A little bit more about the Switch 2? Sure why not?
First thing. I’ve mentioned this on social media, and I want to spread the word as much as I can about it, because this is going to catch people by surprise, and this way as many will find out about it going in as possible. In addition to costing $450 at launch, $500 with bundled Mario Kart World, and possibly more if Trump’s moronic tariffs stick, as stated in the direct, the Switch 2 uses a special incompatible variant of Micro SD cards, called Micro SD Express.
They’ve been out for a while, but uptake has been slow, mainly because their chief benefit is transfer speed, and Micro SD is fast enough for most purposes. But since its use in the Switch’s has been a performance bottleneck, Nintendo went with SD Express, which has the advantage of being faster, but the disadvantages of being both way less ubiquitous, easy to confuse with normal Micro SD cards, and of course, being more expensive. Ars Technica did a rundown, revealing that Micro SD Express cards are actually more expensive than SSDs at an equivalent price-per-gigabyte. It’s not a proprietary format, but consider that it’s possible that the only SD Express cards you’ll be able to find in a store that you buy your Switch from will be Nintendo-branded, and more expensive, it feels like it effectively is proprietary for now.
How to tell a standard Micro SD card from a Micro SD Express card? Express cards have an EX logo on their label, and they also have more contacts, as shown by this illustration from an SD Association whitepaper:
It’s true the Switch 2 has much more internal storage than the Switch. But many users will also be bringing their Switch digital libraries with them, meaning it’s possible for that storage to be full on day one. I have a 256 SD in my Switch, and I already have to make hard decisions about what I have installed and what I leave in “the cloud.” That will be my reality as soon as I transfer my eShop purchases to the Switch 2.
I mused a bit on Nintendo’s stating that the Switch 2 will be mostly backwards compatible with the Switch 1, meaning, not everything on the original Switch will work with it. What gives?
Nintendo has a page listing games that aren’t Switch 2 compatible. At first glance, it seems that all the issues are with games that are physically incompatible. Like, the Labo VR Kit isn’t compatible, because the Switch 2 is larger than the Switch 1, and it can’t actually fit into the cardboard goggles. Several other Labo kits are similarly “incompatible.” WarioWare Move It is mostly compatible, but the Switch 2 JoyCons don’t have the infrared camera the right JoyCon on the Switch 1 has. You can still pair Switch 1 JoyCons with a Switch 2 though, so if you have them laying around you can still play IR-requiring games. This also affects Game Builder Garage and some Labo titles.
Ring Fit Adventure and Nintendo Switch Sports use accessories that you insert a Switch 1 JoyCon into, and Switch 2 JoyCons won’t fit into them. And 1-2-Switch has a unique issue: the Switch 2 has more subtle rumble, and it seems a 1-2-Switch minigame uses that rumble to communicate information to players, which could end up being an issue.
Some notable games on the not-starting list: a selection of NeoGeo and Arcade Archives titles, Another Crab’s Treasure, Fornite (although I suspect there will be a Switch 2 native version), Nintendo’s own Fitness Boxing, Doom Eternal, Pizza Tower(!) and River City Girls Zero. Some of the games that play, but with issues: two Tetris The Grand Master games from Arcade Archives, Factorio, Fall Guys, Mega Man Legacy Collection and Stumble Guys.
Nintendo’s last direct was just a few days ago, and now they have another one, one devoted to their next console, the Switch 2, and /wow/, the internet consensus on it seems pretty harsh. It’s coming out June 8th, and it’ll cost $449 dollars in the US. I mean sure, the awful tariffs of a certain Orange Person may play a role in that, but it’ll also sell for about that amount in the much-less-stupid European Union. It’s an unexpected move, considering that the Switch line is widely seen as underpowered compared to its competition. I personally am scheming and trying to figure out how to fit it into my finances when it arrives in just two months, on June 5th.
But I’m putting the commentary up front, instead of where it belongs, as part of an in-sequence point-by-point reaction to the video. But about those….
Set Side B updates every day at 10 AM US Eastern Time. I like that the site updates in the morning, but not too early, to give people a chance to come to it throughout the day. But this poses a problem with responding to Nintendo Directs, which tend to appear at nearly the least opportune time, right when the blog updates.
We could change our posting time when Directs hit, and may end up doing that. But honestly, up-to-the-minute commentary that tries to get in ahead of other sites isn’t our forte. That’s the kind of thing tryhard sites, who can afford a whole team of writers, SEO, and flashy sports cars for their upper management, would do. We’re a tiny three-person operation, and I rather think that’s some of our charm.
Because of this, instead of responding to everything in the video, or even trying to, here’s just my comments on certain highlights.
So, here is that video (1 hour):
There’s also an Ask The Developer article on Nintendo’s website with more information.
The first game up is
Mario Kart World
Right off the bat, it’s never been more obvious than in Mario’s initial “Lets-a go!” that Charles Martinet’s time as Mario’s voice is over.
I have quite a lot, the most of the whole show, to say about this game, but it’s of an aspect of it that few remark upon or even care about. I’m going to save all of that for tomorrow, in fact, since it’s way off the subject. Please look forward to it. (bows)
In the meantime, features include free roaming, “knockout races,” cross country races and up to 24 karts in a race. More details… argh… in yet another Nintendo Direct, on the 17th.
Presenters this time out: Kouichi Kawamoto (Producer), Takuhiro Dohta (Director) and Tetsuya Sasaki, Hardware Design Lead. Nice to see people who actually worked on the system!
Hardware Features
GameChat, activated by the new C Button, for voice communication between players, and with optional game screen sharing
Camera accessory for facetime-style chatting (didn’t we have that back on the Wii-U? but this works during games)
GameChat requires a Switch Online membership, but will be free unti March 31 2026.
Local Multiplayer with only one copy of a game. Clubhouse Games is used as an example; it’s really a feature that it should have shipped with, IMO, but better late than never.
Larger screen, 1080p support on built-in screen
4K resolution when docked, up to 120fps
HDR support
magnetic Joy Cons (we knew that)
Joy Cons can be used as mice (that too)
built-in adjustable stand (and that)
an extra USB C port
256GB built-in storage
fan built in to the dock
Interestingly, Switch backward compatibility is only supported with “compatible” games, implying some games aren’t compatible.
Nintendo Switch 2 Welcome Tour
A game made specifically to show off the system features. The internet has been complaining greatly about the fact they’re charging for it, when it serves little purpose other than to show off the hardware.
Other Notes
Switch 2 uses the same shape of cards as Switch 1 games, but support faster data transfer.
Of special note, Switch 2 only works with Micro SD Express cards. This means current cards will very likely not work with the system, regardless of their capacity! This is going to bite lots of people, count on it. You may not even be able to get non-Nintendo branded SD Express cards for a while, and you can bet they’ll be charged at a premium. Pretty damn crappy, Nintendo.
There’s a new Pro Controller with extra buttons. No info on if Switch 1 Pro Controllers will work. My guess is they will (Nintendo has gotten better about controller compatibility in recent years), but of course they won’t have the new features like C button, and new programmable GL and GR buttons.
Paid Upgrades
A paid upgrade to Super Mario Party Jamboree that offers new features. The business with paid upgrades will become a theme throughout the show.
Zelda Notes is a Switch 2 specific feature in upgraded versions of Breath of the Wild and Tears of the Kingdom. It works in conjunction with the smartphone Switch App to mark locations of interest in the game, and lets you share your TotK constructions via QR code. Interesting, but it doesn’t seem like a feature that needs Switch 2 hardware to support it?
Kirby in the Forgotten Land gets an upgrade that adds a second story, which seems like a more suitable use for a paid feature.
Metroid Prime 4 and Pokemon Legends Z-A are both getting Switch and Switch 2 editions. This would seem to imply that Nintendo suspects the Switch 2 won’t see tremendous uptake immediately, and are hedging their bets.
Upgraded Switch 2 versions of prior-owned Switch games are being sold as “Upgrade Packs.” The end of an era: at long last, Nintendo has abandoned the “Pak” spelling.
Other Games
DRAGxDRIVE: A mouse-controlled wheelchair-based basketball game with stunts. A cool idea honestly! May end up being the ARMS of the Switch 2, which isn’t a bad thing, I think.
I’m going to skip commenting on some of these, I’ll just list them out: Elden Ring Tarnished Edition, Hades 2, Street Fighter 6, with Switch 2 exclusive modes, Daemon X Machina: Titanic Scion, Split Fiction, Hogwarts Legacy.
EA Sports, the company I most love to hate, is also releasing games on Switch 2
Tony Hawk’s Pro Skater 3+4 is a remake of two classic skateboarding games. I observe that skateboarding video games have, over the years, evolved into something that’s not really a lot like real-world skateboarding? They’re more like exploratory games with tricks added in and a coat of “hellow fellow kids” paint? Boarders don’t seem to be affected by realistic gravity, and regularly grind on services that no physical being could rightly grind upon. Anyway, near the end there’s a “A Few Moments Later” card stolen directly from Spongebob Squarepants, and the copyright notices for the game mention Spongebob, so I guess he’s making a Shrek-like appearance.
Hitman: World of Assassination: Signature Edition, now with added James Bond, Bravely Default, Yakuza 0: Director’s Cut.
Hyrule Warriors: Age Of Imprisonment again asks us to imagine an alternate universe where you can make the events of a game we’ve already played not happen, or at least I presume it will. It looks like Zelda may be the main character this time; it takes place in the past she time traveled to in TotK, so Link might not even be in it.
Nintendo Switch Online + Expansion Pack on Switch 2 to get Gamecube games: The Legend of Zelda: The Wind Waker, Soulcalubur II (the one with Link in it) and F-Zero GX (the really really hard one Amusement Vision made, during the fifteen seconds during which they bubbled up from the surface of Sega). Others promised for future: Super Mario Sunshine, Fire Emblem Path of Radiance, Pokémon XD: Gale of Darkness, Super Mario Strikers, Chibi-Robo, Luigi’s Mansion, Pokémon Colosseum. They also promise a Gamecube-styled wireless controller. Isn’t that properly called a Wavebird? We don’t know if the Smash Bros GC adapter will work with it yet.
Deltarune Chapters 1-4: A predictably silly trailer, but that’s why we love Toby Fox. To be available on launch day! To some, this will be the biggest announcement in the show, and I’ll admit I’m looking forward to it.
Borderlands 4, Civilization VII (Offers a paid upgrade from the Switch version, but it’s to get mouse controls, argh!), WWE 2K & NBA 2K, Survival Kids, Enter The Gungeon 2, Starseeker: Astroneer Expeditions, Cyberpunk 2077 Ultimate Edition, Final Fantasy VII Remake Intergrade (keep milkin’ that cash cow, Squeenix), Kunitsu-Gami: Path of the Goddess, Hollow Knight: Silksong, Story of Seasons: Grand Bazaar, Goodnight Universe, Two Point Museum, Wild Hearts S, Witchbrook, Puyo Puyo Tetris 2S, (inhale).
Rune Factory: Guardians of Azuma, Marvel Comic Invasion, Star Wars Outlaws, Nobunaga’s Ambition: Awakening Complete Edition, Fast Fusion, Shadow Labyrinth (yep, the grimdark Pac-Man reboot), RAIDOU Remastered: The Mystery of the Soulless Army, No Sleep For Kaname Date — From AI: THE SOMNIUM FILES, REANIMAL, Fortnite (were you expecting it not?), Arcade Archives 2 Ridge Racer, Professor Layton and The New World of Steam, Tamagotchi Plaza, Human Fall Flat 2, The Duskbloods (From Software)
And my favorite part of the whole show even though we learned very very little about it besides that it releases this year:
KIRBY AIR RIDERS, directed by Masahiro Sakurai
Kirby Air Ride might be the most underrated game on the Gamecube, for while it doesn’t offer a Grand Prix or other campaign mode like nearly every other racing game, it does have City Trial, one of the best multiplayer experiences on the Gamecube. If you attended DragonCon in 2023 and went to one of their Gamecube nights, you might well have seen me playing Air Ride there! If all Air Riders offers is a greatly upgraded City Trial, perhaps with more than one city to explore, then it’ll be well worth the purchase price, and Sakurai is smart enough to recognize its greatness so I think we’re in good hands.
The last game was Donkey Kong Bananza. A new 3D DK title with destructable terrain. It also uses the updated Donkey Kong design, but it really works here, Donks shows a lot more personality and expressiveness here than he has since before DKC.
There are quite a number of refreshing things about the Atari 2600 Technical Wiki. There’s its subtitle, “Woodgrain Wizardry,” which is excellent. Its dedication to a 47-year-old game console. There’s it being a wiki that isn’t being hosted on damnable ubiquitous Fandom. Its direct writing style, which gets right to the point of each page. It’s also not a Youtube video, which is sort of okay if you have a Premium account or a working adblocker, but a hellscape if you don’t. Its the kind of page Google Search de-prioritizes if you’re not doing a web-only search, and even if you do that, sometimes gets skipped over.
It is true, this one’s for hardcore geeks and programmers only. I love reading about stuff like how to do large 48-pixel graphic displays, useful for score readouts or title screens, even if I probably won’t ever use that information myself. Or on Bank Switching, which reveals that, since there’s nothing in the system’s tiny cartridges’ ROM space that indicates which bank switching scheme is being used, emulators scan through the executable image looking for signature bytes to determine when to map parts of it to the processor’s address space, and homebrew games try to give them appropriate hints so they’ll work smoothly.
There’s a page, Introduction to Processor Hardware, that gives us the surprising information that some EPROM chips, when used with the 2600, may act unpredictably when used in a dark room. That quality esoterica right there.
As it turns out, as explained by the below video (here’s a direct link, 10 minutes long), the NES and SNES have very similar control setups. Both controller ports have seven lines, and both read them using a shift register that can be used to read arbitrary numbers of buttons. The SNES basically just has more buttons to read.
Due to this, there’s homebrew NES software that’s made to use the SNES mouse, and even emulators that will convert your PC’s mouse into simulated SNES mouse signals, which will be fed into the emulated NES and the software running thereon. (It isn’t all buttons, but it sends the displacement as a binary number.)
The video comes to us from the account of CutterCross, who’s making CrossPaint, an NES art program that uses the SNES mouse. A demo can be gotten from itch.io.
Nicole Express is so knowledgable. How many blog posts have you seen about an obscure hardware issue, itself with obscure hardware, and the Japanese version of one specific cult game? Which the writer tested herself with her own unit and cartridge? Then went in to investigate herself with a freaking multimeter? Whaaa?
Nicole’s two Twin Famicoms
I won’t keep you waiting for the link: here it is. And here is my grossly simplified summary, intended to inspire you to go to the original article, if you have the time, and get all the deets.
Guardic Gaiden, known in the US as The Guardian Legend, uses a weird trick to put its status bar at the bottom of the screen, instead of, as usually seen in an UNROM game, at the top. To create a fixed status window requires stopping whatever the processor is doing at a very precise time while the display is being drawn to the TV, and then changing some PPU registers to display the status.
Guardic Gaiden’s title screen
More complex and versatile mappers, like the MMC family, have the ability to trigger interrupts at specific screen lines, but Guardic Gaiden/Guardian Legend doesn’t use an MMC. It doesn’t even have a raster line counter, so the game simply doesn’t know where on screen the raster beam is drawing.
There are still lots of games on the system that have status windows, even with MMC chips. The PPU has a built-in feature called Sprite 0 Hit, where the chip can signal when Sprite 0 (of the system’s 64 sprites) is being drawn on top of non-transparent background data. So what older games commonly do is put Sprite 0 in an unobtrusive place at the bottom of the status window at the top of the screen. When the Sprite 0 Hit register indicates a collision, the code knows it’s time to set up the PPU to display the main portion of the game screen.
There is a really big problem with this setup, though. Sprite 0 Hit doesn’t trigger an interrupt. It doesn’t stop the code to let it switch the graphics. It’s not even proper to say it “sends a signal.” It’s up to the code to check if Sprite 0 Hit has been triggered. If it has, then it’s time to set the scroll register to the right place, and maybe switch to the proper background tileset, and do whatever else needs to happen, and the code can then be off to run essential game logic, the actual game part of the game.
If it hasn’t… then, the code has to check again, and immediately. And if it hasn’t triggered then, to do it again. It has to literally check as quickly as it can, because if it delays in its check, the game screen might not get set up at the right moment, which will be perceptible as the bar straying down one extra line that one frame. Not the end of the world, but it looks glitchy. And this code will be running every frame, so if it strays down once, it might do it again, which is a more perceptible glitchiness.
Sprite 0 is set to trigger its hit at the top of the screen, because the code won’t have to spin its wheels checking the hit over and over. It wastes time, but not that much. This is why UNROM games put their status lines, with the score, timer, health bar and life counters, at the top of the screen.
Well, The Guardian Legend is an UNROM game, and maybe because creators Compile wanted to show off, they decided they’d put the bar at the bottom of the screen. And yet, their game doesn’t waste most of each frame just in maintaining the status bar.
How? And what does that have to do with the Twin Famicom? For that I’m going to direct you to Nicole Express’ blog post. May you find it as fascinating as I did!
It’s only about nine minutes long so you can guess that it doesn’t go into deep detail. Essentially the NES is split into two parts, the CPU and its memory, and the PPU graphics chip and its own memory. A lot of classic consoles and microcomputers had to take special measures to support their display, which often ended up being the most complex part of the unit. Think about it: you have what amounts to a deluxe broadcast character generator right there in a box on your desk, shelf or floor, with lots of extra bells and whistles besides. (In fact, home computers were often used to generate current events channels for local cable companies, and an Amiga was essentially the basis for the old Prevue Guide channel.) It’s like a tiny special-purpose, single-receiver TV station just for your own use.
Graphics hardware is extremely timing sensitive. It has to generate the signal for your TV to display according to standardized picture generation requirements, so special requirements are often necessary. In the Commodore 64, for instance, the VIC-II graphics chip has the power to actually put the 6510 CPU to sleep, so it can have unrestricted access to the computer’s memory, without fear of bus conflicts, when it’s needed. This reduces the overall speed of the processor by a bit, and it’s why C64s turn off the screen when loading programs from cassette tape, in order to keep the CPU timing consistent relative to the data being streamed in off the tape.
The NES gets around this by giving the PPU RAM and address bus for its own exclusive use, and to put stuff in it the CPU has to use the PPU as an intermediary. And what’s more the NES exposes both the CPU and PPU’s address busses through the cartridge connector (which is why it’s got so many pins), allowing carts to supply dedicated ROM and RAM to both chips.
Even though it’s just a high-level overview, I found it a worthwhile use of those nine minutes, and you may very well enjoy it too.
A bit of scanline flickering is a fairly common problem on the NES. Even Super Mario Bros. 3 had it, and that game was made by Nintendo themselves.
Game graphics in the 8- and 16-bit ages often came down to tricky hardware manipulation. The art of doing raster effects, changing the registers in the video hardware so as to divide the screen into different sections, ultimately comes down to timing. On the Atari VCS/2600, nearly all the graphics had to be done that way, but it was still a useful technique for over a decade after that.
A lot depends on the specifics of the video chip, a custom-built piece of silicon developed for the express purpose of taking graphics defined in memory and folding it, like electronic origami, into a shape that the TV would perceive as a broadcast signal. At that time, while it might still have been possible with clever coding, CPUs weren’t nearly fast enough to do that job themselves and still produce acceptable graphic quality and run game logic. (If you want to see what it would be like, I refer readers interested in doing it the very hard way to the amazing Freespin demo, which runs on a 1541 disk drive, and no video hardware at all.)
Older NES games used a supported bit of hackery called the “Sprite 0 Hit,” a signal the PPU would send at the moment the first of the system’s 64 sprites began to be drawn. By watching for it, games could do rudimentary raster effects on a system not designed for them. The issue there was processor time: the Sprite 0 Hit feature wasn’t hooked up to an interrupt line, so the program had to continually watch for it, checking a memory location repetitively over and over until it changed. Some games spent large portions of their runtime in a tight loop checking for the Sprite 0 Hit. Since, from the program’s perspective, the signal might come at any time, the loop needed to be tight, meaning the game couldn’t spend that time doing other work or else it might be delayed in responding to the extremely time-sensitive signal.
The MMC3 mapper had a special function though that could time out when a programmable scanline was reached, and send the processor an interrupt request at that time, greatly freeing up the processor for doing other things with that time. But not all programmers understood the best way to use it, which is why Mega Man 3 has some scanline glitching in a couple of very visible places, in the pause window and on the level select screen.
Displaced Gamers’ Behind the Code series, which we’ve linked to multiple times in the past, has done an exposé looking into how Mega Man III’s glitches happen (28 minutes), and even wrote some code that erases all trace of them. As usual for Behind the Code, the explanation is fairly technical, especially of the fix, but the first half of it is fairly comprehensible. No one says you have to watch the whole thing. Or, indeed, any of it, but I always enjoy them!
A Game Dad is a frankly awesome idea! It’s any portable, pocket-sized game-playing device that has a focus on emulation. I myself would say it needs physical controls, not a touchscreen, to control well, but that’s not part of the “official” spec given by Dan over at gamedad.club. It looks like site owner Dan agrees with me to an extent.
Game Dad is not a brand name. No company yet calls their device a Game Dad, it’s more an adjective that you can apply to things. Two special cases: A Steam Deck is not a Game Dad because it’s not pocket-sized. A smartphone is not a Game Dad because it’s not dedicated to playing games. Game Dads shouldn’t be something you do work on, or will pester you while you play. Game Dads don’t host apps. Game Dads don’t try to feel you algorithmic bullshit. Most Game Dads, when you turn them off, they don’t go to sleep. They turn off.
The picture here, from the site’s header, might help to fix the idea in your head. Notice that unlike a Gameboy it has four buttons and dual analog sticks, but it otherwise looks a lot like a Gameboy.
Lots of companies make Game Dads, or Game Dad-adjacent devices, and you should be able to get a pretty good one for around $70. That will typically get you something capable of playing up to PS1-era games. N64 games are a little more challenging since its processor was weirder. But as the site says, the best Game Dad is the one that plays the games you want to play. Dan’s site is full of advice and opinions, and all of them are good. The one he has personally is an Anbernic RG353V/RG353VS. Both run Linux, but the V version also has an Android partition and a touchscreen, two features that Dan considers inessential to Gamular Dadiness, and lowers the price by $20 to about $78, but the more expensive one also has more RAM and built-in storage, if those things matter.
Please ignore that the page says that it “let you fondle admiringly,” the device is not emotionally needy.
At this moment a lot of the interest in retro gaming circles is in FPGA devices like the Analogue Pocket, which will be more expensive than this. This isn’t a device for complete cycle-accurate recreations, it’s for inexpensive, pretty-nice emulation for good-enough gaming fun.
The Youtuber: MattKC Bytes What he did: Unexpected things to Sega’s aborted Genesis/Mega Drive add-on. The address: here. The length: about seven minutes.
The explanation: Did you ever play around with a 32X? Evidently not a lot of people did. It was straaaange. Unexpectedly powerful! A bit misjudged! Hosted a port of DOOM! Had a port of Virtua Racing that compares favorably with the Saturn version! Had that crazy hard-to-play Knuckles game that gave us Vector the Crocodile!
Have you ever hooked one up though? Its hardware is odd. It’s like a completely separate console to itself. The Mega Drive wasn’t made to support add-on processors and chips like that, so Sega used a clever solution: the 32X has its own video output, and also a video input. You plug the Genesis’ output into the 32X, and then the 32X into your TV. The 32X mixes the Genesis’ signal into its own, as if it were chromakeyed. Since the 32X cartridge supplies the program running on the Genesis as well as itself and they can talk to each other, the two processors and graphics chips should be able to sync perfectly, if awkwardly.
But: because the Genesis’ video signal emerges from that console through this external wire before reentering the 32X, it’s possible to do things to it while in transit. The Genesis supplies video timing information that the 32X relies on, so you can’t get a signal from the add-on without the Genesis’ AV plugged into it, but the Genesis does produce a viewable video signal that you can see on its own.
All the details are in the video, which has been embedded below for your convenience and amusement.
By that title, I don’t mean the capabilities of the Wii title called Wii Music*. The video below, from Dublincalif, is about the properties of the Wii’s sound system itself. It’s 24 minutes, but pretty interesting for all that, and it’s presented really well. It’s a model explainer video, and a great first effort in that style from its maker!
You might think that all the music on the Wii is just streamed, either from audio tracks or files, but it isn’t. The Wii has fairly little NAND storage, and music is a major consumer of storage space, so a lot of its music is sequenced, essentially MIDI files played with sample banks, with optional effects added. The video is a great overview of its features and capabilities.
* Of random interest: Wii Music’s data is amazingly small! Of that 4.7GB DVD it resides on, it uses less than 10 MB!