10. Ignore TLB write if TLB entry is unmapping itself. "By the way, once this, along with the other PR's I've waiting are merged, we're at "compatibility parity" with Project64 as far as I can tell. I don't know of any game that doesn't boot with mupen64plus that works in PJ64."
  2. Densha de Go! Nintendo 64 Controller!
  3. The Pokémon Snap Station
  4. VIDEO GAME KIOSKS - Extreme Game Collecting!

Nintendo(edit)