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You haven’t really lived until you’ve stepped out into The Legend of Zelda: Ocarina of Time’s Hyrule Field in 4K at 120fps, swung the camera around freely using the right analogue stick, and then proceeded to swap the color of Link’s tunic on the fly to the brightest shade of pink imaginable.

As one of Second Wind’s resident button boys, I’m admittedly a novice when it comes to mods and fan projects on PC. But seeing news bubble up this weekend of a Banjo-Kazooie unofficial PC port dropping onto the internet intrigued me enough to dip a toe into the shallow end of the world of decompiled and recompiled Nintendo 64 games.

Cut to a day later, and I’ve suddenly got a Steam Deck loaded with these ports of late-’90s classics like Super Mario 64, Star Fox 64, Mystical Ninja Starring Goemon, Quest 64, Majora’s Mask, and the aforementioned Banjo-Kazooie and Ocarina of Time. And as someone whose formative gaming years were shaped by many of those games, playing them in this format felt like literal alchemy in the best possible way.

I’ve always had a soft spot in my heart for the Nintendo 64. Not just the community-building four controller slots or revolutionary first-party projects that helped create the foundational language of 3D gaming. But I look fondly on the chunky visuals, terrible draw distances, and odd controls that stemmed from the growing pains of entering an entirely new dimension of play. The slow drip of new games, especially in those early few years, meant that by renting one game each weekend, I was able to play almost every single release for the console, which is unfathomable to think of for most modern platforms.

My nostalgic love for the console has only grown over the years. Just recently I bought the Analogue 3D console, and it’s been a blast jumping back into my collection of Nintendo 64 cartridges. That collection grew even larger a few months ago when I went to Japan and snagged a few dozen N64 carts from a handful of used game shops around Tokyo for a fraction of what they go for here in the US.

And maybe it’s because I’ve had the N64 on my brain lately that these decompilations struck such a chord with me. From my admittedly limited technological understanding, decompilations reverse engineer a game’s source code on an individual game basis, then use that to create a port that runs on hardware different than the original — in this case, running on your PC instead of a Nintendo 64 or an emulator. Once a game has been decompiled, that opens the floodgates for folks to be able to start modding away at them. 

That non-copy-righted code is totally legal, which means you need to supply your own ROM for it to pull the various assets from. But once you have both of those things, the setup was surprisingly simple, and I had the games up and running on both my PC and my Steam Deck in no time.

The one I’ve spent the most hours with so far is the Ship of Harkinan, which is the name of the aforementioned PC port of Ocarina of Time. It’s an impressive project filled with a bevy of options right off the bat. You have HD texture packs that make the world pop in modern resolutions. Built-in randomizers turn each and every chest into a surprise. Full control of the camera means you can zoom out to an obscene distance and experience Kokiri Forest from a point of view you’ve never seen before. And the absolute wealth of quality of life time savers allow you to do things like speed up the slow climbing and pushing animations.

I can’t count the number of times I’ve played through Ocarina of Time, but going through the opening few hours this weekend in the Ship of Harkinan made it feel fresh and new in a way I haven’t felt since Grezzo’s 3DS remake.  

While there’ve been a wealth of excellent indies to check out this month (stuff like Cassette Boy, Big Hops, Escape From Ever After, and TR-49 are all worth your time), the relative calm in the AAA space has made it a perfect opportunity to dabble in these fresh takes on ‘90s classics.

These decompilations are a staggering amount of work done by a passionate community who is truly just in it for the love of the game. That’s the kind of passion that I can absolutely get behind. I’m hoping that more Nintendo 64 hidden gems get this same decomp treatment down the road. Stuff like Mischief Makers, Space Station Silicon Valley, Rogue Squadron, Shadows of the Empire, Bomberman 64, Beetle Adventure Racing, and Snowboard Kids. Hell, I’d be curious to see what folks could do with a historic dud like Superman 64. But not Glover. Leave that five-fingered pervert to rot.

And while Nintendo 64 seems to be the platform that many of these decomps are coming from, I’m keeping my eye on a few others, including a Legend of Dragoon project called Severed Chains that looks extremely promising.

As a devotee of handhelds, I view my Retroid Pocket as a time machine crammed with the libraries of consoles from the NES up through the GameCube/PS2 generation. But now that my Steam Deck is filled with a handful of these Nintendo 64 decompilations, Valve’s handheld is beginning to feel like portal into an alternate dimension where there were no frame rate limitations, where the N64 controller had a second analogue stick, and where Banjo and Kazooie were able to wander around Ocarina of Time’s Hyrule without being bothered. What a time to be alive.

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Comments

Brian S

Called it!

Ryallen

Emulation is the biggest benefit of PC gaming. It's how I've managed to play all of those GC games I grew up with in addition to every one that I missed because I didn't have an allowance or even knowledge they existed until well past the GC's lifespan. Modding them provides an even better experience, there are a plethora of fan games and mods that can argue that video games aren't even a medium you need to spend money on to fully engage with. My biggest hurdle with them is just actually sitting down and playing them, I have a hard enough time playing games on Steam so going into my File Explorer to find the emulators and playing them on my PC with no integrated QoL or cloud saves is even harder. But I always love doing so

Marty Sliva

I’m a simple man. I see something happening with the words “Nintendo 64,” and I write about it.

Brian S

And we are very grateful. :) An excellent read as always.

Inverse Skies

I love doing randomisers for a link to the past and ocarina of time. Learning I can have a permanent one for OOT installed on my steam deck… with full camera control and 4K textures… hold on I’ll be right back!

Stephen Ward

Reverse engineering via decompilation is actually in a bit of a legal grey area. Technically they are deriving the source code from the copyrighted executable so can be classed as a derivative work. There's a port of the GTA3 games developed in the same way (re3) which got shut down by Rockstar and DMCAed off of github a few years back. Of course this was just before the remasters came out. On the other hand the open source port of Dark Forces (The Force Engine) is also from a decompilation. It was made available just before Nightdive did their remaster and they actually asked the dev of the decomp for some help with some aspect of the engine. The only actually legal way to have a port is to have an open license for the code (Doom was released under the GPL), or to write it from scratch without cracking the original exe (OpenRW is doing this for GTA3 but development seems to have stalled). I'm not sure why Nintendo, who notoriously have no chill about emulation, haven't put the smack down on the N64 recomps.

toktok_woktok

Any chance at all you'd stream some HD Zelda? ^^

Angelnickl

I may have to check this out later, because I want to play Diddy Kong Racing and I might as well play it juiced up into something crazy.