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Best Nintendo 64 Split-Screen Shooters to Play After Halo: Combat Evolved

By Freedom251 Team · · 12 min read

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If Halo: Combat Evolved left you wanting same-room multiplayer rather than online matchmaking, start with Perfect Dark for the deepest sandbox, GoldenEye 007 for the quickest four-player party, and Quake II for a faster science-fiction fight. Turok: Rage Wars, Duke Nukem: Zero Hour and The World Is Not Enough round out the worthwhile Nintendo 64 alternatives.

These games do not reproduce Halo exactly. They predate its modern dual-stick language, generous checkpoints and polished matchmaking, but they offer what Halo cannot on original hardware: four people gathered around one television, choosing maps, weapons and house rules together. The best choice depends on whether your priority is customization, speed, campaign depth or simple party chaos.

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Quick answer: which N64 shooter should you play?

  • Choose Perfect Dark if you want the most substantial follow-up to GoldenEye-style console shooting. Its Deathmatch lets two to four players customize weapons, arenas, time limits, frag limits and character appearances, and its Simulant challenges add unusual solo-versus-bot options. An Expansion Pak is required for the solo missions and for three- or four-player multiplayer.
  • Choose GoldenEye 007 if four people are arriving and you want everyone playing within minutes. Nintendo describes four-player same-room split-screen and more than 200 split-screen game combinations, so it remains the safest party recommendation.
  • Choose Quake II if Halo’s science-fiction setting and aggressive pace matter more to you than Rare’s stealthier, more grounded gunfights. Its N64 competitive mode feels distinctly different from GoldenEye and Perfect Dark.
  • Choose Turok: Rage Wars when multiplayer is the main reason you are buying a cartridge. It is a multiplayer-focused 1999 N64 first-person shooter reported to support up to four players split-screen.
  • Choose Duke Nukem: Zero Hour for a stranger, more mature, third-person-flavoured experience. Its four-player split-screen mode switches to first-person view.
  • Choose The World Is Not Enough when you want another James Bond-themed option with reported four-player split-screen deathmatch and objective modes.

How these games compare with Halo: Combat Evolved

Halo made console shooting feel deliberate and readable: a clear reticle, familiar weapon roles, vehicles, regenerating shields and a campaign designed around encounters. The Nintendo 64 predates that formula. Its shooters generally expect you to learn each game’s movement quirks, map sightlines and controller layout before a match feels natural.

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The closest match is therefore not about identical mechanics. It is about the surrounding experience: selecting a map, handing out controllers, arguing over weapons and restarting a match because someone discovered a new route. Perfect Dark and GoldenEye provide the most recognisable spy-shooter structure. Quake II is the pace-and-tone outlier. Turok, Duke Nukem and The World Is Not Enough broaden the selection when you have already exhausted Rare’s two best-known games.

#1 Best Overall
Nintendo 64 Expansion Pak (Renewed)
  • This Certified Refurbished product is tested and certified to look and work like new. The refurbishing process includes functionality testing, basic cleaning, inspection, and repackaging. The product ships with all relevant accessories, a minimum 90-day warranty, and may arrive in a generic box. Only select sellers who maintain a high performance bar may offer Certified Refurbished products on Amazon.com
  • Cartridge is inserted into Nintendo 64 console; doubles original 4MB of memory, for a total of 8MB
  • Allows games to have larger worlds, longer animation sequences, and much more complex gameplay.
  • Increases screen resolution from 320 X 240 pixels up to 640 X 480 pixels
  • Required for games like Donkey Kong 64
Game Multiplayer profile Players and hardware Solo emphasis Best fit
Perfect Dark Highly configurable Deathmatch; Simulant challenges Two to four players; Expansion Pak required for solo missions and three- or four-player multiplayer Substantial mission campaign Players who want the deepest sandbox
GoldenEye 007 Four-player split-screen with more than 200 combinations documented by Nintendo Four players in the same room; additional controllers required for a full group Full Bond campaign Immediate party matches
Quake II Fast science-fiction competitive play Nintendo Life’s review uses inconsistent wording about the maximum; check the original manual before planning a group size Solo campaign exists, but the N64 multiplayer identity is the faster combat Aggressive, high-tempo matches
Turok: Rage Wars Multiplayer-first arena shooter Reported up to four-player split-screen Do not buy it primarily for a campaign A cartridge purchased for multiplayer nights
Duke Nukem: Zero Hour Four-player split-screen; first-person view in multiplayer Four players reported Adventure built around a more unusual presentation Players seeking something offbeat and mature
The World Is Not Enough Reported deathmatch and objective modes Up to four-player split-screen reported Bond-themed solo game alongside multiplayer Another objective-oriented Bond option

Perfect Dark: the deepest post-Halo N64 sandbox

Why it is the best overall follow-up

Perfect Dark is the first recommendation when you want more than a quick deathmatch. Nintendo describes a traditional two-to-four-player Deathmatch in which players can select weapon types, fighting arenas, time limits, frag limits, character appearance and other changeable details. That breadth makes it the N64 game most likely to keep a regular group experimenting after the novelty of the first evening has worn off.

The important difference from a fixed party mode is that your group can shape the rules. A short frag-limit match works for a lunch break; a longer time-limit game lets a familiar arena develop its own rivalries. Restricting weapon types can produce a very different contest from leaving every pickup available. Character selection also gives a lobby a little personality before anyone fires a shot.

Simulants and solo play

Perfect Dark also adds Simulant challenges, letting you bring computer-controlled opponents into the action. That matters when you have fewer than four people or want to practise an arena before inviting guests. It gives the cartridge a longer tail than a title that is only useful when a full group is present.

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The solo missions are a major part of the package, but they come with a hardware condition: Nintendo states that the Expansion Pak is required for solo missions and for three- or four-player multiplayer. Install the Pak before planning a campaign weekend or a full four-person session. Without it, your intended setup will not meet the game’s stated requirement.

How it feels after Halo

Perfect Dark is slower and more deliberate than Halo. Its appeal is not a modern competitive ladder; it is the ability to tune a roomful of rules until the match suits your group. Expect older control conventions and visuals, and allow everyone a few rounds to remember which buttons handle movement, aiming and weapon changes. Once the controls stop being the focus, the configuration depth becomes the reason to keep playing.

GoldenEye 007: the fastest route to a four-player party

Why it remains the default recommendation

GoldenEye 007 is the easiest game to put in front of a mixed group. Nintendo’s product material describes four players in the same room on the same screen and more than 200 split-screen game combinations. That figure reflects combinations of arenas, characters, weapons and rules rather than 200 wholly separate modes, but it explains why a cartridge can support so many informal house formats.

You can begin with a conventional deathmatch, then switch to one of the rules that made GoldenEye famous. Nintendo Life highlights You Only Live Twice, Licence to Kill and Slappers Only. Each changes what players value: limited lives make survival important, one-shot damage makes every sightline dangerous, and a melee-only round turns map knowledge into the whole game.

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Rank #2
Nintendo 64 Expansion Pak
  • Cartridge is inserted into Nintendo 64 console; doubles original 4MB of memory, for a total of 8MB
  • Allows games to have larger worlds, longer animation sequences, and much more complex gameplay.
  • Increases screen resolution from 320 X 240 pixels up to 640 X 480 pixels
  • Required for games like Donkey Kong 64

Where GoldenEye differs from Perfect Dark

GoldenEye is less of a systems playground than Perfect Dark, but that is part of its strength. New players understand the basic objective quickly, and experienced players can add a rule variant without explaining a long list of settings. If your group has one evening and no patience for configuration, GoldenEye is the safer choice.

Nintendo Life also cautions that some aspects have aged. The visual presentation is unmistakably from the Nintendo 64 era, and the controls may feel awkward to anyone arriving directly from Halo. Treat the first match as a calibration round rather than a verdict. The game’s enduring value is the social loop: choose a familiar map, play a short match, argue about the result and immediately start another.

Who should pick it

Pick GoldenEye when the priority is an immediate four-player session, especially if some players have never used an N64 controller. Pick Perfect Dark instead when the group wants to spend time tuning weapons, arenas and artificial opponents.

Quake II: the faster science-fiction alternative

A different pace and tone

Quake II is the outlier in this list. Nintendo Life describes its N64 split-screen competitive mode as feeling different from both GoldenEye and Perfect Dark. The science-fiction setting and more aggressive rhythm make it the natural choice for players who want Halo’s futuristic atmosphere but are willing to trade Halo’s polished console ergonomics for a harsher, faster contest.

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Do not approach Quake II expecting a reskinned Bond match. The emphasis is momentum and pressure rather than stealth scenarios or elaborate spy objectives. In a room where everyone already knows GoldenEye’s routes, Quake II can reset the social balance because the group must learn a new tempo and a new set of weapon priorities.

Be careful with the player-count claim

Available Nintendo Life coverage uses inconsistent wording about the maximum number of N64 players. Because of that contradiction, do not buy controllers or promise a specific group size based on a review summary alone. Check the original cartridge manual or the documentation that accompanies the exact release you own before organising a session.

Bethesda’s modern Quake II page confirms that Quake II 64 is included in an enhanced release. That modern release should not be used to infer features, performance or player limits on the original Nintendo 64 cartridge. If your goal is authentic hardware, evaluate the N64 version on its own terms.

Rank #3
Original OEM Expansion Pak (Pack) / Memory Card for N64 Console - 4MB RAM
  • EASY TO USE: Insert into the original N64 console directly and ready to go
  • MAXIMUM RAM: Double original 4MB of memory inside the console, for a total of 8MB right now
  • BOOSTER: Increase screen resolution from 320 X 240 pixels up to 640 X 480 pixels and enhance graphics in N64 games
  • NOTE: Required for the games like Donkey Kong 64, Legend of Zelda: Majora's Mask and other N64 classics

Who should pick it

Choose Quake II when your group values speed, science-fiction atmosphere and a clear break from Rare’s spy-shooter style. It is less suitable when the evening’s main attraction is Bond-like scenario play or a large, unverified player count.

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Turok: Rage Wars: buy it for multiplayer first

What the cartridge is designed to do

Turok: Rage Wars is a 1999 N64 first-person shooter described in the available reference material as multiplayer-focused, with support reported for up to four players split-screen. That positioning makes it useful for a specific situation: you want another cartridge whose primary job is to fill a multiplayer rotation.

It broadens the tone beyond espionage and military science fiction. The Turok setting supplies a more overtly prehistoric and fantastical flavour, so it can refresh a group that has spent years cycling through Bond arenas. Its value is variety rather than a claim that it replaces Perfect Dark’s campaign or GoldenEye’s cultural familiarity.

Set expectations before buying

The four-player description comes from lower-confidence secondary evidence, so verify the exact release and manual if the player count is decisive. Do not assume that a multiplayer-first design offers the same campaign depth as Perfect Dark or GoldenEye. The sensible purchase test is simple: if your group mainly wants arena sessions, Turok: Rage Wars belongs on the shortlist; if you want a long solo adventure, start elsewhere.

Duke Nukem: Zero Hour: an offbeat four-player option

Why it stands apart

Duke Nukem: Zero Hour, released in 1999 according to the cited reference summary, is a stranger proposition than the other games here. It is presented as a more mature third-person option, yet its four-player split-screen mode switches to a first-person view. That perspective change gives it a distinctive identity in a library dominated by conventional first-person presentation.

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The result is useful when your group has already played the obvious recommendations and wants a game that feels mechanically and tonally different. The split-screen mode is the reason to consider it; do not buy it expecting the same carefully balanced competitive framework that makes Perfect Dark so configurable.

Who should pick it

Choose Duke Nukem: Zero Hour for novelty, a more adult tone and the unusual third-person-to-first-person multiplayer transition. It is a poor fit for a family-friendly gathering or for players seeking a direct Halo analogue.

The World Is Not Enough: another Bond-flavoured choice

Modes and player count

The World Is Not Enough arrived on Nintendo 64 in 2000. Secondary reference material reports up to four-player split-screen deathmatch and objective modes. Those objective modes are the reason to look beyond GoldenEye: they give a group something to do besides accumulating eliminations, even when the players already know the standard deathmatch routine.

Because the player-count and mode description comes from secondary evidence, verify the manual and exact cartridge release before treating four players as guaranteed. The game belongs in the “additional option” category rather than replacing Nintendo’s better-documented GoldenEye recommendation.

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Who should pick it

Pick The World Is Not Enough when the group wants another Bond setting and objective-based variety. Pick GoldenEye when certainty, familiarity and the quickest setup matter more.

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Setting up a four-player N64 shooter night

1. Confirm the hardware before choosing the game

  1. Identify the exact cartridge and regional release you will use.
  2. If you are playing Perfect Dark’s solo missions or using three or four players in its multiplayer, install an authentic N64 Expansion Pak first; Nintendo lists it as required for those modes.
  3. Count the controllers. A four-player plan needs four working N64 controllers, not merely four available ports.
  4. Test every controller’s analogue stick, start button and trigger before guests arrive. A drifting or intermittent stick is much harder to diagnose once a match is underway.

2. Start with a short calibration match

Use a brief round before committing to a tournament. Players coming from Halo may need time to adjust to the N64 controller and to older aiming conventions. A calibration match also reveals whether the television introduces noticeable display delay and whether everyone can read the split-screen view from their seat.

3. Add complexity in stages

Begin with a familiar deathmatch and a clear frag or time limit. Once everyone understands movement and weapon handling, introduce special rules: GoldenEye’s You Only Live Twice, Licence to Kill or Slappers Only; Perfect Dark’s weapon restrictions and character settings; or an objective mode in The World Is Not Enough. Staging the rules keeps new players involved instead of turning the first round into an explanation session.

4. Keep a written rotation

For a long evening, record the next game, arena and rule on paper or on a phone. Rotate the first choice among players so the person who owns the cartridges does not control every map. Short rounds make it easier to give each game a fair trial, particularly when comparing the familiar GoldenEye with the faster Quake II.

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Choosing by the kind of night you want

For a mixed group with one evening

Use GoldenEye 007. Nintendo’s documented same-room four-player support and extensive combination count make it the lowest-friction option. Keep the first match conventional, then offer a special rule once everyone is comfortable.

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Tomee 256KB Memory Pak for Nintendo 64 – N64 Memory Card
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  • 123 pages of memory
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  • Fully compatible with Nintendo 64 games with a save option

For a regular group that wants depth

Use Perfect Dark, provided the Expansion Pak is installed. Its adjustable Deathmatch settings and Simulants give a recurring group more variables to explore than a fixed rule set.

For players who want speed and science fiction

Use Quake II, but verify the N64 player limit from the manual before inviting a specific number of people. Its identity is intentionally unlike Rare’s shooters, so it works best when everyone wants a change of pace.

For a multiplayer-first cartridge rotation

Use Turok: Rage Wars. Treat the reported four-player support as something to confirm for your release, and buy it for arena variety rather than an extensive campaign.

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For novelty or a more mature tone

Use Duke Nukem: Zero Hour. Its perspective change in four-player mode is the selling point for a group that has already exhausted conventional first-person options.

For Bond fans who want objectives

Use The World Is Not Enough if your copy supports the reported four-player deathmatch and objective modes. GoldenEye remains the safer pick when documentation and immediate familiarity matter most.

What will feel dated coming from Halo?

Every original N64 option will look and control older than Halo: Combat Evolved. Expect lower-resolution visuals, less forgiving aiming and more dependence on memorising maps. Split-screen also reduces the amount of information each player sees, so sightlines that feel obvious on a modern full-screen display may be harder to parse.

The adjustment is easier when you treat these games as local competitive toys rather than failed versions of Halo. Their strengths are the rules you can negotiate together, the physical presence of four players and the quick feedback of a shared room. Perfect Dark rewards experimentation, GoldenEye rewards immediacy, and Quake II rewards a willingness to learn a faster rhythm. The other three are valuable when you want a different tone or a multiplayer cartridge outside the usual two choices.

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Buying cartridges and accessories responsibly

For an original-hardware setup, prioritise a genuine N64 Expansion Pak for Perfect Dark and enough tested controllers for the intended group. Used cartridges and reproduction carts can look similar in listings, so confirm authenticity, region compatibility and return terms before paying. Current prices, seller quality and inventory change constantly; verify those details at the time of purchase rather than relying on an old price claim.

If the game is being bought specifically for four-player use, verify the manual or official documentation for that exact release. This is especially important for Quake II, whose review coverage contains conflicting wording about its maximum player count, and for the secondary reports covering Turok: Rage Wars and The World Is Not Enough.

Quick Recap

Bestseller No. 1
Nintendo 64 Expansion Pak (Renewed)
Nintendo 64 Expansion Pak (Renewed)
Increases screen resolution from 320 X 240 pixels up to 640 X 480 pixels; Required for games like Donkey Kong 64
$73.94
Bestseller No. 2
Nintendo 64 Expansion Pak
Nintendo 64 Expansion Pak
Increases screen resolution from 320 X 240 pixels up to 640 X 480 pixels; Required for games like Donkey Kong 64
$69.15
Bestseller No. 3
Original OEM Expansion Pak (Pack) / Memory Card for N64 Console - 4MB RAM
Original OEM Expansion Pak (Pack) / Memory Card for N64 Console - 4MB RAM
EASY TO USE: Insert into the original N64 console directly and ready to go
$67.99
Bestseller No. 5
Tomee 256KB Memory Pak for Nintendo 64 – N64 Memory Card
Tomee 256KB Memory Pak for Nintendo 64 – N64 Memory Card
Store levels, characters, top scores and more with 256KB Memory Card; 123 pages of memory; Load, save, copy and delete game saves with ease
$9.99

Product prices and availability are accurate as of the date/time indicated and are subject to change. Any price and availability information displayed on Amazon at the time of purchase will apply.

first-person shootersGoldenEye 007N64Nintendo 64Perfect DarkQuake IIretro gamingsplit-screen multiplayer

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