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 work.
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.
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.
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
Super interesting article - thanks for sharing your journey. As AI slop takes over the internet, well written and original technical content like these will be important.
Also,
2026 web dev: 4MB of JavaScript to render a button.
2026 N64 dev: entire FPS in 1MB
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.
References: [1] https://en.wikipedia.org/wiki/Palmer_Luckey
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.
The plot-twist here is: The game design is made by Claude too :)
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
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
Also,
2026 web dev: 4MB of JavaScript to render a button. 2026 N64 dev: entire FPS in 1MB