Nintendo

nvidia-confirms-the-switch-2-supports-dlss,-g-sync,-and-ray-tracing

Nvidia confirms the Switch 2 supports DLSS, G-Sync, and ray tracing

In the wake of the Switch 2 reveal, neither Nintendo nor Nvidia has gone into any detail at all about the exact chip inside the upcoming handheld—technically, we are still not sure what Arm CPU architecture or what GPU architecture it uses, how much RAM we can expect it to have, how fast that memory will be, or exactly how many graphics cores we’re looking at.

But interviews with Nintendo executives and a blog post from Nvidia did at least confirm several of the new chip’s capabilities. The “custom Nvidia processor” has a GPU “with dedicated [Ray-Tracing] Cores and Tensor Cores for stunning visuals and AI-driven enhancements,” writes Nvidia Software Engineering VP Muni Anda.

This means that, as rumored, the Switch 2 will support Nvidia’s Deep Learning Super Sampling (DLSS) upscaling technology, which helps to upscale a lower-resolution image into a higher-resolution image with less of a performance impact than native rendering and less loss of quality than traditional upscaling methods. For the Switch games that can render at 4K or at 120 FPS 1080p, DLSS will likely be responsible for making it possible.

The other major Nvidia technology supported by the new Switch is G-Sync, which prevents screen tearing when games are running at variable frame rates. Nvidia notes that G-Sync is only supported in handheld mode and not in docked mode, which could be a limitation of the Switch dock’s HDMI port.

Nvidia confirms the Switch 2 supports DLSS, G-Sync, and ray tracing Read More »

what-is-“microsd-express,”-and-why-is-it-mandatory-for-the-nintendo-switch-2?

What is “MicroSD Express,” and why is it mandatory for the Nintendo Switch 2?

Among the changes mentioned in yesterday’s Nintendo Switch 2 presentation was a note that the new console doesn’t just support MicroSD Express cards for augmenting the device’s 256GB of internal storage, but it requires MicroSD Express. Whatever plentiful, cheap microSD card you’re using in your current Switch, including Sandisk’s Nintendo-branded ones, can’t migrate over to your Switch 2 alongside all your Switch 1 games.

MicroSD Express, explained

Why is regular-old MicroSD no longer good enough? It all comes down to speed.

Most run-of-the-mill SD and microSD cards you can buy today are using some version of the Ultra High Speed (UHS) standard. Designed to augment the default speed (12.5MB/s) and high speed (25MB/s) from the earliest versions of the SD card standard, the three UHS versions enable data transfers of up to 624MB/s.

But most commodity microSD cards, including pricier models like Samsung’s Pro Ultimate series, use UHS-I, which has a maximum data transfer speed of 104MB/s. The original Switch uses a UHS-I microSD card slot for storage expansion.

Why have newer and faster versions of the standard—UHS-II, UHS-III, and SD Express—failed to achieve critical mass? Because for most consumer applications, it turns out that 100-ish megabytes per second is plenty. The SD Association itself says that 90MB per second is good enough to record an 8K video stream at up to 120 frames per second. Recording pictures and video is the most demanding thing most SD cards are called upon to do—give or take a Raspberry Pi-based computer—and you don’t need to overspend to get extra speed you’re not going to use.

All of that said, there is a small but measurable increase in launch and loading times when loading games from the original Switch’s microSD card instead of from internal storage. And for games with chronic performance issues like Pokémon Scarlet and Violet, one of the community-suggested fixes was to move the game from your microSD card to your Switch’s internal storage to alleviate one of the system’s plentiful performance bottlenecks.

What is “MicroSD Express,” and why is it mandatory for the Nintendo Switch 2? Read More »

hands-on-with-the-switch-2:-it’s-the-switch,-too

Hands-on with the Switch 2: It’s the Switch, too


It’s bigger, it’s more powerful, and it has some weird Nintendo control gimmicks.

That’s my hand on a Switch 2. Hence the term “hands-on” Credit: Kyle Orland

That’s my hand on a Switch 2. Hence the term “hands-on” Credit: Kyle Orland

The Nintendo Switch 2 could be considered the most direct “sequel” to a Nintendo console that the company has ever made. The lineage is right there in the name, with Nintendo simply appending the number “2” onto the name of its incredibly successful previous console for the first time in its history.

Nintendo’s previous consoles have all differed from their predecessors in novel ways that were reflected in somewhat new naming conventions. The Switch 2’s name, on the other hand, suggests that it is content to primarily be “more Switch.” And after spending the better part of the day playing around with the Switch 2 hardware and checking out some short game demos on Wednesday, I indeed came away with the impression that this console is “more Switch” in pretty much every way that matters, for better or worse.

Bigger is better

We’ve deduced from previous trailers just how much bigger the Switch 2 would be than the original Switch. Even with that preparation, though, the expanded Switch 2 makes a very good first impression in person.

Yes, the Switch 2 feels a good deal more substantial in the hands—Nintendo’s official stats page pegs it at about 34 percent heavier than the original Switch (as well as a tad wider and taller). But Nintendo’s new console is still noticeably short of Steam Deck-level bulk, coming in about 17 percent lighter (and a bit less wide and thick) than Valve’s handheld.

That extra size and weight over the original Switch is being put to good use, nowhere more so than in a 7.9-inch screen that feels downright luxurious on a handheld that’s this compact. That screen might be missing a best-in-class high-contrast OLED panel, but the combination of full 1080p resolution, HDR colors, and variable frame rates up to 120 fps still results in a handheld display that we feel would hold up well next to the best modern OLED competition.

The system’s extra size also allows for Joy-Cons that are expanded just enough to be much better suited for adult hands, with much less need for grown-ups to contort into a claw-like grip just to get a solid hold. That’s even true when the controllers are popped out from the system, which is now easily accomplished with a solidly built lever on the rear of each controller (reconnecting the Joy-Cons by slotting them in with a hefty magnetic snap feels equally solid).

The controls on offer here are still a bit smaller than you might be used to on controllers designed for home consoles or even those on larger handhelds like the Steam Deck. But the enlarged buttons are now less likely to press uncomfortably into the pad of your thumb than those on the Switch. And the slightly larger-than-Switch joysticks are a bit easier to maneuver precisely, with a longer physical travel distance from center to edge.

Speaking of joysticks, Nintendo has yet to go on record regarding whether it is using the coveted “magnetic Hall effect” sensors that would prevent the kind of stick drift that plagued the original Switch Joy-Cons. When asked about the stick drift issue in a roundtable Q&A, Switch 2 Technical Director Tetsuya Sasaki would only say that the “new Joy-Con 2 controllers have been designed from the ground up from scratch to have bigger, smoother movement.”

When it comes to raw processing power, it’s all relative. The Switch 2 is a noticeable step up from the eight-year-old Switch but an equally noticeable step down from modern top-of-the-line consoles.

Playing the Switch 2 Edition of Tears of the Kingdom, for instance, feels like playing the definitive version of the modern classic, thanks mostly to increased (and silky smooth) frame rates and quick-loading menus. But an early build of Cyberpunk 2077 felt relatively rough on the Switch 2, with visuals that clocked somewhere just south of a PS4 Pro (though this could definitely change with some more development polish before launch). All told, I’d guess that the Switch 2 should be able to handle effective ports of pretty much any game that runs on the Steam Deck, with maybe a little bit of extra graphical panache to show for the trouble.

A mouse? On a game console?

Nintendo has a history of trying to differentiate its consoles with new features that have never been seen before. Some, like shoulder buttons or analog sticks, become industry standards that other companies quickly aim to copy. Others, like a tablet controller or glasses-free stereoscopic 3D, are rightly remembered as half-baked gimmicks that belong in the dustbin of game industry history.

I can’t say which side of that divide the Switch 2’s Joy-Con “mouse mode,” which lets you use a Joy-Con on its side like a mouse, will fall on. But if I had to guess, I’d go with the gimmicky side.

It works, but it’s kind of awkward. Kyle Orland

The main problem with “mouse mode” is that the Switch 2 Joy-Cons lack the wide, palm-sized base and top surface you’d find on a standard PC mouse. Instead, when cradled in mouse mode, a Joy-Con stands awkwardly on an edge that’s roughly the width of an adult finger. The top isn’t much better, with only a small extension to rest a second finger on the jutting shoulder button that serves as a “right-click” option on the right Joy-Con (the thinner “left click” shoulder button ends up feeling uncomfortably narrow in this mode).

This thin “stand-up” design means that in mouse mode, the thumb side of your palm tends to spill awkwardly over the buttons and joysticks on the inner edge of the Joy-Con, which are easy to press accidentally in some gameplay situations. Meanwhile, on the other side, your ring finger and pinky will have to contort uncomfortably to get a solid grip that can nudge or lift the Joy-Con as necessary.

These ergonomic problems were most apparent when playing Drag x Drop, a Switch 2 exclusive that I can confidently say is the first video game I’ve ever played using two mice at once. Using long, vertical swoops of those mice, you can push and pull the wheels on either side of a wheelchair in a kind of tank-like fashion to dash, reverse, pivot, and gently turn with some degree of finesse in a game of three-on-three basketball.

That repetitive mouse-swooping motion started to strain my upper arms after just a few minutes of play, though. And I ended my brief Drag x Drop play sessions with some soreness in my palm from having to constantly and quickly grasp the Joy-Con to reposition on the playing surface.

These problems were less pronounced in games that relied on more subtle mouse movements. In a short demo of Metroid Prime 4: Beyond, for instance, using mouse mode and a few small flicks of the wrist let me change my aim much more quickly and precisely than using a joystick and/or the Joy-Con’s built-in gyroscopes (or even the IR-based “pointer” on the Wii’s Metroid Prime 3). While my grip on the narrow Joy-Con still felt a bit awkward, the overall lack of mouse motion made it much less noticeable, even after a 20-minute demo session.

A quick flick of the wrist is all I need to adjust my aim precisely and quickly.

Credit: Kyle Orland

A quick flick of the wrist is all I need to adjust my aim precisely and quickly. Credit: Kyle Orland

Metroid Prime 4: Beyond also integrates mouse controls well into the existing design of the game, letting you lock the camera on the center of an enemy while using the mouse to make fine aim adjustments as they move or even hit other enemies far off to the side of the screen as needed. The game’s first boss seems explicitly designed as a sort of tutorial for this combination aiming, with off-center weak points that almost require quick flicks of the mouse-controlling wrist while jumping and dodging using the accessible buttons on the thumb side.

Other mouse-based Switch 2 demos Nintendo showed this week almost seemed specifically designed to appeal to PC gamers. The Switch 2 version of Civilization VII, for instance, played practically identically to the PC version, with a full mouse pointer that eliminates the need for any awkward controller mapping. And the new mouse-based mini-games in Mario Party Jamboree felt like the best kind of early Macintosh tech demos, right down to one that is a close mimic of the cult classic Shufflepuck Cafe. A few games even showed the unique promise of a “mouse” that includes its own gyroscope sensor, letting players rotate objects by twisting their wrist or shoot a basketball with a quick “lift and flick” motion.

The biggest problem with the Switch 2’s mouse mode, though, is imagining how the average living room player is going to use it. Nintendo’s demo area featured large, empty tables where players could easily slide their Joy-Cons to their hearts’ content. To get the same feeling at home, the average sofa-bound Switch player will have to crouch awkwardly over a cleared coffee table or perhaps invest in some sort of lap desk.

Nintendo actually recommends that couch-bound mouse players slide the Joy-Con’s narrow edge across the top of the thigh area of their pants. I was pleasantly surprised at how well this worked for the long vertical mouse swipes of Drag x Drop. For games that involved more horizontal mouse movement, though, a narrow, rounded thigh-top does not serve as a very natural mouse pad.

You can test this for yourself by placing an optical mouse on your thigh and going about your workday. If you get weird looks from your boss, you can tell them I said it was OK.

Start your engines

Mouse gimmicks aside, Nintendo is leaning heavily on two first-party exclusives to convince customers that the system is worth buying in the crucial early window after its June 5 launch. While neither makes the massive first impression that Breath of the Wild did eight years ago, both seem like able demonstrations for the new console.

That’s a lot of karts.

Credit: Nintendo

That’s a lot of karts. Credit: Nintendo

Mario Kart World feels like just the kind of update the long-running casual racer needs. While you can still race through pre-set “cups” in Grand Prix mode, I was most interested in the ability to just drive aimlessly between the race areas, searching for new locations in a freely roamable open world map.

Racing against 23 different opponents per race might sound overwhelming on paper, but in practice, the constant jockeying for position ends up being pretty engaging, like a slower-paced version of F-Zero GX. It definitely doesn’t hurt that items in World are much less punishing than in previous Kart games; most projectiles and hazards now merely slow your momentum rather than halting it completely. Drifts feel a bit more languorous here, too, with longer arcs needed to get the crucial “sparks” required for a boost.

A multi-section Knockout Tour map.

Credit: Nintendo

A multi-section Knockout Tour map. Credit: Nintendo

While the solo races were fine, I had a lot more fun in Knockout Tour mode, Mario Kart World‘s Battle Royale-style elimination race. After pairing up with 23 other human players online, Knockout Tour mode selects a route through six connected sections of the world map for you to race through. The bottom four racers are eliminated at every section barrier until just four racers remain to vie for first place at the end.

You’d better be in the top 20 before you cross that barrier.

Credit: Kyle Orland

You’d better be in the top 20 before you cross that barrier. Credit: Kyle Orland

This design makes for a lot of tense moments as players use up their items and jockey for position at the end of each section cutoff. The frequent changes in style and scenery along a multi-section Knockout Tour competition also make races more interesting than multiple laps around the same old turns. And I liked how the reward for playing well in this mode is getting to play more; success in Knockout Tour mode means a good ten to fifteen minutes of uninterrupted racing.

Punch, punch, it’s all in the mind.

Credit: Nintendo

Punch, punch, it’s all in the mind. Credit: Nintendo

Nintendo’s other big first-party Switch 2 exclusive, Donkey Kong Bananza, might not be the new 3D Mario game we were hoping for. Even so, it was incredibly cathartic to jump, dig, and punch my way through the demo island’s highly destructible environments, gathering countless gold trinkets and collectibles as I did. The demo is full of a lot of welcome, lighthearted touches, like the ability to surf on giant slabs of rock or shake the controller for a very ape-like beating of Donkey Kong’s chest. (Why? Just because.)

One of my colleagues joked that the game might as well be called Red Faction: Gorilla, but I’d compare it more to the joyful destruction of Travellers Tales’ many Lego games.

A single whirlwind day with the Switch 2 isn’t nearly enough to get a full handle on the system’s potential, of course. Nintendo didn’t demonstrate any of the new GameChat features it announced Wednesday morning or the adaptive microphone that supposedly powers easy on-device voice chat.

Still, what we were able to sample this week has us eager to spend more time with the “more Switch” when it hits stores in just a couple of months.

Photo of Kyle Orland

Kyle Orland has been the Senior Gaming Editor at Ars Technica since 2012, writing primarily about the business, tech, and culture behind video games. He has journalism and computer science degrees from University of Maryland. He once wrote a whole book about Minesweeper.

Hands-on with the Switch 2: It’s the Switch, too Read More »

first-party-switch-2-games—including-re-releases—all-run-either-$70-or-$80

First-party Switch 2 games—including re-releases—all run either $70 or $80

Not all game releases will follow Nintendo’s pricing formula. The Switch 2 release of Street Fighter 6 Year 1-2 Fighters Edition retails for $60, and Square Enix’s remastered Bravely Default is going for $40, the exact same price the 3DS version launched for over a decade ago.

Game-Key cards have clearly labeled cases to tell you that the cards don’t actually hold game content. Credit: Nintendo/Square Enix

One possible complicating factor for those games? While they’re physical releases, they use Nintendo’s new Game-Key Card format, which attempts to split the difference between true physical copies of a game and download codes. Each cartridge includes a key for the game, but no actual game content—the game itself is downloaded to your system at first launch. But despite holding no game content, the key card must be inserted each time you launch the game, just like any other physical cartridge.

These cards will presumably be freely shareable and sellable just like regular physical Switch releases, but because they hold no actual game data, they’re cheaper to manufacture. It’s possible that some of these savings are being passed on to the consumer, though we’ll need to see more examples to know for sure.

What about Switch 2 Edition upgrades?

The big question mark is how expensive the Switch 2 Edition game upgrades will be for Switch games you already own, and what the price gap (if any) will be between games like Metroid Prime 4 or Pokémon Legends: Z-A that are going to launch on both the original Switch and the Switch 2.

But we can infer from Mario Kart and Donkey Kong that the pricing for these Switch 2 upgrades will most likely be somewhere in the $10 to $20 range—the difference between the $60 price of most first-party Switch releases and the $70-to-$80 price for the Switch 2 Editions currently listed at Wal-Mart. Sony charges a similar $10 fee to upgrade from the PS4 to the PS5 editions of games that will run on both consoles. If you can find copies of the original Switch games for less than $60, that could mean saving a bit of money on the Switch 2 Edition, relative to Nintendo’s $70 and $80 retail prices.

Nintendo will also use some Switch 2 Edition upgrades as a carrot to entice people to the more expensive $50-per-year tier of the Nintendo Switch Online service. The company has already announced that the upgrade packs for Breath of the Wild and Tears of the Kingdom will be offered for free to Nintendo Switch Online + Expansion Pack subscribers. The list of extra benefits for that service now includes additional emulated consoles (Game Boy, Game Boy Advance, Nintendo 64, and now Gamecube) and paid DLC for both Animal Crossing: New Horizons and Mario Kart 8.

This story was updated at 7: 30pm on April 2nd to add more pricing information from US retailers about other early Switch 2 games.

First-party Switch 2 games—including re-releases—all run either $70 or $80 Read More »

what-we’re-expecting-from-nintendo’s-switch-2-announcement-wednesday

What we’re expecting from Nintendo’s Switch 2 announcement Wednesday

Implausible: Long-suffering Earthbound fans have been hoping for a new game in the series (or even an official localization of the Japan-exclusive Mother 3) for literal decades now. Personally, though, I’m hoping for a surprise revisit to the Punch-Out series, following on its similar surprise return on the Wii in 2009.

Screen

This compressed screenshot of a compressed video is by no means the resolution of the Switch 2 screen, but it’s going to be higher than the original Switch.

Credit: Nintendo

This compressed screenshot of a compressed video is by no means the resolution of the Switch 2 screen, but it’s going to be higher than the original Switch. Credit: Nintendo

Likely: While a 720p screen was pretty nice in a 2017 gaming handheld, a full 1080p display is much more standard in today’s high-end gaming portables. We expect Nintendo will follow this trend for what looks to be a nearly 8-inch screen on the Switch 2.

Possible: While a brighter OLED screen would be nice as a standard feature on the Switch 2, we expect Nintendo will follow the precedent of the Switch generation and offer this as a pricier upgrade at some point in the future.

Implausible: The Switch 2 would be the perfect time for Nintendo to revisit the glasses-free stereoscopic 3D that we all thought was such a revelation on the 3DS all those years ago.

C Button

Close-up of the

C-ing is believing.

Credit: Nintendo

C-ing is believing. Credit: Nintendo

Likely: The mysterious new button labeled “C” on the Switch 2’s right Joy-Con could serve as a handy way to “connect” to other players, perhaps through a new Miiverse-style social network.

Possible: Recent rumors suggest the C button could be used to connect to a second Switch console (or the TV-connected dock) for a true dual-screen experience. That would be especially fun and useful for Wii U/DS emulation and remasters.

Implausible: The C stands for Chibi-Robo! and launches a system-level mini-game focused on the miniature robot.

New features

Switch 2, with joycons slightly off the central unit/screen.

Credit: Nintendo

Likely: After forcing players to use a wonky smartphone app for voice chat on the Switch, we wouldn’t be surprised if Nintendo finally implements full on-device voice chat for online games on the Switch 2—at least between confirmed “friends” on the system.

Possible: Some sort of system-level achievement tracking would bring Nintendo’s new console in line with a feature that the competition from Sony and Microsoft has had for decades now.

Implausible: After killing it off for the Switch generation, we’d love it if Nintendo brought back the Virtual Console as a way to buy permanent downloadable copies of emulated classics that will carry over across generations. Failing that, how about a revival of the 3DS’s StreetPass passive social network for Switch 2 gamers on the go?

What we’re expecting from Nintendo’s Switch 2 announcement Wednesday Read More »

punch-out’s-mike-tyson-has-been-defeated-in-under-two-minutes-for-the-first-time

Punch-Out’s Mike Tyson has been defeated in under two minutes for the first time

Bismuth explains the unreasonable luck needed for a record-setting Tyson fight at around the 56: 30 mark in this 2024 video.

Summoning Salt says Tyson here gave him a “perfect pattern” during his first phase of endless uppercuts, something that happens only 1 in 1,600 bouts. And later in the fight, the game’s random-number generator cooperated by adding only an extra 16 frames of delay (~0.8 in-game seconds) compared to a “perfect” run. Combined, Summoning Salt estimates that Tyson will only punch this quickly once every 7,000 to 10,000 attempts.

“It’s over,” Summoning Salt said live on Twitch when the record-setting match was finished, in a surprisingly even tone that came over what sounds very much like a dropped controller. “I thought I’d be a lot more excited about this. Holy shit, dude! It’s fucking over… Dude, am I dreaming right now? … I’m sorry I’m so quiet. I’m kind of in shock right now that that just happened.”

Where do we go from here?

With his near-perfect combination of both skill and luck, Summoning Salt’s new record surpasses his own previous world record of precisely 2: 00.00 on the in-game clock. That mark, set just eight months ago, was just three frames off of displaying 1: 59 on the in-game timer for the first time.

Summoning Salt was also the first runner to break the 2: 01 barrier on Tyson in 2020, a feat he has since replicated just 15 times over tens of thousands of attempts. “There’s essentially no difference between all of those [2:00.xx] fights and this one, except I got better luck from Tyson on this fight,” he writes. “Finally, after nearly half a decade, the 1: 59 has happened.”

Summoning Salt discusses the difficulty of beating 2: 13 on Tyson in 2020, months before setting a then-record time of 2: 00 himself

Ironically, just before posting his first 2: 00.xx fight in 2020, Summoning Salt posted a video discussing in part just how difficult it was for speedrunners to beat Matt Turk’s 2007 record of 2: 13 on Tyson. “For years it was just this impossibly fast time that the top players just couldn’t get close to,” Summoning Salt said at the time. “Of course, other top players fought Tyson years later, but their best efforts came up short… they couldn’t touch it. It stood alone.”

Summoning Salt is now just over a second off of the tool-assisted speedrun record of 1: 58.61, which uses emulated gameplay to fight a theoretical “perfect” bout every time. But after spending years on what he writes “is the greatest gaming achievement I have ever accomplished,” Summoning Salt seems ready to hang up his virtual boxing gloves for good.

“I have no plans to ever improve this time,” he writes. “It will be beaten by somebody one day, likely by matching this fight and then getting better luck in phase 3. I have no interest in competing for that but am extremely proud to have gotten the first sub 2 ever on Mike Tyson.”

Punch-Out’s Mike Tyson has been defeated in under two minutes for the first time Read More »

report:-after-many-leaks,-switch-2-announcement-could-come-“this-week”

Report: After many leaks, Switch 2 announcement could come “this week”

Nintendo may be getting ready to make its Switch 2 console official. According to “industry whispers” collected by Eurogamer, as well as reporting from The Verge’s Tom Warren, the Switch 2 could be formally announced sometime this week. Eurogamer suggests the reveal is scheduled for this Thursday, January 16.

The reporting also suggests that the reveal will focus mostly on the console’s hardware design, with another game-centered announcement coming later. Eurogamer reports that the console won’t be ready to launch until April; this would be similar to Nintendo’s strategy for the original Switch, which was announced in mid-January 2017 but not launched until March.

Many things about the Switch 2’s physical hardware design have been thoroughly leaked at this point, thanks mostly to accessory makers who have been showing off their upcoming cases. Accessory maker Genki was at CES last week with a 3D-printed replica of the console based on the real thing, suggesting a much larger but still familiar-looking console with a design and button layout similar to the current Switch.

On the inside, the console is said to sport a new Nvidia-designed Arm processor with a much more powerful GPU and more RAM than the current Switch. Dubbed “T239,” Eurogamer reports that the chip includes 1,536 CUDA cores based on the Ampere architecture, the same used in 2020’s GeForce RTX 30-series graphics cards on the PC.

Report: After many leaks, Switch 2 announcement could come “this week” Read More »

youtuber-won-dmca-fight-with-fake-nintendo-lawyer-by-detecting-spoofed-email

YouTuber won DMCA fight with fake Nintendo lawyer by detecting spoofed email

Defending his livelihood, Neumayer started asking questions. At first, that led to his videos being reinstated. But that victory was short-lived, as the supposed Nintendo lawyer only escalated his demands, spooking the YouTuber into voluntarily removing some videos, The Verge reported, while continuing to investigate the potential troll.

Reaching out directly to Nintendo helped, but questions remain

The Verge has all the receipts, sharing emails from the fake lawyer and detailing Neumayer’s fight blow-for-blow. Neumayer ultimately found that there was a patent lawyer with a similar name working for Nintendo in Japan, although he could not tell if that was the person sending the demands and Nintendo would not confirm to The Verge if Tatsumi Masaaki exists.

Only after contacting Nintendo directly did Neumayer finally get some information he could work with to challenge the takedowns. Reportedly, Nintendo replied, telling Neumayer that the fake lawyer’s proton email address “is not a legitimate Nintendo email address and the details contained within the communication do not align with Nintendo of America Inc.’s enforcement practices.”

Nintendo promised to investigate further, as Neumayer continued to receive demands from the fake lawyer. It took about a week after Nintendo’s response for “Tatsumi” to start to stand down, writing in a stunted email to Neumayer, “I hereby retract all of my preceding claims.” But even then, the troll went down fighting, The Verge reported.

The final messages from “Tatsumi” claimed that he’d only been suspended from filing claims and threatened that other Nintendo lawyers would be re-filing them. He then sent what The Verge described as “in some ways the most legit-looking email yet,” using a publicly available web tool to spoof an official Nintendo email address while continuing to menace Neumayer.

It was that spoofed email that finally ended the façade, though, The Verge reported. Neumayer detected the spoof by checking the headers and IDing the tool used.

Although this case of copyright trolling is seemingly over, Neumayer—along with a couple other gamers trolled by “Tatsumi”—remain frustrated with YouTube, The Verge reported. After his fight with the fake Nintendo lawyer, Neumayer wants the streaming platform to update its policies and make it easier for YouTubers to defend against copyright abuse.

Back in May, when Ars reported on a YouTuber dismayed by a DMCA takedown over a washing machine chime heard on his video, a YouTube researcher and director of policy and advocacy for the Electronic Frontier Foundation, Katharine Trendacosta told Ars that YouTube’s current process discourages YouTubers from disputing copyright strikes.

“Every idiot can strike every YouTuber and there is nearly no problem to do so. It’s insane,” Neumayer said. “It has to change NOW.”

YouTuber won DMCA fight with fake Nintendo lawyer by detecting spoofed email Read More »

nintendo’s-new-clock-tracks-your-movement-in-bed

Nintendo’s new clock tracks your movement in bed

The motion detectors reportedly work with various bed sizes, from twin to king. As users shift position, the clock’s display responds by moving on-screen characters from left to right and playing sound effects from Nintendo video games based on different selectable themes.

A photo of Nintendo Sound Clock Alarmo.

A photo of Nintendo Sound Clock Alarmo.

A photo of Nintendo Sound Clock Alarmo. Credit: Nintendo

The Verge’s Chris Welch examined the new device at Nintendo’s New York City store shortly after its announcement, noting that setting up Alarmo involves a lengthy process of configuring its motion-detection features. The setup cannot be skipped and might prove challenging for younger users. The clock prompts users to input the date, time, and bed-related information to calibrate its sensors properly. Even so, Welch described “small, thoughtful Nintendo touches throughout the experience.”

Themes and sounds

Beyond motion tracking, the clock has a few other tricks up its sleeve. Its screen brightness adjusts automatically based on ambient light levels, and users can control Alarmo through buttons on top, including a large dial for navigation and selection.

The device’s full-color rectangular display shows the time and 35 different scenes that feature animated Nintendo characters from games like the aforementioned Super Mario Odyssey, The Legend of Zelda: Breath of the Wild, and Splatoon 3, as well as Pikmin 4 and Ring Fit Adventure.

A promotional image for a Super Mario Odyssey theme for the Nintendo Sound Clock Alarmo. Nintendo

Alarmo also offers sleep sounds to help users doze off. Nintendo plans to release additional downloadable sounds and themes for the device in the future using its built-in Wi-Fi capabilities, which are accessible after linking a Nintendo account. The Nintendo website mentions upcoming themes for Mario Kart 8 Deluxe and Animal Crossing: New Horizons in particular.

As of today, Nintendo Online members can order an Alarmo online, and as mentioned above, Nintendo says the clock will be available through other retailers in January 2025.

Nintendo’s new clock tracks your movement in bed Read More »

lego’s-newest-retro-art-piece-is-a-1,215-piece-super-mario-world-homage

Lego’s newest retro art piece is a 1,215-piece Super Mario World homage

let’s-a-go —

$130 set is available for preorder now, ships on October 1.

  • The Lego Mario & Yoshi set is an homage to 1990’s Super Mario World.

    The Lego Group

  • From the front, it looks like a fairly straightforward re-creation of the game’s 16-bit sprites.

    The Lego Group

  • Behind the facade are complex mechanics that move Yoshi’s feet and arms and bob his body up and down, to make him look like he’s walking. A separate dial opens his mouth and extends his tongue.

    The Lego Group

Nintendo and Lego are at it again—they’ve announced another collaboration today as a follow-up to the interactive Mario sets, the replica Nintendo Entertainment System, the unfolding question mark block with the Mario 64 worlds inside, and other sets besides.

The latest addition is an homage to 1990’s Super Mario World, Mario’s debut outing on the then-new 16-bit Super Nintendo Entertainment System. At first, the 1,215-piece set just looks like a caped Mario sitting on top of Yoshi. But a look at the back reveals more complex mechanics, including a hand crank that makes Yoshi’s feet and arms move and a dial that opens his mouth and extends his tongue.

Most of the Mario sets have included some kind of interactive moving part, even if it’s as simple as the movable mouth on the Lego Piranha Plant. Yoshi’s mechanical crank most strongly resembles the NES set, though, which included a CRT-style TV set with a crank that made the contents of the screen scroll so that Mario could “walk.”

The Mario & Yoshi set is available to preorder from Lego’s online store for $129.99. It begins shipping on October 1.

Lego has also branched out into other video game-themed sets. In 2022, the company began selling a replica Atari 2600, complete with faux-wood paneling. More recently, Lego has collaborated with Epic Games on several Fortnite-themed sets, including the Battle Bus.

Listing image by The Lego Group

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switch-2-is-around-the-corner,-but-nintendo-announces-a-new-switch-accessory-anyway

Switch 2 is around the corner, but Nintendo announces a new Switch accessory anyway

better late than never? —

Oddly timed accessory is released as the Switch’s life cycle is winding down.

  • Nintendo’s Joy-Con Charging Stand (Two-Way) seems useful, but it’s coming out at a strange time in the console’s lifecycle.

    Nintendo

  • The stand can charge the Switch Online NES controllers, something that Nintendo’s charging grip can’t do because the handles get in the way.

    Nintendo

  • The charging stand can be removed from the stand part to maximize flexibility.

    Nintendo

Nintendo’s Switch launched in March 2017, and all available information indicates that the company is on track to announce a successor early next year. It’s that timing that makes the launch of Nintendo’s latest Switch accessory so odd: The company has announced a first-party charging cradle for Joy-Con controllers, which up until now have been charged by slotting them into the console itself, via Nintendo’s sold-separately Joy-Con charging grip, or with third-party charging accessories.

The Nintendo of Europe account on X, formerly Twitter, announced that the charging accessory—formally called the “Joy-Con Charging Stand (Two-Way)”—will be released on October 17. It will work with both Joy-Cons and the Switch Online wireless NES controllers, and the charging cradle can be separated from its stand (where it looks a lot like the Joy-Con charging grip but without the grip part).

Power is provided via a USB-C port on top of the stand, which can either be connected to one of the Switch dock’s USB ports or to a separate USB-C charger. Other Switch controllers, including the Pro Controller and the SNES and N64 replica controllers, are charged via USB-C directly.

The Verge reports that the accessory has only been announced for Europe and Japan so far, though it will presumably also come to North America at some point. Pricing hasn’t been announced yet, either.

Switch 2 is around the corner

Why would Nintendo release a new first-party charging accessory for your old console just months before it’s slated to announce its next-generation console? Rumors about the design of the Switch 2 could hold some hints.

Accessory makers and others with firsthand knowledge of the Switch 2 have suggested that the new console will come with redesigned Joy-Cons with additional buttons and a magnetic attachment mechanism. This would likely make it impossible to attach current-generation Joy-Cons, which physically interlock with the Switch and its various accessories.

But reporting also suggests that the Switch 2 will retain backward compatibility with digital and physical Switch games, which could justify retaining some kind of backward compatibility with existing controllers. This new Joy-Con charging cradle could provide current Switch owners a way to continue charging Joy-Cons and NES controllers even if they can no longer be attached to and charged by the console itself.

But that’s just speculation at this point. It could just as easily be the case that Nintendo has to keep the Switch going for one more holiday season, and it’s eager to sell every accessory it can alongside the shrinking but still significant number of consoles it will sell between now and the time the Switch 2 is released. Nintendo recently announced new games in the Legend of Zelda and Mario & Luigi series, which will give past and future Switch buyers a reason to keep their Joy-Cons charged in the first place.

Nintendo has taken pains to make old controllers compatible with new consoles before. Most Nintendo Wii consoles came with built-in GameCube controller ports, which enabled backward compatibility with GameCube games and also allowed GameCube controllers to be used with compatible Wii games like Super Smash Bros. Brawl. Wii remotes also continued to function with the Wii U.

One thing we don’t know about the Switch 2’s backward compatibility is whether it will provide any kind of graphical enhancements for Switch games. Several titles released in recent years, including newer Pokémon titles, have suffered from performance issues. Nintendo had reportedly planned to release a more powerful “Switch Pro” at some point in 2021 or 2022, but the update was apparently scrapped in favor of the more modestly updated OLED Switch.

Listing image by Nintendo

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Nintendo World Championships: NES Edition gave me new respect for gaming speedrunners

Get ready to repeat this ~25-second slice of <em>Mario</em> over and over… and over… and over.” src=”https://cdn.arstechnica.net/wp-content/uploads/2024/07/nwc3-800×450.png”></img><figcaption>
<p><a data-height=Enlarge / Get ready to repeat this ~25-second slice of Mario over and over… and over… and over.

If you’ve ever seen a record-breaking video game speedrun or watched a Games Done Quick marathon, you may have entertained fantasies that you, too, could put up some decent times on your favorite old games. Sure, it would probably take a bit of practice, but what these speedrunners are doing doesn’t look that difficult, does it? How hard can it be to press a few buttons with good timing for a few minutes?

After spending a few weeks with Nintendo World Championships: NES Edition, I no longer think that way. The game’s bite-size chunks of classic Nintendo games highlight the level of precision needed for even a few minutes of speedrunning perfection, not to mention the tedium of practicing the same in-game motions dozens of times to build up the needed muscle memory. In the process, I gained a newfound respect for the skill displayed by the best speedrunners and found a fresh way to experience some classic NES games that I felt I knew backward and forward.

Gotta go fast

While Nintendo World Championships draws its name from a series of competitions dating back to 1990, it draws its inspiration much more directly from the more recent rise of the online speedrunning community. Thus, the game’s main single-player mode is named “Speedrun,” tasking players with putting up the fastest times in 150 mini-challenges spread across 13 different Nintendo-developed NES titles.

Really? Get the Morph Ball? That's all you want me to do here?

Enlarge / Really? Get the Morph Ball? That’s all you want me to do here?

Nintendo

The earliest of these many unlockable challenges seem almost insultingly easy on their face—collecting the first Super Mushroom in Super Mario Bros. or collecting the sword in The Legend of Zelda, for instance. When you first dive in, you may be more than a little bemused to find yourself showered with in-game rewards for spending just a few seconds completing such basic tasks.

But then you look at how much time that challenge took you—which is thrown up in huge numbers on the screen—alongside an even bigger letter grade. The “A” you got for collecting that Mushroom might seem pretty good, at first, but you know you could do better if you didn’t miss the item box with your first few jumps. So you quickly restart the challenge (and breathe deep through a helpful three-second countdown) and trim off half a second on your second attempt, earning an “A+” for your efforts.

If you are a certain type of player, you might say, “Alright, that’s good enough,” rather than repeating this cycle yet again (if so, I’d argue this game is not for you). But if you’re a different type of gamer, the mere knowledge that you could achieve an S rank with some combination of strategy and execution will propel you through entire minutes of repeated attempts, looking to optimize the perfect few seconds of button presses.

The fact that Nintendo doesn’t reveal the specific timing cutoffs for the different letter grades is equal parts frustrating and subtly encouraging, here. There were plenty of challenges where I felt I played as optimally as I could only to be greeted with a mere “A++” rank next to my new best time. The S rank’s mere existence often inspired me to redouble my efforts and look for new ways to trim even more time off my personal best.

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