Review cover ModRetro M64 GBAtemp review
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The M64 is ModRetro’s remake of the N64; time for a trip down memory lane?

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ModRetro is back with another retro gaming console remake! After taking on the Game Boy Colour with the excellent Chromatic in 2024, the company set its sights on another Nintendo console from yesteryear: the N64. Their take on Nintendo’s iconic home console is aptly called the M64, and we’ll take a look at it in this review.

However, before jumping into it, it is worth considering the controversy surrounding ModRetro. The company was co-founded by Palmer Luckey, formerly of Oculus fame and now of defence company Anduril. If this relationship was not obvious, ModRetro made sure to clear up any doubts by releasing an Anduril Edition Chromatic last year. Now, it is understandable that not everyone will be comfortable with their video game console purchase being related to an arms dealer in one way or another (however much retro consoles can contribute to Anduril’s finances compared to its defence contracts that amount to billions). This has even led some websites and retro gaming enthusiasts to boycott the company altogether. It will always be difficult to separate ModRetro’s ties to Anduril and, hence, equally challenging to review their products, especially if they release Anduril-themed ones. 

This review will aim to provide an objective perspective of the hardware. However, if you are not comfortable with ModRetro’s background, you might be interested in alternative devices such as the Analogue 3D or emulation-focused handhelds (Anbernic is surely about to announce another one this week or next).

Contents and specs of the M64

ModRetro’s M64 is priced at 212 GBP/250.95 EUR/230 US on the official store page and comes with the following items:

  • M64 Console
  • 16GB SD Card (pre-installed)
  • Multi-region power adapter
  • Power cable

Note that the M64 does not come with a controller. ModRetro’s M64 Pro Controller comes as a separate $90 purchase.

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Specs of the console are as follows:

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Changing the system

No one will mistake the M64 for something other than an N64-inspired console. The form factor and nostalgic clear shell are easy giveaways. However, the new system introduces some welcome hardware upgrades. Notably, the M64 is smaller (8.5” x 6.5” x 2.2”) and lighter (1.6 lbs) than the original console (10.23” x  7.48” x  2.87”; 2.42 lb), making it less space-consuming and easier to manipulate and fit onto your gaming setup. While it is a more compact device, the M64 does not feel cheap or fragile by any means. There is no rattling or odd artefacts that might come with third-party hardware; ModRetro showcases its attention to making premium, faithful retro hardware remakes yet again. 

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There are some changes to the hardware buttons as well. Instead of a Power and a Reset button, the M64 has a Power button and a clickable Menu dial. The latter allows you to navigate the system’s built-in menu to configure settings and update the device. A new button that the M64 introduces is the cartridge eject button (bearing the ModRetro branding). It’s a welcome addition that makes swapping cartridges easier. Also new is an LED uplighting strip that illuminates cartridge artwork (with adjustable brightness).

As a device released in 2026, the M64 also features contemporary connectivity options. At the back of the M64, you will find a microSD slot, three USB-C ports (including one for power supply) and an HDMI port. I was somewhat surprised that it does not include an AV port to directly connect to CRT TVs to recreate the classic N64 experience that the company seems so keen to achieve. However, ModRetro does have a dedicated CRT adapter in the works that is available to pre-order for $90, and the console’s menu includes a range of customizable scanline and CRT filter effects.

There are also subtle hardware upgrades that the M64 introduces that aren’t as evident to the naked eye. It has built-in Expansion Pak and Controller Pak, and Transfer Pak support through the Chromatic will become available in a future firmware update. Interestingly, the M64’s circuit board features gold traces to resist corrosion and improve conductivity.

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As noted earlier, the M64 ships without a controller. This Apple-like behaviour is uncommon for gaming consoles, but ModRetro notes that this deliberate choice stems from many customers already owning compatible N64 controllers and not needing an extra one. Omitting a controller from the base package also lowers its price, and the console is compatible with an array of controllers, including the M64 Pro Controllers, N64 controllers, Hyperkin Captain+ Controllers, Retro Fighters, Nintendo Switch NSO controllers (requires accessory), and 8BitDo 64 controllers.

ModRetro’s own $90 M64 Pro Controller follows the original N64’s design and questionable ergonomics. Just like the M64, the controller packs a premium build, with an aluminium body and TMR analogue thumbsticks. The modern twist it brings is the ability to use it with the M64 in both wired and wireless modes (via ultra-low-latency Bluetooth SCI). This enables it to be used with the original N64 in wired mode as well as with Android and PC wirelessly (for N64 emulation, for example).

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On the hardware aspect, the M64 and M64 Pro Controller are built to last. They both boast a premium build quality, with durable components and modern features that are reflective of their price points. It is simply a shame that the console is not packaged with a controller, although I can see the company selling them as a bundle in the future.

ModRetro M64: a new fun machine

Setting up the M64 after unboxing it is easy, especially with its out-of-the-box support for HDMI monitors. Just plug it into a power source, connect to a monitor, slot in a cartridge, and you are ready to experience “the fun machine” in a new era. ModRetro’s N64 remake uses a 16nm AMD Artix UltraScale+ FPGA processor, ensuring hardware-level accuracy. This gives your old N64 library a new lease on life. 

All games that I've thrown at the M64 ran flawlessly. Classic games such as Super Mario 64 and Perfect Dark are revitalised with the M64’s support for 720p, 1080p, 1440p and 4K resolutions (and filters for that extra retro look). Even unofficial carts are supported, such as the recently released Everdrive 64 Pro. The best thing regarding cartridge support is that the console is region-free. This lets you play NTSC, PAL and NTSC-J cartridges on the same system with no issues. This is a major step-up from the original N64, allowing you to experience some games that were tied to specific regions (I’m looking at you, Sin And Punishment).

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That said, there are some known issues with some titles (20 at the time of writing). Some, such as Turok 2: Seeds of Evil, suffer from FPS drops, while others, like StarCraft 64, face occasional crashes. This is not ideal, but ModRetro is transparent about these issues and is working to resolve them via updates. 

Some issues might even be fixed with overclocking, and the M64 comes with a standard overclocking mode. An advanced mode is being developed that leverages the M64's PSRAM memory architecture that supports higher overclocking. This will be made available via a future update.

It is recommended to update the M64 to make the most of the system. This can be performed in several ways, over WiFi, via an SD card or by plugging it into a computer. Like with the Chromatic, updating a retro system feels contrary to the purist ethos that the company aimed for, but this can address performance and compatibility issues that the original system faced.

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Despite the reported issues on some titles, the vast majority of N64 games run well on the M64. The experience of these games is definitely enhanced, with support for modern monitors, filters and overclocking. 

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The future is retro

ModRetro’s latest retro console remake is an impressive one. The company remakes the N64 faithfully for modern times. It supports and enhances all of the original console’s features and offers new, welcome ones. Just like with the Chromatic, ModRetro is not stopping at releasing a console but is also publishing new games for the system. They have launched four new titles, priced at $50 each, that come in custom cartridges and manuals. They also plan additional game releases, which likely include re-releases of classic titles, just like they did with the Chromatic. 

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Despite a few persisting performance issues on some games, the M64 is recommended for N64 fans and those who want to experience Nintendo’s classic console with a modern spin. The lack of a bundled controller and CRT connectivity out of the box might be indicative of a challenging market with increasing prices of electronic components, but the hardware quality is reflective of the price tag. Then there are the Anduril ties that might limit its customer base, but considering the hardware alone, it is an excellent remake of the Nintendo 64.

Verdict

What We Liked ...
  • Excellent hardware quality
  • Support for original N64 and third-party cartridges
  • Overclocking support, filter effects and HDMI compatibility with various resolutions
  • Retro clear shell aesthetics
  • Growing games library of ModRetro-published titles
What We Didn't Like ...
  • Controller sold separately
  • No integrated AV port
  • Some performance issues with a few games
8.8
out of 10

Overall

ModRetro delivers yet another excellent console remake with the M64, offering a new and improved way to experience N64 games for a modern audience.
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Unlike Analogue 3D, while it doesn't have a pack-in controller, the controller does seem to tick all boxes while also trying to feel authentic. I would say it's fair, but it's a really expensive controller. Almost double the price of Nintendo's own NSO re-creation, so the more responsive Bluetooth implementation and TMR sticks don't make up for that big of a price difference, in my opinion.

I'm in no rush to get any of these single-system FPGA machines, and for analogue video enthusiasts it's only original hardware and MiSTer that offer it, but with the compatibility blunders, for now, this is probably the inferior N64 clone to use.
 
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I reviewed mine 6/10 because: No Cpak/Virtual saves, no save states, poor crt shaders, incomplete compatibility (poor overall compatibility considering it’s meant to be a 1:1 FPGA recreation), hit-n-miss overclocking, muddy gfx.

Lagging massively behind the A3D, but to be fair we need to give them almost a year to catch up.

OM64 CFW looks promising though, with various cores like SNES and CPS1 already in production.

I asked Fulvio and CPS3 (Read: SF:III) should be possible :)
 
I understand waiting for the firmware to mature before making an honest review, and I feel that's fair here. Compatibility should be very high, as it's the MiSTer core that was ported over to the M64 from the MiSTer core's developer Robert. All games are playable on MiSTer, and any updates that the M64 gets as far as fixes go, usually get backported to MiSTer.

That aside though, the controller really feels top-notch. Everyone thought the 8bitdo controller was ass until they realized it just needed calibrated, lmao. Now it's the best N64 controller in my home.
 
Think my not particularly complementary thoughts on Palmer is quite easy to guess so will just say this, N64 on ultra wide is the second most fucked up thing about this whole thing.
I'm glad I already have an Analogue 3D. I don't want to give that asshole any money.
 
Seems like none of these FPGA consoles, for all the talk about being hyper accurate emulation, ALWAYS ignore supporting stuff like the Everdrive and SummerCart.

My only reason to want an n64 again is entirely for the Summercart now. A stock one would require additional mods just to get a clean signal from it to my living room setup, and being incompatible with the summercart, makes the analogue and this a non-starter.

And of course, there is the war crime that is the (stock) n64 controller. If you actually grew up with one, you'd know how the thing turns into a sand pit within a month of use. And then there's channels like THAB on youtube going through the whole library demonstrating how some games need a dialed in stick and most on the planet just aren't.

Funny thing is, the wife still managed to have a loose expansion pack for an original console and a copy of stadium 2 at least. but being blunt, soon as I have a usable n64 for my home setup, I'm getting the summercart and putting the whole library in to be done with it. Can't be faulted for trying to do this as affordably as possible.
 
@codezer0 SummerCart64 and Everdrive (2.5/X7/Pro) work fine, as does the N64 Cart and 64Drive (NeoMyth64 probably too, I haven’t tested that one).

In fact, my Z64 also works on the M64.

Only flashcart emulators on the M64 need “fixed” versions to work visually, the stock ones are garbled (Sodium64, for example, still runs slow but works perfectly on A3D)
 
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Seems like none of these FPGA consoles, for all the talk about being hyper accurate emulation, ALWAYS ignore supporting stuff like the Everdrive and SummerCart.

My only reason to want an n64 again is entirely for the Summercart now. A stock one would require additional mods just to get a clean signal from it to my living room setup, and being incompatible with the summercart, makes the analogue and this a non-starter.

That's been fixed for months. My A3D has only had the Summercart in it. No point filthying up that brand new cart slot with 30 year old crud when one cart does it all (even N64DD).
 
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Do they think they are on the level of analogue? this price point is stupid.Its like me building a sports car and trying to compete with a ferrari
 
That looks good, but I have an Analogue 3D ghost edition it's like transparent gray. And for its controller, it's the 8Bitdo N64 it's ideal for me as it's a lot more comfortable than the original.

Given we have these modern "N64 Pro" consoles, there's very little reason to get the original N64 unless you're a collector and have to have the original console.
 
Are we all just gonna pretend that we don't know who is ModRetro owner? This is shameful. Whoever buys this product is actively supporting war crimes.
 
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That looks good, but I have an Analogue 3D ghost edition it's like transparent gray. And for its controller, it's the 8Bitdo N64 it's ideal for me as it's a lot more comfortable than the original.

Given we have these modern "N64 Pro" consoles, there's very little reason to get the original N64 unless you're a collector and have to have the original console.
No matter how good these copy cat consoles get, they will never be original hardware

Even analogue 3d has more input lag

All said tho, most people will never notice 1 frame extra input lag - so it's basically a moot point
 
I understand waiting for the firmware to mature before making an honest review, and I feel that's fair here. Compatibility should be very high, as it's the MiSTer core that was ported over to the M64 from the MiSTer core's developer Robert. All games are playable on MiSTer, and any updates that the M64 gets as far as fixes go, usually get backported to MiSTer.

That aside though, the controller really feels top-notch. Everyone thought the 8bitdo controller was ass until they realized it just needed calibrated, lmao. Now it's the best N64 controller in my home.
You can't calibrate the 8bitdo controller? There's no software for it.
 
You know what impresses me the most of this? The fact it runs over USB-C... I wouldn't be surprised to learn this utilizes at least... 12V... but if it works with just 5V that'd be even more impressive.

On another hand... no pun intended... the controller... In my personal experience, I find the N64 controller very comfortable and to be more precise than the Gamecube Controller... seriously, about 5 years ago, I hooked my N64 for one last time (brick power thingie stopped working that night) and I played good old Zelda Ocarina of Time... I was very impressed with the accuracy and slow movements I could achieve while aiming with Bow and Slingshot... this threw me off rails because I CAN'T have such precision with the Gamecube Controller Analog Stick... and this year, I found that I wasn't imagining things... because when I got my 8Bit-Do SN30 pro, I got super curious about the Analog Sticks... and I still had troubles with aiming not unplayable, just found weird that "Link wouldn't respond" with tiiiiiiiiiiiny movements of analog stick as it does in real N64 with real N64 Controller.
That said... I'm guessing the N64 Controller was quite literally, built different... and if you think I'm crazy, please, test it yourself... play Zelda 64 in original hardware, and notice how Link can aim in first person mode with MORE PRECISION than what you can get with emulation and non original N64 controllers.
Then... if my eyes are not deceiving me... that N64 Wireless Controller only has a huge ass rumble motor in the middle grip? :ohnoes: Instead of having two rumble motors on the huge empty space on the D-Pad and C-Buttons handles? :sad:

To finish off my rant about a product I will NEVER utilize...

That said, there are some known issues with some titles (20 at the time of writing). Some, such as Turok 2: Seeds of Evil, suffer from FPS drops, while others, like StarCraft 64, face occasional crashes. This is not ideal, but ModRetro is transparent about these issues and is working to resolve them via updates.

I've never liked how "modernizing" things that doesn't need to be modernized brings all kinds of issues and most of the times breaks stuff. This ad mentions "issues with Turok 2" which is one of the few N64 games to have "High Res" support... so I'm guessing it must be an issue with how those scaling instructions are getting translated to the new superb 1080p and beyond resolutions... not sure, just a guess.
This is why I avoid "modernizing" stuff that doesn't need them in the first place... to fix one issue, you need to solve two or more... and it shouldn't be that way if we consider all the device is supposed to do is to be faithful to how an N64 behaved back in the 90's.


Last note: I still believe that the N64 Controller is one of the best controllers ever, and it definitely needs L2 and R2 alongside L3, R3 and Grip Triggers/Buttons... Imagine having A + B + C-Buttons acting like Y + X + L + R on top of having L + R acting as L2 and R2 AND THEN HAVING L2, R2, L3, R3 + GRIP Triggers/Buttons... literally a Fighting Game dream come true!
 
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There is software for it, and yes, you calibrate it in that software.
Hmm, I'll have to look into that. N64 games compensating for the original controller's awful sensitivity and deadzone makes 3rd party controllers way too sensitive. It was the only thing I didn't like about the 8bitdo 64 since it's pretty great otherwise (plus, dirt cheap for what it is)

Curious, has that always been the case or was support added later? I swear when I got these controllers they didn't support the 8bitdo Ultimate Software.
 
Hmm, I'll have to look into that. N64 games compensating for the original controller's awful sensitivity and deadzone makes 3rd party controllers way too sensitive. It was the only thing I didn't like about the 8bitdo 64 since it's pretty great otherwise (plus, dirt cheap for what it is)

Curious, has that always been the case or was support added later? I swear when I got these controllers they didn't support the 8bitdo Ultimate Software.
I don't really remember. I just remember somebody on reddit showing you had to calibrate the controller for it to feel right. Because out of the box its too sensitive.
 
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OM64 CFW looks promising though, with various cores like SNES and CPS1 already in production.
Imho this (the potential of CFW / open source / MiSTer parity at a certain point in a (far away) future) is the thing that sets it apart from the A3D, which for whatever reason is completely closed, despite having openFPGA on the Analogue Pocket and (more or less) officially released jailbreaks for their previous home consoles. Dunno why they are going that route but it is what it is.

The only thing that massively sucks about the M64 is the lack of an ARM part in the chip. Yes, the FPGA is bigger / more powerful than the one on the DE10-Nano (MiSTer), but the ARM core is needed for a few shenanigans around the game cores and the Linux OS obviously. Didn't know previously that the AMD FPGA in the M64 does not include an ARM at all.

It should still be capable of anything up to and including CPS3, N64, Saturn and PSX obviously and maybe a better PC core than AO486.
 
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Question I have aside from its ugliness is games.

Analogue3D claims it 10x resolution of the original N64 (which is wrong, screen dimensions is not resolution).

But the display modes A3D has, for some reason, intentionally makes its CLEAR mode look worse than how it'd look on my actual N64 console.

Yet if you use its poor filters, it magically makes it look like its upscaled but its filters are annoying and cause garbage on screen for some games.

Why it cant do that same output but without its filter so it would actually be CLEAR mode.

Does the M64 offer a mode where it looks better and without the crt filters. I don't get why people claim games back then were designed for it and look better.

Games weren't designed for crt, they're not supposed to have black lines and rgb blobs, this simply was the current technology we had for displays.

How they'd look on today's displays is how its designed to run, devs didn't think ohh we have to make Zelda to run eith these lines, it isnt there in the game itself.

So its kinda like you originally playing on a Black & White TV, then as colour TVs came out, saying ohh these games are designed to play on B&W TVs.

Does M64 actually upgrade its resolution and possibly frame rates.

As another question thats just come to mind.

Turbo modes.

A3D has its "Turbo" modes which considering the multiple options, they barely do anything different.

As it seems to work on particular games rather than it actually been the overall system.

Few games I think i notice slight smoother display, but then again, im not sure if that is my TV itself as it has built in, option to make display look faster and smoother.

But one game for example that is a bugger for frame drops when using its high resolution mode, HYBRID HEAVEN.

So you'd assume changing the system to let's say UNLEASHED would give the system more, to make the game smoother.

Like in the same way of running a PC game in a system with less resources and has lower frames, then running it with more resources and gives higher frames.

But it does nothing at all.

Side note, ive just received my SUPERSTATION ONE with its DOCK.

Now let's get this baby set up to play my original PS1 games.
 
Does the M64 offer a mode where it looks better and without the crt filters. I don't get why people claim games back then were designed for it and look better.

Games weren't designed for crt, they're not supposed to have black lines and rgb blobs, this simply was the current technology we had for displays.

How they'd look on today's displays is how its designed to run, devs didn't think ohh we have to make Zelda to run eith these lines, it isnt there in the game itself.
N64 VI filter is designed with CRTs in mind, though, and it is present in every game to improve the visuals for that particular type of display (admittedly, all emulators, FPGA N64 core included, let you disable it). Even if you ignore CRTs in particular, it is undeniable the games were made for the resolution they were originally rendered in, considering the asset quality.

Considering you have a MiSTer, give video filters a try to see what I mean:
  • Horizontal filter: CRT composite, or CRT S-video (less extreme, but less effective for dithering)
  • Vertical filter: Scanlines - Brighter
  • Gamma correction/shadow mask: pick whatever you like, or nothing at all
The result will be that, in most games, not only do the jaggies disappear, but rather than appear like pixel art or poorly aged 3D games, they look like an oil painting, in a very positive kind of way. Personally, I absolutely love this.

Also, I will admit, I only found out about this stuff over the past year, so I'm no expert, but it all made sense to me :lol:
 
I'm getting the summercart and putting the whole library in to be done with it.
Just an FYI: The SummerCart 64 includes all the games for USA, EUR, and JAPAN on the SD card, so make sure you get an SD card with yours; It comes completely ready to go out of the box, making it super easy to just plug it in and play.
 
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