Elden Ring on N64 console !? They did it and it works
one developer decided to do the unthinkable: build a fully polished, Elden Ring-style boss fight from scratch to run on a physical, 30-year-old N64.

For nearly three decades, developing for the Nintendo 64 was a closed-door VIP club. You either cannibalized Ocarina of Time through ROM hacks, or you risked the wrath of Nintendo's legal team by messing with leaked proprietary software. But the indie scene always finds a way. When a two-month game jam dropped, one developer decided to do the unthinkable: build a fully polished, Elden Ring-style boss fight from scratch to run on a physical, 30-year-old N64. Here is how sheer indie grit and low-level code beat 64-bit bottlenecks.
Breaking the Walled Garden: Devving Without an Engine
Forget Unity or Unreal. On the N64, "from scratch" literally means building the foundation of your world line by line. While modern tools like the newly emerged Pyrite 64 engine are finally giving the community a lifeline, this game jam required diving into open-source libraries that took years of community reverse-engineering to compile.

There is no hand-holding on 90s hardware. Creating a character controller, programming a collision system, and composing custom tracks for the N64’s unique sound architecture had to be done raw.

To survive the brutal 60-day deadline, the two-man team split the workload: design, music, and collision logic on one side; hardcore programming on the other.
The 4KB Nightmare: Polygons, FPS Drops, and Clever Hacks
The N64 is notorious among developers for its microscopic 4KB texture cache, which usually results in the system's signature blurry graphics. To get around this, the developer pulled off a brilliant, old-school technical masterclass.

Instead of relying on standard colored textures, they used black-and-white images, cleverly pushing the resolution limit from a muddy 32x32 up to a much crisper 64x64. To bring the game's aesthetic to life, they relied heavily on vertex colors to generate shadows and hues. It’s the kind of optimization wizardry that modern developers, spoiled by massive VRAM pools, rarely have to think about.
But physical hardware doesn't lie. When they booted the first build on an actual N64 console, they hit a massive wall: a cinematic, yet entirely unplayable, 15 frames per second.
With only two weeks left, the optimization bloodbath began. The boss’s geometry was brutally slashed from 1,500 to 700 polygons, and the player model was crushed down to just 600. After meticulously tweaking render orders, the game finally hit a smooth, playable framerate.
The Real Final Boss: 3D Animations and Hardware-Defying Cutscenes
You can’t have a Souls-like without the methodical, punishing dance of boss animations. Without modern animation blending tools or visual state machines, nailing the combat mechanics took the team almost three full weeks—half of their entire game jam timeline.
To capture that epic Elden Ring atmosphere, a boss introduction cutscene was mandatory. Historically, streaming video on the N64 was practically impossible due to cartridge storage limitations. To solve this, they programmed a fully 3D, non-prerendered cinematic, manually coding every single camera pan, change, and character movement.
Yet, they still managed to pull a rabbit out of the hat. In the final 24 hours of the jam, they successfully implemented an actual video cutscene for the game's ending—a technical feat previously thought impossible on standard hardware without heavy expansion packs.
A Prequel Built on Pure Grit
While hardcore Souls veterans might find the game's difficulty a bit of a joke (which prompted the last-minute addition of a Hard Mode), the real victory here is technical. This custom boss fight, featuring original lore and characters, actually serves as a playable prologue to the developer’s upcoming main project, Pickle 64.
It’s a massive middle finger to hardware limitations and a testament to the creator economy's dedication to preserving and evolving retro tech.
Over to You
In an era where AAA studios rely heavily on AI upscaling (DLSS) and brute-force processing to run unoptimized messes, do you think modern developers have lost the art of aggressive, low-level optimization? Let us know your thoughts in the comments below!
Credit: Based on the incredible journey and development by the creator : BoxingBruin. Check out the full devlog and support their upcoming game here: YouTube Video.
0 Comments
to comment
No comments yet. Be the first to share your thoughts!