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It's Decomplicated
Time

How long each system takes

Honest ranges for every system, for both paths and both plans. Each range comes from dated facts about real projects.

The short answer

Getting a game to run on your PC takes weeks to months. A full decomp takes months to years.

The spread is wide on purpose. Three things move the number most: the size of the game, the tools for its system, and what work already exists. A small game on a system with strong tools can run in a few weeks. A big game on a system with weak tools can take a year.

Every number on this page is a range. None of them is a promise. Read the limits at the end before you plan around them.

Path A

Running on PC

You stop when the game plays from start to end on a PC. Bugs may remain. This is the faster path on every system.

Path B

Full decomp

You stop when all the code is readable source that builds. This is what you need to port the game to other systems.

Every system on one chart

Each row is one system. The teal bar is a Max 20x plan (now called Ultra). The amber bar is a Max 5x plan (now called Max). A longer bar means less is known, not just more work.

Path A: time to get a game running on PC, by system.Max 20xMax 5x1 week1 month3 months6 months1 yearNESNES, Max 20x: 1 to 4 weeksNES, Max 5x: 2 to 10 weeksGame BoyGame Boy, Max 20x: 1 to 5 weeksGame Boy, Max 5x: 2 to 12 weeksGame GearGame Gear, Max 20x: 1 to 5 weeksGame Gear, Max 5x: 3 to 14 weeksGame Boy ColorGame Boy Color, Max 20x: 1 to 6 weeksGame Boy Color, Max 5x: 2 to 15 weeksGenesisGenesis, Max 20x: 1 to 6 weeksGenesis, Max 5x: 3 to 16 weeksSuper NintendoSuper Nintendo, Max 20x: 2 to 8 weeksSuper Nintendo, Max 5x: 5 to 20 weeksGame Boy AdvanceGame Boy Advance, Max 20x: 2 to 8 weeksGame Boy Advance, Max 5x: 5 to 20 weeksNintendo 3DSNintendo 3DS, Max 20x: 2 to 8 weeksNintendo 3DS, Max 5x: 5 to 20 weeksVirtual BoyVirtual Boy, Max 20x: 2 to 8 weeksVirtual Boy, Max 5x: 5 to 20 weeksPlayStationPlayStation, Max 20x: 2 to 8 weeksPlayStation, Max 5x: 5 to 20 weeksPlayStation 4PlayStation 4, Max 20x: 2 to 8 weeksPlayStation 4, Max 5x: 5 to 20 weeksSaturnSaturn, Max 20x: 2 to 8 weeksSaturn, Max 5x: 5 to 20 weeksAmigaAmiga, Max 20x: 2 to 8 weeksAmiga, Max 5x: 5 to 20 weeksCD-iCD-i, Max 20x: 2 to 8 weeksCD-i, Max 5x: 5 to 20 weeksPlayStation 5PlayStation 5, Max 20x: 2 to 10 weeksPlayStation 5, Max 5x: 5 to 25 weeksDreamcastDreamcast, Max 20x: 3 to 10 weeksDreamcast, Max 5x: 7 to 25 weeks32X32X, Max 20x: 3 to 10 weeks32X, Max 5x: 7 to 25 weeksWiiWii, Max 20x: 3 to 10 weeksWii, Max 5x: 2 to 6 monthsWii UWii U, Max 20x: 3 to 10 weeksWii U, Max 5x: 2 to 6 monthsNintendo SwitchNintendo Switch, Max 20x: 3 to 10 weeksNintendo Switch, Max 5x: 2 to 6 monthsNintendo Switch 2Nintendo Switch 2, Max 20x: 3 to 10 weeksNintendo Switch 2, Max 5x: 2 to 6 monthsPSPPSP, Max 20x: 3 to 10 weeksPSP, Max 5x: 2 to 6 monthsXbox 360Xbox 360, Max 20x: 3 to 10 weeksXbox 360, Max 5x: 2 to 6 monthsGameCubeGameCube, Max 20x: 4 to 12 weeksGameCube, Max 5x: 2 to 7 monthsNintendo DSNintendo DS, Max 20x: 4 to 12 weeksNintendo DS, Max 5x: 10 to 30 weeksPlayStation 2PlayStation 2, Max 20x: 4 to 12 weeksPlayStation 2, Max 5x: 10 to 30 weeksPlayStation 3PlayStation 3, Max 20x: 4 to 12 weeksPlayStation 3, Max 5x: 2.5 to 7 monthsXboxXbox, Max 20x: 4 to 12 weeksXbox, Max 5x: 2.5 to 7 monthsArcadeArcade, Max 20x: 4 to 12 weeksArcade, Max 5x: 10 to 30 weeksNintendo 64Nintendo 64, Max 20x: 6 to 16 weeksNintendo 64, Max 5x: 3 to 9 monthsPCPC, Max 20x: 6 to 16 weeksPC, Max 5x: 3.5 to 9 months
Path A: time to get a game running on PC, by system. Each bar runs from the shortest to the longest likely time. The scale is stretched so short and long jobs both fit: each step to the right is about double. Hover a bar for its numbers. The table below has every value.
Path B: time for a full decomp, by system.Max 20xMax 5x1 month3 months6 months1 year2 years5 years10 yearsGenesisGenesis, Max 20x: 6 to 20 weeksGenesis, Max 5x: 14 to 50 weeksNESNES, Max 20x: 6 to 20 weeksNES, Max 5x: 3 to 12 monthsCD-iCD-i, Max 20x: 2 to 6 monthsCD-i, Max 5x: 4 to 18 monthsGame GearGame Gear, Max 20x: 8 to 30 weeksGame Gear, Max 5x: 5 to 17 monthsDreamcastDreamcast, Max 20x: 10 to 30 weeksDreamcast, Max 5x: 25 to 80 weeksPlayStation 2PlayStation 2, Max 20x: 12 to 40 weeksPlayStation 2, Max 5x: 30 to 100 weeksSuper NintendoSuper Nintendo, Max 20x: 3 to 9 monthsSuper Nintendo, Max 5x: 7 to 22 monthsArcadeArcade, Max 20x: 3 to 9 monthsArcade, Max 5x: 7 to 22 monthsNintendo DSNintendo DS, Max 20x: 3 to 9 monthsNintendo DS, Max 5x: 7 months to 2 yearsAmigaAmiga, Max 20x: 3 to 9 monthsAmiga, Max 5x: 7 months to 2 yearsGame BoyGame Boy, Max 20x: 4 to 9 monthsGame Boy, Max 5x: 8 months to 2 years32X32X, Max 20x: 4 to 11 months32X, Max 5x: 9 months to 2.5 yearsVirtual BoyVirtual Boy, Max 20x: 4 months to 1 yearVirtual Boy, Max 5x: 9 months to 2.5 yearsGame Boy ColorGame Boy Color, Max 20x: 5 to 12 monthsGame Boy Color, Max 5x: 9 months to 2.5 yearsGame Boy AdvanceGame Boy Advance, Max 20x: 4 to 18 monthsGame Boy Advance, Max 5x: 9 months to 3 yearsPlayStationPlayStation, Max 20x: 5 to 14 monthsPlayStation, Max 5x: 10 months to 3 yearsWiiWii, Max 20x: 5 to 18 months, of which 1 to 3 months is the portWii, Max 5x: 9 months to 3 years, port includedNintendo 64Nintendo 64, Max 20x: 6 to 17 monthsNintendo 64, Max 5x: 1 to 3 yearsWii UWii U, Max 20x: 6 to 18 months, after Path AWii U, Max 5x: 1 to 3 yearsPSPPSP, Max 20x: 6 to 18 monthsPSP, Max 5x: 1 to 3 yearsPCPC, Max 20x: 6 to 18 monthsPC, Max 5x: 14 months to 3.5 yearsXboxXbox, Max 20x: 6 months to 2 yearsXbox, Max 5x: 1 to 5 yearsNintendo Switch 2Nintendo Switch 2, Max 20x: 6 months to 3 years, for behavior-verified code; nobody has a byte-matching setup yetNintendo Switch 2, Max 5x: 1 to 6 yearsGameCubeGameCube, Max 20x: 9 to 24 monthsGameCube, Max 5x: 2 to 5 yearsSaturnSaturn, Max 20x: 9 months to 3 yearsSaturn, Max 5x: 1.5 to 6 yearsNintendo 3DSNintendo 3DS, Max 20x: 1 to 3 yearsNintendo 3DS, Max 5x: 2 to 6 yearsPlayStation 3PlayStation 3, Max 20x: 1 to 3 yearsPlayStation 3, Max 5x: 2.5 to 7 yearsPlayStation 4PlayStation 4, Max 20x: 1 to 3 yearsPlayStation 4, Max 5x: 2.5 to 7 yearsPlayStation 5PlayStation 5, Max 20x: 1 to 3 yearsPlayStation 5, Max 5x: 2.5 to 7 yearsNintendo SwitchNintendo Switch, Max 20x: 1 to 3 years, and a full byte match may never be reachedNintendo Switch, Max 5x: 2 to 8 yearsXbox 360Xbox 360, Max 20x: 1.5 to 4 yearsXbox 360, Max 5x: 3 to 10 years
Path B: time for a full decomp, by system. Each bar runs from the shortest to the longest likely time. The scale is stretched so short and long jobs both fit: each step to the right is about double. Hover a bar for its numbers. The table below has every value.

The numbers

This table holds the same ranges as the charts. Click a system to see the dated facts behind its numbers.

SystemPath A: how hardPath A, Max 20xPath A, Max 5xPath B: how hardPath B, Max 20xPath B, Max 5xHow sure
Nintendo 646 to 16 weeks3 to 9 months6 to 17 months1 to 3 yearsmedium
GameCube4 to 12 weeks2 to 7 months9 to 24 months2 to 5 yearsmedium
Wii3 to 10 weeks2 to 6 months5 to 18 months, of which 1 to 3 months is the port9 months to 3 years, port includedmedium
Wii U3 to 10 weeks2 to 6 months6 to 18 months, after Path A1 to 3 yearsmedium
Nintendo Switch3 to 10 weeks2 to 6 months1 to 3 years, and a full byte match may never be reached2 to 8 yearsmedium
Nintendo Switch 23 to 10 weeks2 to 6 months6 months to 3 years, for behavior-verified code; nobody has a byte-matching setup yet1 to 6 yearslow
NES1 to 4 weeks2 to 10 weeks6 to 20 weeks3 to 12 monthsmedium
Super Nintendo2 to 8 weeks5 to 20 weeks3 to 9 months7 to 22 monthsmedium
Game Boy1 to 5 weeks2 to 12 weeks4 to 9 months8 months to 2 yearsmedium
Game Boy Color1 to 6 weeks2 to 15 weeks5 to 12 months9 months to 2.5 yearsmedium
Game Boy Advance2 to 8 weeks5 to 20 weeks4 to 18 months9 months to 3 yearsmedium
Nintendo DS4 to 12 weeks10 to 30 weeks3 to 9 months7 months to 2 yearslow
Nintendo 3DS2 to 8 weeks5 to 20 weeks1 to 3 years2 to 6 yearsmedium
Virtual Boy2 to 8 weeks5 to 20 weeks4 months to 1 year9 months to 2.5 yearslow
PlayStation2 to 8 weeks5 to 20 weeks5 to 14 months10 months to 3 yearsmedium
PlayStation 24 to 12 weeks10 to 30 weeks12 to 40 weeks30 to 100 weeksmedium
PlayStation 34 to 12 weeks2.5 to 7 months1 to 3 years2.5 to 7 yearsmedium
PlayStation 42 to 8 weeks5 to 20 weeks1 to 3 years2.5 to 7 yearsmedium
PlayStation 52 to 10 weeks5 to 25 weeks1 to 3 years2.5 to 7 yearslow
PSP3 to 10 weeks2 to 6 months6 to 18 months1 to 3 yearshigh
Xbox4 to 12 weeks2.5 to 7 months6 months to 2 years1 to 5 yearsmedium
Xbox 3603 to 10 weeks2 to 6 months1.5 to 4 years3 to 10 yearsmedium
Dreamcast3 to 10 weeks7 to 25 weeks10 to 30 weeks25 to 80 weeksmedium
Saturn2 to 8 weeks5 to 20 weeks9 months to 3 years1.5 to 6 yearsmedium
Genesis1 to 6 weeks3 to 16 weeks6 to 20 weeks14 to 50 weeksmedium
32X3 to 10 weeks7 to 25 weeks4 to 11 months9 months to 2.5 yearsmedium
Game Gear1 to 5 weeks3 to 14 weeks8 to 30 weeks5 to 17 monthsmedium
PC6 to 16 weeks3.5 to 9 months6 to 18 months14 months to 3.5 yearslow
Amiga2 to 8 weeks5 to 20 weeks3 to 9 months7 months to 2 yearslow
Arcade4 to 12 weeks10 to 30 weeks3 to 9 months7 to 22 monthsmedium
CD-i2 to 8 weeks5 to 20 weeks2 to 6 months4 to 18 monthsmedium

How these numbers were made

Each guide reviewed ten or more real projects for its system. For every project we wrote down four dates: the first commit, the first release, the latest release and the latest commit. We also wrote down how many people worked on it and whether the developer says AI was used.

Then we looked for words from the developers. Some say how long a step took. Those statements count more than dates, because dates can mislead.

From these facts each guide sets three ranges for each path:

  • Max 20x. One lead session and several workers running side by side.
  • Max 5x. One lead session and one or two workers. Bulk work takes longer.
  • One person, no AI. Taken from projects that started before agents were common.

Each range also gets a label: low, medium or high confidence. Most are low or medium. A range is only marked high when several dated projects agree.

Dated facts from published work

These come from write-ups by the people who did the work. They are the firmest numbers we found.

ProjectSystemWhat happenedSource
Snowboard KidsNintendo 64Full matching decomp in 84 days. Agents were used from day one. About 1 in 20 matches still needed an expert.Chris Lewis
Snowboard Kids 2Nintendo 64596 days in all. About a quarter was done by hand in the first 14 months. Agents did the rest in about 6 months.Chris Lewis
Super Smash Bros. MeleeGameCubeAfter years of work it stood at 48.5% in January 2026. It reached 100% in September 2026, about 8 months later.doldecomp/melee
Majora's MaskNintendo 64A team of people finished the decomp in about three years, from 2021 to December 2024.80 Level
A first PlayStation recompPlayStationA beginner built a recompiler and got a first game playable in about three weeks with Claude Code. Later games took days to weeks.1379.tech
RecompOnePlayStationAbout five months of work, with no AI, before games could begin to be ported.Read Only Memo
A PC shooterPCAbout three months with up to 16 agents. 83% of functions matched byte for byte.momo5502
CrimsonlandPCA full rewrite from the game file in about two weeks.banteg

What these show

Agents cut the middle of the job the most. The first quarter is setup and the last tenth is the hard tail. Both still need you.

What makes it faster or slower

Size of the game

A game with 2,000 functions is a small job. A game with 20,000 is a large one. Count them in the Map phase before you guess a date.

Work that already exists

A finished decomp, a debug build with names, or a sister game on the same engine can save months. Check first.

Tools for the system

Some systems have years of tools behind them. Others have almost none. Each guide says which kind you have.

Your check

A strict check lets cheaper models do good work. A weak check means you redo work later. One team threw away a month this way.

Your plan

More workers finish the bulk phase sooner. They do not speed up the hard tail. That part waits on one strong session.

Your own hours

Someone must read reports, approve plans and review code. If you have one hour a day, the work moves at that pace.

What changes between the two plans

Max 20x (now called Ultra)

Run a lead session and several workers at once. The bulk phase moves fast. Watch your weekly limit: one author reports that an Opus loop left alone used up this plan in days.

Max 5x (now called Max)

Run a lead session and one or two workers. Expect the bulk phase to take two to four times longer. Another author reports hitting the limit often on this plan.

Anthropic does not publish exact usage numbers for either plan. Check /usage in Claude Code each day and adjust. See Claude Setup for the habits that stretch each plan.

Limits of this data

  • Repo dates mislead. We checked all 1,699 projects that RecompLauncher lists. Most repos went public the same day as their first release. So "repo created" to "first release" says nothing about how long the work took. We used first commit dates and the developers' own words instead.
  • Only winners are listed. Projects that stalled or failed are mostly not in the catalog. Real odds are worse than the list suggests.
  • A first release is not a finished game. Many first releases boot and play, but still have bugs.
  • No one publishes costs. We found no dollar figures for any agent-built project.
  • Some systems have no published numbers. We found no first-hand write-up of an agent-built recomp for Xbox 360, PS2, PS3, GameCube, Wii or Switch. Those ranges come from repo dates and are marked low confidence.
  • Models change. These facts are from 2024 to late 2026. Newer models may shift the ranges.

Sources