How to Make a Nintendo 64 Game in 2026(phoboslab.org) |
How to Make a Nintendo 64 Game in 2026(phoboslab.org) |
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 work.
I bought a MiSTer for me and my son and we played the heck out of Mario Kart 64 and Mario Golf. I think he picked up my "gaming is dead now" outlook since he doesn't really have any interest in new systems or games anymore
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.
My point is, people get enjoyment out of game design too. It’s not just about nerding out on technical specs.
There's a time and place for everything.
“Here’s how I’m doing the same thing, but also doing it in a way that totally avoids understanding or learning anything”
Cool story
Also,
2026 web dev: 4MB of JavaScript to render a button. 2026 N64 dev: entire FPS in 1MB
References: [1] https://en.wikipedia.org/wiki/Palmer_Luckey
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
The plot-twist here is: The game design is made by Claude too :)