Dolphin, Primehack, and Slippi all trace back to the same codebase, yet they solve three completely different problems. Dolphin is the general-purpose GameCube and Wii emulator that just cleared 97.8% compatibility across its combined library as of July 21, 2026, according to a Tech Times report on the project’s compatibility database. Primehack is a narrow fork that exists for one reason: giving Metroid Prime Trilogy proper mouse-and-keyboard aim. Slippi exists for an even narrower reason: giving Super Smash Bros. Melee rollback netplay so competitive players can run online tournaments without lag ruining a match. Picking the wrong one costs you either compatibility, features, or both.
This comparison breaks down what each program actually does differently under the hood, what hardware each one needs, what a full setup costs in practice, and which one fits your specific use case in September 2026. All three are free and open source under GPLv2+, so the decision isn’t about money. It’s about matching the fork to the game you actually want to play. For the wider state of PC and handheld gaming this year, see our 2026 gaming coverage hub.
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A Brief History: How One Codebase Became Three Emulators
Dolphin’s development stretches back to the mid-2000s, and by the time it matured into a stable, GPLv2-licensed project, its source code became a foundation other developers could legally build on without starting from scratch. That’s exactly what happened twice, for two very different reasons.
Primehack traces back to a fork maintained under the GitHub handle shiiion, with Kekun/primehack as one of several downstream mirrors and packaging efforts that grew around it, including xiota/dolphin-primehack, which exists specifically to make rebasing Primehack on top of newer Dolphin commits easier. That rebasing work matters because Primehack isn’t merged into mainline Dolphin, so every time upstream Dolphin ships a compatibility or performance improvement, someone has to manually port the relevant changes into the Primehack fork rather than getting them automatically.
Slippi’s lineage runs through Ishiiruka, a separate Dolphin fork originally created by developer Tinob with a stated focus on “performance over accuracy,” according to the fork’s own GitHub description. Project Slippi then built its rollback netcode and Melee-specific tooling on top of Ishiiruka rather than mainline Dolphin, inheriting Ishiiruka’s performance-oriented codebase before adding the network layer that makes Slippi useful for competitive play. That two-layer lineage, mainline Dolphin to Ishiiruka to Slippi, is part of why Slippi’s Rust-based build process is more involved than building Primehack or mainline Dolphin from source.
Both forks share the same GPLv2-or-later license as their parent, which is a legal requirement of building on GPL-licensed code, not a courtesy. That’s also why anyone technically inclined can inspect exactly what each fork changed relative to mainline Dolphin by diffing the public repositories directly, something closed-source emulation projects don’t allow. This isn’t a new pattern in emulation either: our Xenia vs Xenia Canary vs Manager comparison covers a near-identical situation on the Xbox 360 side, where one mainline emulator spawned a faster-moving experimental branch and a separate management tool built around it.
What Is Dolphin? The Baseline GameCube and Wii Emulator
Dolphin is the reference implementation. It’s the emulator that Primehack and Slippi were both built on top of, and it’s the only one of the three built to run the entire GameCube and Wii library rather than a single game. The current stable build is Dolphin 2606, released June 25, 2026, with a follow-up build, Dolphin 2606a, pushed to the Google Play Store on September 4, 2026, to patch security issues and fix a bug that broke savestate loading in some Wii titles.
Compatibility is where mainline Dolphin pulls ahead of both forks by a wide margin. Per Tech Times’ reporting on Dolphin’s own compatibility list, 97.8% of the combined GameCube and Wii library is rated “Playable” or better as of July 21, 2026, and 69% of Wii games specifically earn a “Perfect” rating, up from 38% previously. That jump reflects continuous work on the project’s memory-management-unit emulation and other low-level accuracy fixes that ripple out to hundreds of titles at once, something neither Primehack nor Slippi can match because they don’t track every upstream change.
Dolphin runs on Windows 10 (version 1903) or newer, macOS 11 Big Sur or newer, modern 64-bit Linux distributions, and Android 5.0 or newer, according to the project’s official GitHub README, with additional background available on its Wikipedia entry. It supports three rendering backends: OpenGL, Vulkan, and Direct3D 11, though Direct3D is Windows-only. The project is licensed under GPLv2 or later, meaning both Primehack and Slippi inherited that same open license when they forked the code. Dolphin also ships with its own built-in netplay, which synchronizes emulation state across players using deterministic, delay-based buffering rather than rollback, a distinction that matters a lot once you get to the Slippi section below. Our full Dolphin setup walkthrough covers installing and configuring the mainline build from scratch if you haven’t gotten it running yet.
Beyond raw compatibility, mainline Dolphin carries a set of general-purpose features neither fork prioritizes because they’re not relevant to a single-game project. That includes widescreen hacking for games originally locked to a 4:3 aspect ratio, save states that let you snapshot and reload progress instantly instead of relying on a game’s native save system, and a full Tool-Assisted Speedrun (TAS) movie recording and input-display toolset used heavily by the speedrunning community. It also supports loading custom HD texture packs on a per-game basis, the same underlying feature Primehack exposes for Metroid Prime Trilogy specifically. None of this is unique to any one fork technically, since the code lives in the shared Dolphin lineage, but mainline Dolphin is the only one of the three where these features are actively tested and documented across the entire library rather than one title.
What Is Primehack? Metroid Prime’s FPS Makeover
Primehack, hosted at github.com/Kekun/primehack (forked from shiiion/dolphin), describes itself plainly in its own README: “PrimeHack is a modified version of Dolphin-Emu solely for playing Metroid Prime Trilogy for Wii with keyboard and mouse on a PC.” That’s the entire scope of the project. It doesn’t try to improve any other game, and its own documentation states Android is currently not supported, unlike mainline Dolphin.
What Primehack adds on top of standard Dolphin is a first-person-shooter control scheme that the original Wii release never had: true mouse-look aiming, dual-analog-stick support for controller players, an expanded field of view slider, and a set of gameplay-side cheats and visual restorations. One notable restoration, according to Wikitroid, brings back the Charge Beam’s elemental visual effects that were stripped out of the Trilogy version of the original Metroid Prime for technical reasons on Wii hardware. Because it’s still a Dolphin fork under the hood, Primehack inherits the same rendering backends and can push internal resolution scaling well beyond the Wii’s native output, up to 8K according to community documentation on the fork’s Reddit and forum threads.
Development pace is the honest trade-off here. Package tracking on Repology shows Primehack builds still shipping into 2025, with version 1.0.7a in Nixpkgs’ stable channel and 1.0.8 in the unstable branch, and the project’s GitHub wiki and FAQ pages show edits as recent as April 2026. That confirms the fork isn’t abandoned, but it also updates far less frequently than mainline Dolphin, and it doesn’t inherit Dolphin’s broader compatibility gains automatically since it’s a separate codebase that has to be manually rebased.
What Is Slippi? Melee’s Netplay Backbone
Slippi, built on a customized Ishiiruka fork of Dolphin at github.com/project-slippi/Ishiiruka and distributed through the Slippi Launcher, exists to solve one specific problem: Super Smash Bros. Melee was never designed with online play in mind, and Dolphin’s stock netplay wasn’t good enough for competitive matches. Slippi’s own FAQ describes its answer directly: “Rollback is a superior netcode implementation to the delay based netcode that everyone is used to. It provides smooth gameplay for a larger variety of situations. It also allows for playing with people much further away.”
The technical approach is conceptually related to GGPO’s rollback model, which relies on speculative input prediction: the game simulates the next frame using a guess at what the other player will do, then rewinds and replays if that guess turns out wrong. A widely cited Hacker News thread on Slippi’s development explains an extra trick specific to Melee: the developers noticed the game naturally runs with three frames of input lag on real hardware, and on 120Hz displays they were able to reclaim those frames as a rollback buffer without adding any perceptible new delay. That single optimization is a big part of why online Melee through Slippi has become the sport’s default way to practice and even run some tournament sets.
Slippi ships as two distinct builds, a netplay build for live online matches and a playback build for reviewing replay files, both distributed through the Slippi Launcher. GitHub activity shows the project actively maintained into 2026, with the Ishiiruka-Playback repository showing releases and commits dated as recently as April 17, 2026. There’s no official published user count, but a 2024 discussion thread on r/SSBM put peak concurrent online Melee players through Slippi at a rough community estimate of around 2,500, while separate comments in the same thread pegged the official Slippi Discord server at more than 40,000 members. Those are community estimates, not audited statistics, and should be read as a rough sense of scale rather than a hard figure.
Dolphin vs Primehack vs Slippi: Full Specs Comparison
Here’s how the three stack up side by side across the specs that actually change your day-to-day experience with each one.
| Spec | Dolphin | Primehack | Slippi (Ishiiruka) |
|---|---|---|---|
| Primary purpose | Full GameCube/Wii library | Metroid Prime Trilogy only | Super Smash Bros. Melee only |
| Base codebase | Original project | Fork of shiiion/dolphin | Fork of Ishiiruka (itself a Dolphin fork) |
| License | GPLv2 or later | GPLv2 or later (inherited) | GPLv2 or later (inherited) |
| Latest stable build (2026) | Dolphin 2606 (June 25), 2606a Android patch (Sept 4) | 1.0.7a stable / 1.0.8 unstable (Nixpkgs) | Continuous releases via Ishiiruka-Playback (27 releases tracked) |
| Platforms | Windows, macOS, Linux, Android | Windows, macOS, Linux (no Android) | Windows, macOS, Linux |
| Minimum CPU | x86-64 with SSE2 support | Same as Dolphin (inherited) | Same as Dolphin (inherited) |
| Recommended CPU | 3GHz dual-core or better, 2008+ | Same as Dolphin | Modern CPU; higher single-thread clocks reduce rollback frame drops |
| Graphics backends | OpenGL, Vulkan, Direct3D 11 (Windows only) | Same three backends inherited | Same three backends inherited |
| Minimum GPU | Direct3D 11.1 / OpenGL 3.3 class | Same as Dolphin | Same as Dolphin |
| RAM requirement | 2GB minimum | 2GB minimum (inherited) | 2GB minimum (inherited) |
| Netplay model | Built-in, delay-based, deterministic sync | Uses Dolphin’s stock netplay (not rollback) | Custom rollback netcode, GGPO-style |
| Unique input features | Standard GameCube/Wii controller emulation | Mouse-look aim, dual-stick, expanded FOV | GameCube controller-first design for competitive play |
| Update cadence | Frequent, monthly-plus stable and dev builds | Slower, periodic package updates | Active, tied to Melee competitive calendar |
| Cost | Free | Free | Free |
The pattern across almost every row is the same: Dolphin sets the technical floor, and both forks inherit it, then specialize hard on top. Neither Primehack nor Slippi needs different hardware than mainline Dolphin. What changes is what the software does once it’s running.
Compatibility and Performance Benchmarks
Because Primehack and Slippi each target exactly one piece of software, “compatibility” means something different for each of the three. For Dolphin, it means how much of the roughly 2,000-plus combined GameCube and Wii library runs correctly. Per Tech Times’ July 21, 2026 report, that figure sits at 97.8% “Playable or better,” with the “Perfect” tier for Wii games specifically climbing from 38% to 69% following recent memory-management-unit emulation work. That’s the single most important number in this comparison if you plan to play anything outside of Metroid Prime or Melee.
For Primehack, “compatibility” isn’t a library-wide metric because it only targets one release. What matters instead is feature completeness against the original Wii version of Metroid Prime Trilogy: mouse aim tracking, FOV correctness, and whether cheats and visual restorations behave as documented. The fork’s own GitHub wiki and community threads on Reddit and the Dolphin forums describe internal resolution scaling up to 8K, a ceiling far beyond anything the Wii’s GPU could natively produce, since Primehack simply renders the game world at a higher internal resolution the same way Dolphin does for every other title.
For Slippi, the benchmark that matters is netcode quality rather than raw compatibility, since it only runs one game. The project’s own FAQ frames rollback as strictly better than the delay-based netplay baked into mainline Dolphin, and the Hacker News technical breakdown of the implementation credits its low perceived latency to reclaiming Melee’s native three frames of input lag on 120Hz setups as an invisible rollback buffer. Independent of Slippi’s own claims, the fact that competitive Melee organizers now run entire online majors through it is itself a real-world performance signal that delay-based Dolphin netplay couldn’t support at that scale.
Search interest data backs up how these three programs are actually used in practice. According to keyword volume data pulled from DataForSEO for U.S. search traffic, “dolphin emulator” pulls roughly 74,000 monthly searches, “gamecube emulator pc” pulls around 1,300, “primehack” pulls about 1,900, and “slippi” pulls roughly 4,400, with “slippi ranked” alone adding another 1,000. That gap between Primehack and Slippi search volume lines up with what the compatibility and netcode data suggests: Slippi’s rollback netplay serves an active, engaged competitive community, while Primehack serves a smaller, more passive audience of people replaying one specific trilogy.
Graphics and Performance Tuning Across the Three Forks
Because Primehack and Slippi both inherit Dolphin’s rendering pipeline rather than replacing it, the graphics tuning advice that applies to mainline Dolphin largely carries over to both forks, with a few fork-specific wrinkles worth knowing before you start adjusting settings.
Internal resolution scaling is the single biggest visual upgrade available across all three, since it renders the game at a multiple of its native output rather than the GameCube’s or Wii’s original resolution and then downsamples for a sharper image. Community documentation around Primehack describes pushing Metroid Prime Trilogy as high as 8K internal resolution on capable hardware, which is possible because the fork didn’t change Dolphin’s core rendering architecture, only the input and camera-control layers relevant to first-person aiming. The trade-off is GPU load: pushing resolution scaling that high demands a substantially more powerful graphics card than running the same game at a modest 2x or 3x internal resolution, so it’s worth testing incrementally rather than maxing out the slider on the first launch.
Backend choice matters more than most new users expect. Dolphin’s official documentation lists OpenGL, Vulkan, and Direct3D 11 as the three supported backends, with Direct3D limited to Windows. Vulkan generally handles modern GPU driver stacks more efficiently on both Windows and Linux, and it’s the backend most setup guides recommend as a starting point on hardware from the last several years. Direct3D 11 remains a reasonable fallback on Windows machines with older or less complete Vulkan driver support, and OpenGL exists mainly for compatibility with older or unusual GPU configurations across all three operating systems Dolphin supports.
For Slippi specifically, performance tuning has an extra dimension that doesn’t apply to Dolphin or Primehack: frame pacing directly affects rollback quality. Since Slippi’s netcode is built around Melee’s native input timing, inconsistent frame delivery on the local machine can undermine the rollback buffer the same way network jitter would, which is why competitive players are typically advised to prioritize a stable, high, consistent frame rate over pushing internal resolution or texture quality higher than the hardware can sustain without dropping frames.
Common Setup Problems and How to Fix Them
Most first-run problems across all three programs trace back to a small handful of causes, and the fixes are largely shared since they all sit on the same underlying emulation core.
- Black screen or crash on launch: Usually a missing runtime dependency. On Windows, all three builds require the 64-bit Visual C++ redistributable for Visual Studio 2022, per Dolphin’s own download documentation; installing or repairing that redistributable resolves the majority of launch failures.
- Choppy audio or stuttering despite a strong GPU: Often a CPU-bound issue rather than a graphics one, since GameCube and Wii emulation leans heavily on single-thread CPU performance for the console’s original hardware logic. Lowering internal resolution won’t fix this; a faster CPU core clock will.
- Primehack’s mouse aim feels inverted or unresponsive: Check the fork’s dedicated Controller Mode settings on the shiiion/dolphin wiki rather than Dolphin’s standard Wii Remote pointer settings, since Primehack routes mouse input through its own control scheme instead of emulating a physical Wiimote pointer.
- Slippi shows high rollback frequency during online matches: This typically points to an unstable internet connection or inconsistent local frame delivery rather than a Slippi bug, since the netcode relies on accurate frame timing to keep its prediction buffer accurate.
- Replay files pile up and you want to track long-term stats: Slippi’s .slp replay format already feeds a network of community stat trackers; if you’re used to platform-level achievement tracking, our RetroAchievements vs Steam, Xbox, PSN comparison covers how that separate emulation-wide tracking ecosystem works.
- Old savestates or configs from mainline Dolphin don’t appear in Primehack or Slippi: Expected behavior if each build isn’t running in portable mode with a shared save location. Follow the migration steps above to manually copy memory card files between each fork’s User folder.
- Games that ran fine on mainline Dolphin behave differently on a fork: Also expected, since Primehack and Slippi are scoped to one title each and don’t track every upstream Dolphin compatibility fix. If you hit this outside of Metroid Prime Trilogy or Melee, switch back to mainline Dolphin for that title.
Search Demand and Community Size: Who’s Actually Using What
| Term | Monthly U.S. search volume | Competition level |
|---|---|---|
| dolphin emulator | 74,000 | Low |
| dolphin emulator pc | 3,600 | Low |
| gamecube emulator pc | 1,300 | Low |
| slippi | 4,400 | Low |
| slippi ranked | 1,000 | Low |
| primehack | 1,900 | Low |
| primehack android | 260 | Low |
Community-side numbers tell a similar story but come with a caveat: they’re self-reported and estimated, not official. A 2024 r/SSBM thread pegged peak concurrent Slippi players at a rough estimate of 2,500 during the busiest hours, with the same thread noting the official Slippi Discord server has upward of 40,000 members. There’s no equivalent published estimate for Primehack’s active user base, likely because it doesn’t require an online account or matchmaking service the way Slippi does, so there’s no server-side number to report even informally.
Pricing: What Each Setup Actually Costs
All three programs are free, open-source software released under GPLv2 or later, so there’s no license fee, subscription, or paywall to compare directly. Where the real cost differences show up is in what you need around the emulator to actually use it.
| Cost category | Dolphin | Primehack | Slippi |
|---|---|---|---|
| Software license | Free (GPLv2+) | Free (GPLv2+) | Free (GPLv2+) |
| Required game copy | Varies by title you own | Metroid Prime Trilogy (Wii) | Super Smash Bros. Melee (GameCube) |
| Recommended input device | Any existing gamepad works | Mouse and keyboard you already own | GameCube-style controller (competitive standard) |
| Additional hardware needed | None beyond a compatible GPU | None beyond a compatible GPU | USB GameCube adapter recommended, not required |
| Online play cost | Free, peer-to-peer | N/A (single-player campaign) | Free, Slippi ranked matchmaking included |
| Ongoing cost | $0 | $0 | $0 |
The only real dollar cost across all three options is acquiring a legally-owned copy of the game you want to run, since none of these projects distribute copyrighted game data or BIOS files. Used-market prices for physical GameCube and Wii discs vary widely by region, title, and condition, so there’s no single fixed number worth quoting here. A GameCube-style USB controller adapter for Slippi is optional but common among competitive players who want the exact input feel the game was designed around, while Primehack players typically already own the mouse and keyboard needed since that’s the whole point of the fork.
Real-World Use Cases
These three programs get chosen for genuinely different reasons in practice. Here’s how that plays out across common scenarios.
- The completionist replaying an entire console generation. Someone working through a backlog of GameCube and Wii exclusives, from Pikmin to Super Mario Galaxy to Fire Emblem: Path of Radiance, needs mainline Dolphin’s 97.8% library-wide compatibility. Neither fork can substitute here since they only run one game each.
- The Metroid Prime purist who never liked the Wii’s pointer controls. Trilogy’s Wii release replaced the original GameCube trilogy’s control scheme with motion controls that not everyone got along with. Primehack’s mouse-look aiming restores a control feel much closer to a modern PC shooter, which is precisely why the fork exists.
- The competitive Melee player training for a tournament. Slippi’s rollback netcode and ranked matchmaking are the default way serious Melee players practice against opponents who aren’t in the same room, and its replay files feed directly into stats tools the competitive scene relies on for match analysis.
- The tournament organizer running an online bracket. Slippi’s netplay build has become infrastructure for parts of the competitive Melee calendar precisely because delay-based netplay in mainline Dolphin can’t hold up across long-distance connections during a live bracket.
- The content creator capturing high-resolution Let’s Plays. Both Dolphin and Primehack support internal resolution scaling well past native GameCube or Wii output, letting a creator record Metroid Prime or any other supported title at resolutions the original hardware never produced. Our Pokémon Colosseum and XD Dolphin setup guide walks through the same upscaling process for a different pair of GameCube titles.
- The developer or modder rebuilding controller support. Because all three share Dolphin’s GPLv2+ codebase, someone building a custom controller profile or troubleshooting an input mapping can often reuse documentation written for mainline Dolphin even while running Primehack or Slippi.
Which One Should You Actually Install?
Match the software to the specific thing you’re trying to do, not the other way around. Here’s the decision logic broken down by scenario.
- If you want to play any GameCube or Wii game other than Metroid Prime or Melee: install mainline Dolphin. It’s the only one of the three with broad library support, and at 97.8% compatibility it will run nearly anything you throw at it.
- If Metroid Prime Trilogy is specifically what you’re after and you want mouse aim: install Primehack. Running Trilogy on mainline Dolphin works fine, but you’ll be stuck with Wii Remote pointer emulation instead of true mouse-look.
- If you play competitive Melee, even casually, and want to practice online: install Slippi. Mainline Dolphin’s netplay will work for a friendly match with someone on the same continent and a great connection, but it wasn’t built for the kind of long-distance, low-latency play Slippi’s rollback netcode handles.
- If you’re not sure which fork you’ll need yet: start with mainline Dolphin. It’s the most actively developed of the three, gets security patches fastest (as shown by the September 4, 2026 Dolphin 2606a Android update), and you can always add Primehack or Slippi as a second, separate install later.
- If you’re setting up a multi-game emulation frontend or Steam Deck-style handheld build: mainline Dolphin is the safer default for a frontend like EmuDeck, since Primehack and Slippi are scoped to single titles and won’t cover the rest of your library the way a general frontend expects. If you also emulate a Wii U alongside your GameCube and Wii library, our Dolphin vs Cemu comparison covers how the two projects divide that territory.
Migration Guide: Moving Between Dolphin, Primehack, and Slippi
Because all three share the same underlying save and configuration formats, moving between them is mostly a matter of keeping installs separate and copying a few files, not a full reconfiguration. The safest approach is running each program in portable mode so its settings, memory card saves, and cache files stay in its own folder instead of colliding with another install.
To force any Dolphin-based build into portable mode, create an empty file named portable.txt in the same directory as the executable before first launch. That tells the program to store its User folder locally instead of in the OS-standard app-data location, which matters because Dolphin, Primehack, and Slippi will otherwise all try to write to the same shared config path and overwrite each other’s settings.
# Windows example: force portable mode for any Dolphin-based build
# Run from the folder containing Dolphin.exe / PrimeHack.exe / Slippi Dolphin.exe
type nul > portable.txt
# Linux/macOS equivalent
touch portable.txt
Once each build is isolated, GameCube memory card files (typically stored as .raw or .gci files) and Wii NAND save data are directly compatible across all three since the underlying save format hasn’t diverged. You can copy a GameCube memory card file from mainline Dolphin’s GC folder into Primehack’s equivalent folder and it will load normally, since Primehack didn’t modify the memory card emulation itself, only the input and rendering layers relevant to Metroid Prime.
Graphics and controller settings are stored in separate .ini files (typically Dolphin.ini, GCPadNew.ini, and per-game overrides in the GameSettings folder) and are not automatically shared between installs, so you’ll need to reconfigure backend choice, resolution scaling, and controller bindings separately in each fork. That’s a minor inconvenience, but it also means a bad configuration change in Slippi can’t accidentally break your mainline Dolphin setup, since the two never touch the same files when run in portable mode.
# Example: setting Vulkan as the active backend in Dolphin.ini
[Core]
GFXBackend = Vulkan
# OpenGL alternative
[Core]
GFXBackend = OGL
Setting Up Controllers Across All Three Forks
Controller setup differs meaningfully depending on which fork you’re running, because each one optimizes for a different input style. Mainline Dolphin ships with broad controller support out of the box, mapping most XInput and DirectInput pads automatically and supporting Wii Remote emulation through a standard gamepad or a real Wiimote paired over Bluetooth.
Primehack’s documentation, hosted on the shiiion/dolphin GitHub wiki, describes a dedicated “Controller Mode” built specifically for mouse-and-keyboard or dual-analog-stick play, distinct from Dolphin’s standard Wii Remote pointer emulation. Because Metroid Prime Trilogy was designed around a single pointer-based control scheme on real Wii hardware, Primehack has to remap that scheme entirely rather than just passing through a standard profile, which is why its controller configuration lives in its own dedicated wiki section rather than reusing mainline Dolphin’s default GameCube pad profiles.
Slippi, by contrast, is built around the assumption that most competitive players want an authentic GameCube controller feel, since that’s the standard input device for tournament Melee. A GameCube-to-USB adapter paired with an official or third-party GameCube controller is the most common setup among ranked players, though Slippi will accept any standard gamepad mapped through the same GCPadNew configuration system mainline Dolphin uses, since Slippi’s Ishiiruka base didn’t change the core controller emulation layer.
Pros and Cons of Each Fork
Dolphin
- Pros: Broadest compatibility at 97.8% of the combined library, fastest security and bug-fix cadence (2606a shipped within months of 2606), runs on Windows, macOS, Linux, and Android, actively developed with frequent releases.
- Cons: Stock netplay uses delay-based synchronization rather than rollback, so long-distance online play isn’t as smooth as Slippi’s, and it lacks Primehack’s dedicated mouse-aim controls for Metroid Prime.
Primehack
- Pros: True mouse-look aiming and dual-stick support for Metroid Prime Trilogy, expanded FOV, restored visual effects removed in the original Trilogy release, still packaged and updated into 2025-2026.
- Cons: Only supports one game, no Android build according to its own documentation, updates less frequently than mainline Dolphin, and doesn’t automatically inherit Dolphin’s broader compatibility or performance fixes.
Slippi
- Pros: Rollback netcode purpose-built for Melee, ranked matchmaking, replay files that feed the competitive scene’s stats and spectating tools, actively maintained with releases into April 2026.
- Cons: Only supports Super Smash Bros. Melee, requires a Rust submodule to build from source which adds friction for anyone compiling manually, and its real-world usage numbers are community estimates rather than official statistics.
The Verdict: Data-Backed Recommendation
There isn’t a single winner here because these three programs aren’t actually competing for the same job. Mainline Dolphin wins on every metric that matters for general-purpose emulation: 97.8% library compatibility, the widest platform support of the three, and the fastest patch cadence, evidenced by the September 4, 2026 Android security update landing barely ten weeks after the June 25 stable release. If you only install one of these three programs, it should be Dolphin.
Primehack earns its place for a specific, well-defined reason: it’s the only option that gives Metroid Prime Trilogy the mouse-driven aiming a modern PC player expects, and its packaged builds through Flatpak, AUR, and Nixpkgs show it’s still receiving updates rather than sitting abandoned. It’s a worthwhile second install for anyone who owns Trilogy and never liked the Wii Remote pointer scheme, but it shouldn’t replace Dolphin as your primary emulator.
Slippi is the clearest case of a fork outgrowing its parent for one job. Its rollback netcode, described directly in the project’s own FAQ as superior to delay-based netplay, has made it the infrastructure competitive Melee runs on for online practice and some online tournament sets, a use case mainline Dolphin’s built-in netplay was never designed to serve at that level. If competitive or even casual online Melee is what you’re after, Slippi isn’t just the better choice, it’s close to the only realistic one.
Frequently Asked Questions
Is Primehack still being updated in 2026?
Yes. Package tracking on Repology shows Primehack builds at version 1.0.7a in Nixpkgs’ stable channel and 1.0.8 in the unstable branch as of 2025, and the project’s GitHub wiki and FAQ pages show documentation edits dated as recently as April 2026. Its update pace is slower than mainline Dolphin’s, but it isn’t abandoned.
Can Primehack or Slippi play other GameCube or Wii games?
Not as their intended use. Primehack’s own README states it exists “solely for playing Metroid Prime Trilogy,” and Slippi’s Ishiiruka fork is built specifically around Super Smash Bros. Melee. Both are technically Dolphin under the hood and may boot other discs, but neither is maintained or tested for general compatibility, so mainline Dolphin remains the right choice for anything outside their target game.
Do I need to own a real GameCube or Wii to use these emulators?
No, but you do need a legally-owned copy of the game itself, since none of these three projects distribute copyrighted game data. All three run entirely on PC hardware without requiring the original console.
Which of the three has rollback netcode?
Only Slippi. Mainline Dolphin’s built-in netplay uses delay-based, deterministic synchronization instead. Primehack doesn’t include dedicated netplay features since Metroid Prime Trilogy is a single-player campaign.
Can I run HD texture packs on Primehack?
Yes. Because Primehack is built on Dolphin’s rendering pipeline, it supports the same internal resolution scaling and texture-pack loading mainline Dolphin does, with community documentation describing scaling up to 8K for Metroid Prime Trilogy specifically.
Is it legal to use Dolphin, Primehack, or Slippi?
The emulator software itself is legal in most jurisdictions, including the United States, since all three are open source under GPLv2 or later and don’t include copyrighted Nintendo code or BIOS files. Legality of the games you run through them depends on whether you own a legitimate copy of that game; downloading copyrighted game files you don’t own is a separate legal issue from running the emulator itself.
Will I lose my save files if I switch between Dolphin, Primehack, and Slippi?
No, as long as you copy the relevant memory card or NAND save files over manually. All three share the same underlying save format since none of them modified GameCube memory card or Wii save emulation, so files transfer directly between installs.
Which one should a complete beginner install first?
Mainline Dolphin. It has the broadest compatibility at 97.8% of the combined GameCube and Wii library, the most active development, and the largest community for troubleshooting. Add Primehack or Slippi later only once you know you specifically need Metroid Prime’s mouse controls or Melee’s rollback netplay.


