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How to Make a Nintendo 64 Game in 2026

409 points · 177 comments · atan2

  1. stewx · · focus · HN ↗
    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.

    1. Flashtoo · · focus · HN ↗
      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?
      1. hnlmorg · · focus · HN ↗
        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.

        1. lucideer · · focus · HN ↗
          I guess the curiosity here is in why game design for a modern target platform wouldn't garner the same enjoyment.
          1. gambiting · · focus · HN ↗
            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.
            1. trescenzi · · focus · HN ↗
              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.
              1. inigyou · · focus · HN ↗
                But they aren't real hardware platforms.
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