The project ported the F-Zero X decompilation to Nintendo 3DS, growing from a New 3DS prototype into a v1.0.0 release supporting Old and New 3DS systems, with an Expansion Kit build for New 3DS. It preserves the full game, stereo 3D, music and effects, and adds a bottom-screen dashboard. The first phase took 24 calendar days, with 15 active workdays: after an initial emulator race at 12-20 fps, the New 3DS reached a 59.6 fps median in Grand Prix, with 53% of frames at the 60 fps cap. The work was directed by one person through a long-running Claude session and 147 subagents; that phase used 3.17 billion tokens, estimated at $4,974 at listed API prices.
A second, 43-day phase brought the game to Old 3DS and replaced the original rendering path with a native renderer, now the default on both consoles. The Old 3DS’s 64 MB application memory limit required a reduced memory profile, while hardware counters revealed instruction-cache misses - not raw instruction count - as the main performance bottleneck. Reworking the renderer into small, category-specific loops enabled near-60 fps play in 3D on most courses; the heaviest tracks can still trigger a steady 30 fps safety mode. The account traces the technical setbacks, performance experiments, lifecycle fixes, and Expansion Kit integration, while distinguishing first-phase measurements from results not remeasured for v1.0.0.
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