Super Smash Bros. N64 Receives Rollback Netcode via RMG-K Update in 2026

- Game: Super Smash Bros. (1999)
- Platform: Nintendo 64
- Emulator: RMG-K
- Release Date: 1999-01-21
- Metacritic Score: 79
The latest Gaming News confirms that retro Video Games are seeing a significant boost in online playability thanks to a new update for the RMG-K emulator, which brings rollback netcode to the Nintendo 64 library. Released on May 14, 2026, this update allows players to experience titles like Super Smash Bros. with reduced input delay, a feature previously unavailable on the original hardware.
Understanding the RMG-K Emulator Update for 2026
The RMG-K emulator is a fork of the established RMG Nintendo 64 emulator. The primary focus of the May 2026 update is the integration of rollback netcode, a technology that fundamentally changes how online multiplayer functions for older titles. According to developer CigNus, the current implementation is restricted to two-player sessions, but it marks a notable shift in how the community approaches retro gaming.
The technical implementation relies on the GekkoNet framework, a tool also utilized in modern projects such as the native PC port of the PlayStation 2 version of Street Fighter III: 3rd Strike. Programmer NyxTheShield, who contributed to the rollback integration, stated that GekkoNet handled the bulk of the technical requirements, making the addition of rollback functionality a manageable task for the development team.
How Does Rollback Netcode Work in RMG-K Emulator?
In traditional delay-based netcode, the game waits for inputs from both players before rendering a frame, which often results in sluggish controls and noticeable lag, especially over long distances. Rollback netcode operates differently by predicting the next set of inputs. If the prediction is incorrect, the emulator quickly corrects the game state, allowing for a much more responsive experience.
The effectiveness of this system was demonstrated by Bluesky user Grasluu00, who showcased a session of GoldenEye 007 played between Spain and Australia. The report noted that the connection required only 4 frames of delay, whereas previous methods would have required 9 frames. This reduction in latency is the core benefit of the RMG-K emulator rollback netcode features explained by the developers.
Community Response and Development Controversy
While the technical achievement has been noted by the community, the release of RMG-K has not been without internal friction. The original creator of the RMG emulator, known as Rosalie241, expressed criticism regarding the development process of the fork. In a post on Reddit, Rosalie241 alleged that the RMG-K team utilized AI assistance, specifically mentioning the use of Claude, to generate code based on the original RMG codebase.
Rosalie241 stated, "RMG-K is insulting, they took RMG's code, vibe coded changes with Claude and then have a donation button in the ReadMe of the project." This criticism highlights a growing tension within the emulation scene regarding the ethics of using large language models to modify existing open-source software. Despite these concerns, the project continues to gain attention for its practical application in improving online play for classic Nintendo 64 titles.
Performance in Super Smash Bros.
Super Smash Bros. (1999) is a title that relies heavily on precise timing and rapid inputs. Because of this, the game has historically been difficult to play online through traditional emulation methods. Footage shared by NyxTheShield on X demonstrates that the RMG-K implementation provides a functional experience for the platform fighter, suggesting that the rollback tech effectively mitigates the issues that previously plagued online matches.
For those interested in the broader context of how these emulators evolve, our coverage of emulation trends provides more insight into how developers are modernizing classic experiences. As the community continues to test the limits of the RMG-K fork, it remains to be seen how many other N64 titles will benefit from this specific implementation of rollback netcode.
Frequently Asked Questions
Does Super Smash Bros N64 support rollback netcode?
The original Super Smash Bros. for Nintendo 64 does not natively support rollback, but it can now utilize this feature through the third-party RMG-K emulator fork.
How does rollback netcode work in RMG-K emulator?
Rollback netcode works by predicting player inputs and correcting the game state if a discrepancy occurs, rather than waiting for every frame of data to sync like delay-based netcode.
How to play Super Smash Bros N64 online with rollback?
Players can access rollback functionality by using the RMG-K emulator fork, which implements the GekkoNet framework to facilitate two-player online sessions.