As I'm a big fan of the N64, I've decided to document all of the travelling knowledge as I built my own systems. In other words, it's an ultimate-to-me page, but maybe someone will find it helpful as well because a lot of this tends to be all over the place.
Just with those four projects alone, it expands the N64's capability far beyond its original library. Someone might say "well what's the point", for me it's convenient because now I can just keep ONE console and have it do everything (GB, GBC, NES, SNES, N64...).
I don't actually recommend the EON Super 64, it's way less flexible than just using S-Video in combination with the 2X-Pro or RetroScaler (which can also be used for other consoles). Plus, if you're going to actually pay for such an overpriced dongle, you're already basically paying for a Retro Gem UPscaler Kit. And finally, the EON Super 64 modifies the luminosity slightly which will be less desired by those who want perfect colour/contrast accuracy. Just stay away from it unless you're rich & lazy I guess :p
Some have complained that the RetroScaler Extreme Green isn't the same as the N64 controller Extreme Green; assuming that the product should look like an actual green. It's a little bit more complicated than that, as the azo dye used for Extreme Green is actually at its heart, a yellow. Other products besides Nintendo's Extreme Green series use this famous dye as well, including translucent brilliant "yellow" lego pieces and even Sunlight dish soap. It would appear to be a partial iridescent, so depending on how much of the dye you look through or depending on what the dye stacks behind, it will dramatically change the perception of its look going between yellow and green. You can perform this test by placing anything that's black behind the "Extreme Green" and it will immediately take on a green-like colour. Meanwhile, if you were to hollow it out completely and under the right lighting conditions, it then reverts back to looking yellow. It doesn't help that digital cameras will often fail to accurately capture this colour as it doesn't have a consistent state.
This Reddit user has posted the comparison between the Gameboy Light "Clear Yellow" (left) and Gameboy Pocket "Extreme Green" (right), the Gameboy Light is actually a much more deep yellow and doesn't have quite the same properties, sometimes people mistaken it as an Extreme Green variety:
Unfortunately even that photo it's hard to do an exact science on both colours as they still look different in person to that.
All of the boxes, you can see the "Clear Yellow" disclosure on the Gameboy Light:
To illustrate this, a picture from Reddit user classiclow we see that the Extreme Green N64 controller and pocket look virtually the same from this side-by-side but that they're also a green hue. Then, you look at Reddit user Return_Lonley's picture and we see that the N64 Extreme Green controllers now look much closer to yellow and also mimic the same yellow from the RetroScaler shells.
And then if you compare that with the actual prototype Extreme Green N64, you'll see that it too looks closer to yellow but also very pale (differences include that Nintendo kept the grey dust filter and the two circular pads are actually clear and not Extreme Green either as in the reproduction units):
Of course that paleness is again just due to the variation of lighting and cameras. It's easy to see how people get the wrong idea about the pigment when virtually every photo it looks different!
The verdict: Extreme Green is actually a yellow that sometimes looks green and no pictures or cameras ever do the colour justice. RetroScaler actually analyzed and mimicked this properly which is why I immediately bought a shell as soon as I discovered it (perhaps using the same azo dye, I'm not a chemist nor work in industrial plastics so I don't know the working industry name for what Nintendo calls "Extreme Green"), and the Clear Yellow Gameboy Light has nothing to do with Extreme Green as is sometimes conflated.
PS: you'll want to buy a clear white shell in conjunction with the Extreme Green one if you want to build a prototype-accurate Extreme Green N64, so that you can add the clear feet instead of Extreme Green ones. If you're also expecting this to look more green and less yellow-neon, then you're better off buying a jungle green unit.
There have been a few unreleased/prototype games which piqued my interest, the list follows here:
Obviously I'm not at liberty to share or pass around these .ROM files, but you can easily find them with a Google search. Some are more complete than others, and some introduce new features than others. For instance, the Glover 1 prototypes feature Allister Brimble's lost soundtrack that the publisher ended up replacing and getting Paul Weir to quickly whip up something in its place. Supposedly Carnivale did actually leave the prototype stage but the publisher didn't believe it'd be successful and abandoned it. There is a more complete ROM of Dinosaur Planet that hasn't been discovered yet. The same company developing Dragon Sword 64 was the same company who behind Glover.
It's now actually possible to run 64DD games on the Everdrive with a conversion process. The only caveat is that you do require the Expansion Pak (contrary to popular belief it does have its uses and you really do want one if you're aiming to play certain games in the library).
I'm primarily only interested in Doshin The Giant and possibly the F-Zero X Expansion Kit.
A couple of titles where you need original assets to build the .z64 ROMs yourself.
There's a handful of neat homebrew games that have come out of the N64 game jams. Here's a few you may want to check out:
As per the above info, my personal N64s are configured as such:
Why bother with the real hardware? N64 emulators don't usually keep pixel-perfect scaling and that tends to clash with the 2D textures that were designed to be rendered in 320x240. So you know, in an emulator where you blow up the resolution it increases the fidelity of the 3D objects but the 2D textures take a hit and look absolutely dreadful. All of the games would need bespoke handling to upscale all textures and be reformatted for resolutions beyond 320x240. Or, the emulator would need to be configured to mimic the behaviour of either UltraHDMI or Retro GEM. Of course with THE VERY RECENT MiSTer N64 FPGA core it solves a lot of the problems I've had with emulators (emulators in 2023 still don't offer 100% N64 compatibility for all titles and especially run into problems with prototpye ROMs), but building one will cost the same as building and modding an original N64, and it's currently still a work in progress. Plus, it's just more convenient playing from original N64 hardware but the MiSTer FPGA core is definitely cool.