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How to Make a Nintendo 64 Game in 2026

phoboslab.org

11–20 of 313 posts

Re: How to Make a Nintendo 64 Game in 2026

#11
post #5

I am in the process of using Claude Opus 5 to build an N64 game, and it really works. I've written no code and it is able to build a fully functional game. I got it to write a skill for driving the Ares emulator via GDB Remote Serial Protocol and it uses that for its feedback loop.

[flagged]

On the subject of learning something... Compare your comment to the sibling from Flashtoo. One is genuinely inquisitive and displaying willingness to learn, the other is just dunking all over someone.

Re: How to Make a Nintendo 64 Game in 2026

#12

Earlier quoted context omitted.

[flagged]

On the subject of learning something... Compare your comment to the sibling from Flashtoo. One is genuinely inquisitive and displaying willingness to learn, the other is just dunking all over someone.

One thing that grates with that style of comment though is the implication (whether intended or not) that the link/post author wasted time and could have just had an LLM do it instead. And I think it’s important that we make clear that that style of comment is not welcome here.

If there’s elaboration on why an LLM is being used… do it in the original comment? Otherwise it’s just annoying and serves no purpose

Re: How to Make a Nintendo 64 Game in 2026

#13
post #7
post #5

I am in the process of using Claude Opus 5 to build an N64 game, and it really works. I've written no code and it is able to build a fully functional game. I got it to write a skill for driving the Ares emulator via GDB Remote Serial Protocol and it uses that for its feedback loop.

What do you get out of that? The utility of having the end product (a generated game for an obsolete console) seems pretty small, and personally I would think the fun is in learning about the inner workings of the time capsule that is 90s hardware. Would you mind explaining?

I mean, there is plenty of people out there who enjoy the process of making a game(they have a really clear idea of gameplay mechanics they think would be fun when put together) but they really don't enjoy programming at all. I guess it's kinda the same - I Want to see my game happen, I don't want to code it. Which isn't that different from where all the other tools are leading us anyway. Nowadays you can make a video game by just downloading an engine and building everything using the included scripting language most of the time - no need to understand rendering, IO, input or anything else.

There's a time and place for everything.

Re: How to Make a Nintendo 64 Game in 2026

#14
post #3

I'm tinkering with a PlayStation homebrew (voxel space renderer) and development for fifth generation consoles has never been easier. Modern toolchains, programming languages, dev cartridges and libraries from the community makes all the difference. Outside of some niceties like ICE (gotta write that GDB stub for target hardware at some point), it's not that different from what you'd experience with modern embedded w…

How did they do it back in the day? Was basically everything from the tooling etc. just created inhouse from scratch?

Re: How to Make a Nintendo 64 Game in 2026

#15
post #9
post #7

Earlier quoted context omitted.

What do you get out of that? The utility of having the end product (a generated game for an obsolete console) seems pretty small, and personally I would think the fun is in learning about the inner workings of the time capsule that is 90s hardware. Would you mind explaining?

Not the OP, but when I was kid I used to draw game level for 8-bit systems back when I wasn’t allowed on a computer (screen time). My point is, people get enjoyment out of game design too. It’s not just about nerding out on technical specs.

I guess the curiosity here is in why game design for a modern target platform wouldn't garner the same enjoyment.

Re: How to Make a Nintendo 64 Game in 2026

#16
if I am not wrong, the game described in this article, is presented in this video https://www.youtube.com/watch?v=9gOJUEcKYRk, from Palmer Luckey[1]. Wild this guy find time and energy for this side quest. That's passion.

References: [1] https://en.wikipedia.org/wiki/Palmer_Luckey

Re: How to Make a Nintendo 64 Game in 2026

#17
post #9
post #7

Earlier quoted context omitted.

What do you get out of that? The utility of having the end product (a generated game for an obsolete console) seems pretty small, and personally I would think the fun is in learning about the inner workings of the time capsule that is 90s hardware. Would you mind explaining?

Not the OP, but when I was kid I used to draw game level for 8-bit systems back when I wasn’t allowed on a computer (screen time). My point is, people get enjoyment out of game design too. It’s not just about nerding out on technical specs.

> My point is, people get enjoyment out of game design too.

The plot-twist here is: The game design is made by Claude too :)

Re: How to Make a Nintendo 64 Game in 2026

#18
post #9

Earlier quoted context omitted.

Not the OP, but when I was kid I used to draw game level for 8-bit systems back when I wasn’t allowed on a computer (screen time). My point is, people get enjoyment out of game design too. It’s not just about nerding out on technical specs.

I guess the curiosity here is in why game design for a modern target platform wouldn't garner the same enjoyment.

It's just not the same. I made games for the PSP and Vita and it's "different" than making games for Windows or Playstation/Xbox. There's something about seeing your creation on a tiny handheld. I guess maybe nowadays we got desensitized to it because our phones are actual supercomputers which can run Fortnite without breaking a sweat, but making a device with 2MB of ram play your game as you imagined it is just hyper cool and (for me personally) is incredibly satisfying.

Re: How to Make a Nintendo 64 Game in 2026

#19

Earlier quoted context omitted.

I guess the curiosity here is in why game design for a modern target platform wouldn't garner the same enjoyment.

It's just not the same. I made games for the PSP and Vita and it's "different" than making games for Windows or Playstation/Xbox. There's something about seeing your creation on a tiny handheld. I guess maybe nowadays we got desensitized to it because our phones are actual supercomputers which can run Fortnite without breaking a sweat, but making a device with 2MB of ram play your game as you imagined it is just hype…

If you enjoy this sort of thing I’d highly recommend pico-8 and tic-80. Both have pretty full featured dev environments and have a set of restrictions that make developing for them fun.

Re: How to Make a Nintendo 64 Game in 2026

#20
post #14
post #3

I'm tinkering with a PlayStation homebrew (voxel space renderer) and development for fifth generation consoles has never been easier. Modern toolchains, programming languages, dev cartridges and libraries from the community makes all the difference. Outside of some niceties like ICE (gotta write that GDB stub for target hardware at some point), it's not that different from what you'd experience with modern embedded w…

How did they do it back in the day? Was basically everything from the tooling etc. just created inhouse from scratch?

https://www.retroreversing.com/playstation-2-development-har...
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