Comments 14

Re: Xbox Is "Really Looking Forward" To Supporting Switch 2

RedZone908

@BongoBongo and @MisterNintendo exactly! Ever since that letter leaked, I can’t see Phil’s gestures toward Nintendo as anything but disingenuousness masking a strategic move in his long game to try and acquire Nintendo. But the way things are going, I don’t think he’ll manage that any time soon, so I’ll take any XBox properties he sends over to Nintendo consoles anyway.

Re: Tingle's Designer Takaya Imamura Has Parted Company With Nintendo

RedZone908

I used to be in the “hate Tingle” camp. But as I’ve gotten older and gotten more perspective...

Tingle is the happiest dude in all of Hyrule and Termina. He lives for his dreams, he is authentically himself, and he doesn’t care in the slightest what other people think of him. We could all stand to be a little more like Tingle

Re: Feature: Nintendo Console Codenames And Product Codes

RedZone908

The dev units had numbers too.

The GameCube dev box, aka the NPDP-GDEV, was GCT-0100.

GameCube NR Reader (the green GameCube that read Non-Retail discs) was DOT-001.

Don’t know the model number of the red GameCube NPDP reader but I’m sure it had one.

The Wii dev box was RVT-001.

The green Wii NR Reader, aka the RVT-R, was RVT-002. The NR discs themselves were RVT-004.

The red Wii dev unit with a built-in hard drive, aka the RVT-H, was RVT-005.

The Wii U dev box, aka the CAT-DEV (Cafe Tool for Development) was WUT-001 (I kid you not).

The green Wii U final debug unit, aka the CAT-R, was WUT-002.

Re: Super Mario 35th Anniversary Rumours Intensify

RedZone908

Peeps... this is April Fools shenanigans. Consider—Galaxy can’t work easily without motion controls. Sure, you have some motion control on the Switch, but it’s not as precise without the sensor bar. And motion control for Galaxy in handheld mode? Forget it.

Re: Yes, The Sonic Movie Redesign Was Led By Sonic Mania Animator Tyson Hesse

RedZone908

Tyson Hesse... how far he has come. In 2002, he was just another Sonic sprite comic writer. The comic was called “Sonic Argh”. The writing was more charming than some of its peers. Over time, he replaced the ripped Sonic 3 sprites with his own beautiful sprites, which had more emotional expression than anything from the games. Then later still the comic became hand drawn. Even then, his talent for drawing—Sonic and otherwise—was already extremely developed. A couple decades later and now he’s a famous artist of official Sonic materials. He’s lived the “from just-another-fan to official contributor” dream as few have. His work in this movie is proof of his passion and the work he has put in. Certainly someone to admire

Re: Yoshi's Island On Switch Fixes The Glitch Found In The SNES Classic Version

RedZone908

@mikegamer Fair point! My guess is that, corporately speaking, Nintendo decided during the Virtual Console era that it wasn’t worth allocating time and money to code the Super FX 1 emulator for the grand total of 4 games that required it, and the Super FX 2 for only 3. But for the SNES mini, which was supposed to be the definitive collection of the SNES’s best hits,
it would have been hard to justify excluding Star Fox and Yoshi’s Island, thus they had to finally give in and code the FX emulators. Knowing that they wanted to grab the market via the previously-unreleased Star Fox 2 probably further incentivized the emulators’ development. By the time of the Switch, they already had the mini’s FX emulators on-hand, and had only to expend a little effort porting them to the Switch, during which time they probably spotted the previous errors.

Re: Yoshi's Island On Switch Fixes The Glitch Found In The SNES Classic Version

RedZone908

@mikegamer Actually, the SNES doesn’t do it at all. Yoshi’s Island runs atop the Super FX 2 CPU built into the cart, which does all the dirty work. That CPU responsible for the dizzy effect and the occasional 3D graphic. Moreover, the entire game is based against that chip; the SNES itself in this case does little more than relay controller inputs to the FX and relay the FX’s images to the screen.

The GBA version does not have the FX chip, and so is forced to rely on what the base GBA hardware can provide. The GBA is in some ways more powerful than the base SNES but less powerful than the FX, thus some graphical effects like the dizzy effect become cheapened.

Doubtless the Super FX 1 & 2 chips are difficult to emulate especially given their odd tandem relationship with the base SNES. This is probably why Star Fox and Yoshi’s Island (SNES) never appeared on the Wii/WiiU/3DS virtual consoles. The SNES mini was probably their first stab at emulating these chips, which would explain odd glitches like the non-functional dizzy effect and Star Fox’s slightly hastened frame rate. By the time of the Switch, they’ve improved the emulation to a quality closer to the venerable NES and base SNES emulators they have been reusing since the Wii days