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StarTopic Future Nintendo Hardware & Technology Speculation & Discussion |ST| (Read the staff posts before commenting!)

Joy-Cons don't have the free area for the gears necessary for this. So I assume Nintendo would do something like capacitive touch L/R1 button + HD Rumble to simulate a scrolling button.

Edit: Assuming, of course, that they will do scrolling button, of course.
 
C) Tears of the Kingdom. That game spent how many years of development? They added whole new features for the crafting mechanic. Doesn’t anyone else wonder why it’s really baffling the shear number of items you can fuse to certain weapons but they opted to keep it a linear line that takes FOREVER to scroll through using the buttons? Sure, it works. But it’s not intuitive or efficient. If you apply a wheel to that UI element then it DRASTICALLY improves the experience. They could’ve gone with a checkerboard UI element for selecting an item to fuse like they do for the main selection menu screens, but they opted for this layout instead. A layout that would make more sense if you had a scroll wheel. I know BoTW had the same exact layout, but back in BotW they only had maybe 5-15 items to select, so it was streamlined and intuitive.
For this reason, that there are just so many things, it's going to be a pain whether or not there is a scroll wheel. If anything it might be worse since your finger has to do more work to scroll through, versus holding a button.
 
Honestly, scrolling shoulders sounds like it could be a bit awful at worst, uninteresting at best
Sakurai just made a YouTube video about the potential of scrolling shoulder buttons. It would really good for things like menu navigation as well as stuff like driving. A scroll wheel can also be pressed down like a regular shoulder button so it's not like we're losing functionality with it.
 
Sakurai just made a YouTube video about the potential of scrolling shoulder buttons. It would really good for things like menu navigation as well as stuff like driving. A scroll wheel can also be pressed down like a regular shoulder button so it's not like we're losing functionality with it.
He didn't just say potential tho, he specifically said why actual scroll wheel buttons wouldn't work well.
 
Honestly, scrolling shoulders sounds like it could be a bit awful at worst, uninteresting at best
I could see it being awful for the same reason analog triggers would be awful, making games that require quick input with shoulder buttons more clunky and awkward (e.g. rhythm games).
 
I could see it being awful for the same reason analog triggers would be awful, making games that require quick input with shoulder buttons more clunky and awkward (e.g. rhythm games).
And this is why I keep saying! Capacitive, pressure sensitive shoulder buttons!

Quick response for the triggers, which can be left digital, a scrolling surface, and pressure sensitivity for analogue input!

They don't need to sacrifice usability, nor features, they can have them all! Pressure sensitive capacitive shoulder buttons!
 
I still think it'll be capacitive, if they do it, especially since they've specifically patented capacitive buttons for UI now. But, following the rule of patents, they haven't published a patent specifically on capacitive shoulder buttons, so either based on the patents published, or the fact the capacitive shoulder button has not appeared in a public patent, it's possible.
Also Sakurai specifically mentions why actual scroll wheels wouldn't work.
 
I still can't find a single source that says 8mb L3 is mandatory for the 8 core configuration.

I'm not directly replying to your post, but here's a pretty good article on how L3 cache impacts gaming (not the same as the previous article I posted).

Cache is essentially a small pool of memory right on the CPU die itself, which stores frequently accessed data for rapid access by the processor cores.
When you‘re gaming, the CPU needs to provide a steady stream of data to the GPU to keep those frame rates high. This is where L3 cache comes into play.
The GPU is crunching graphics and physics calculations at insane speeds. It needs to be continuously fed with the latest game data like textures, 3D models, terrain geometry, and more.

L3 cache acts as a data reservoir close to the CPU cores, so this info can be accessed in nanoseconds rather than the 100+ nanosecond trip out to RAM. Those precious fractions of seconds make all the difference for maintaining high FPS.


There are different cache levels:

  • L1 cache – Extremely fast but smallest in capacity, embedded per core
  • L2 cache – Faster than L3 and shared between cores
  • L3 cache – Largest and slowest cache, shared by all cores
L3 sits between L2 and main RAM and acts like a warehouse for data the CPU will likely need again, avoiding slow trips out to system memory. I like to think of it as a short-term data buffer. The larger the L3 cache, the more data can be stored close to the cores for lightning fast access times.

  • Prevents bottlenecks – On-die cache feeding the GPU prevents the external memory bus from getting maxed out and causing latency
  • Smooths frame rates – By reducing delays in data access, L3 cache helps avoid stuttering and FPS drops during intense gaming sequences
  • Copes with complex scenes – Larger caches help keep framerates high in open world games rendering detailed scenery and geometry
  • Great for multiplayer – Fast response times from cached data give you split-second advantages in competitive online games
In short – sufficient L3 cache directly translates to higher, more stable framerates in the games you play.

Quantifying the Gaming Performance Impact

Just how much of a performance boost does extra L3 cache provide? Let‘s look at some revealing examples. Here are gaming benchmarks in Assassin‘s Creed Valhalla for otherwise comparable AMD Ryzen CPUs with differing L3 cache sizes:

CPUCores/ThreadsL3 CacheAvg FPS (1080p)
Ryzen 9 5950X16/3264MB106 fps
Ryzen 9 5900X12/2464MB105 fps
Ryzen 7 5800X3D8/1696MB113 fps
Ryzen 7 5800X8/1632MB103 fps
Despite having fewer cores, the Ryzen 7 5800X3D‘s massive 96MB L3 cache pushes it past even the flagship 5950X. That huge cache reduced latency, allowing the 5800X3D to feed data faster to the GPU for extra frames.

Here‘s another example pitting Intel 12th Gen against AMD Ryzen CPUs in Grand Theft Auto V:


CPUL3 CacheAvg FPS (1080p Ultra)
Core i9-12900KS30MB189 fps
Ryzen 9 5950X64MB193 fps
Core i5-12600K20MB177 fps
The 5950X‘s sizable 64MB L3 cache advantage allowed it to edge out Intel‘s top mainstream gaming chip. Despite having fewer performance cores overall, its L3 size kept the FPS lead.As you can see, L3 cache can make a tangible impact on your game‘s speed and responsiveness.

Why Bigger Caches Improve Gaming

You‘re probably getting the picture now that when it comes to L3 cache, bigger is generally better for gaming. There are a few reasons why larger cache sizes pay dividends:

  • More data cached – Bigger L3 size means more textures, maps and game physics can be stored locally rather than in slower RAM
  • Feeds data faster – Larger cache reduces latency, allowing quicker delivery of data to GPU
  • Handles complex scenes – Open world games with large environments especially benefit from capacious L3
  • Multicore scaling – With more CPU cores, you need proportionally more L3 cache to feed them all
However, L3 cache does reach a point of diminishing returns. Going above 96-128MB provides little extra boost in most games. The sweet spot for price/performance currently lies in the 16-64MB range when building a gaming rig.


We also have to ask ourselves how does L1 and L2 help with games too, and in comparison to current gen consoles. And how much will we have of each. 🤔

A78c could give us 32 or 64KB of L1 cache, and 256 or 512KB of L2 cache, and as low as 512kb to 8mb cache of L3 (we don't know the denominations)
https://developer.arm.com/Processors/Cortex-A78C
I know that cache was discussed here before several times, but perhaps it was just based more so on L1 and L2 cache, and not as much on L3..

it's pretty exciting to think of the possibilities of much it could help with Switch 2's RAM bottleneck by helping to increase framerate and stability at least. Truth be told I'm not sure if those AMD and Intel CPU benchmarks are the best example, but it can help no doubt.

it would be interesting to talk about ESRAM and DRAM as well, as they could both help with RAM bottlenecks. ESRAM is more expensive and larger and it's in the Xbone, while the latter is on the Wii U and behaves like L3 cache. ESRAM helped boost xbone's bandwidth quite a bit...

Not expecting them to be on switch 2.
 
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One possible idea, what if the Joy-Con grip 2 had a touch-sensitive area on the center piece, to be used as a trackpad. It wouldn't be difficult to make the joycons send a small charge to the grip in addition to having a data connection to receive the inputs. The Pro Controller 2 could have a trackpad like the dualshock 4 and dualsense. I think it might have more use than a scroll wheel.
 
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Do we know if Sony has any patents that would prevent Nintendo from implementing the same upgrades Sony added to the PS5 controller? I dont have one so I'm not familiar with details but I hear the triggers and rumble are noticeably really good? Assuming they would want to, is there any IP law issue preventing Nintendo from doing the same?
 
We also have to ask ourselves how does L1 and L2 help with games too, and in comparison to current gen consoles. And how much will we have of each.
According to https://developer.arm.com/Processors/Cortex-A78C
We could have 32 or 64KB of L1 cache, and 256 or 512KB of L2 cache. I know that cache was discussed here before several times, but perhaps it was just based on L1 and L2 cache, and not L3..
Following up with my previous pos that I just quoted:

We talked about cache way back in August.

@Hermii You asked @Dakhil How much would price configurations of L3 cache would be. The biggest advantage that A78c has over A78 and A78E is that it offers 8MB cache vs Orion's 4MB of L3 cache on the A78s on Orion.

Another poster else says that A78c also supports 4MB of cache. Dakhil gives a nice opinion reply on L3 and L2 cache:

To play devil's advocate, I think giving the CPU 8 MB of L3 cache is probably going to help mitigate the issue of RAM bandwidth to a degree since I think a CPU with 8 MB of L3 cache won't be as reliant on the RAM as a CPU with 4 MB of L3 cache.

The Nintendo Switch's biggest bottlenecks are the CPU (the amount of CPU cores and the CPU frequency) and the RAM bandwidth (the RAM amount and the RAM bandwidth). I think Nintendo can easily remedy the amount of CPU cores and the RAM amount. But I expect the CPU frequency and the RAM bandwidth to still be the major bottlenecks for Nintendo's new hardware, although not to the same degree as with the Nintendo Switch. (That's why I think giving the GPU 4 MB of L2 cache (same as Orin's GPU) vs 1 MB of L2 cache is ideal.)

And I don't think die size is a huge issue, especially if Nintendo and Nvidia did decide to fabricate Drake using TSMC's 4N process node.


We definitely talked more about L2 cache, perhaps more so than L3 before. @ReddDreadtheLead When I brought up multiple configurations of L3 cache (which has been talked about before), I think I really meant L2 cache at the time. XD


@Alovon11 speculates how much cache T239 could have, which could be more than current gen consoles:

yeah, the main reason bandwidth becomes important again in the modern day is when tile based rendering isn't used, or when a GPU doesn't have enough cache to fit the tiles for the image without stalling/having to go to memory.

Thankfully, T239 (should) have more cache per mm^2 than any of the next gen consoles, and def more Cache/HW Component.

  • T239
    • CPU:
      • Up to 1MB L1, 4MBs L2, and 8MB L3 (Shared with GPU)
    • GPU:
      • ??? L0, 1.5MB L1, 1MB L2, and 8MB L3 (Shared with CPU)
    • And assuming NVIDIA is following best practices for an ARM SoC, a System-Level Cache. The size of which can be assumed at a minimum of 4MB like Orin.
    • So, the GPU has a total of 14.5MB of Cache accessible in that scenario, the Allocation of the 8MB L3 likely changing depending on if a scene is heavily CPU or GPU bound, or if it can work in a balanced state.
  • Series S
    • CPU (Guessing based on the 4800S and Renoir SoCs of similar spec):
      • 512kb L1 split in 2 for Instruction/Data, 4MB L2, 8MB L3.
    • GPU (Extrapolating from the RDNA2 Architecture Guide):
      • 320KB L0, 512KB L1 (Assuming 4 Shader Arrays), 2MB L2
    • So, the GPU only has its own cache to work with and lacks an L3 or SysLC to draw from. So, it's stuck with its 2.53MB of Cache, and the CPU is missing half a meg of L1 before you get to the lack of SysLC.
  • PS5
    • CPU (Guessing mainly looking at the 4700S as the PS5's CPU looks more similar to Desktop Z2 but un-chipleted than the 4800S which is just Renoir. Although it likely isn't too dissimilar);
      • 256KB L0, 512KB L1, 4MB L2, 8MB L3
    • GPU:
      • GPU: 648KB L0, 1MB L1, 2MB L2

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Do we know if Sony has any patents that would prevent Nintendo from implementing the same upgrades Sony added to the PS5 controller? I dont have one so I'm not familiar with details but I hear the triggers and rumble are noticeably really good? Assuming they would want to, is there any IP law issue preventing Nintendo from doing the same?
The rumble technology is from the same company holding the same parents, it's not exclusive.

The triggers however they... Should not copy. Nintendo's biggest shooter is Splatoon, which depends on an instant reaction digital trigger.
 
Apparently NX 2 shows as an option on Nintendo Developer Portal

AhcpaaJ.png
This is not true, unless you have very very close ties to and/or work for Nintendo. The Switch doesn't even appear until you are accepted. While this page exists, the appearance of "NX2" is clearly an inspect element job.
 
The rumble technology is from the same company holding the same parents, it's not exclusive.

The triggers however they... Should not copy. Nintendo's biggest shooter is Splatoon, which depends on an instant reaction digital trigger.
Thanks for explaining! Do you mean the same company behind Joycon HD rumble is behind PS5 rumble?

If so that makes me feel like it's quite likely we can expect it on Switch 2 right? Any reasons not to be hopeful for this? :)
 
This is not true, unless you have very very close ties to and/or work for Nintendo. The Switch doesn't even appear until you are accepted. While this page exists, the appearance of "NX2" is clearly an inspect element job.
This was already discussed and denied ages ago bro
From what I know devs allowed to develop for next hardware have a different access to NDP (Nintendo Developer Portal)
 
Do you mean the same company behind Joycon HD rumble is behind PS5 rumble?
Yes.


If so that makes me feel like it's quite likely we can expect it on Switch 2 right?
Not necessarily...


Any reasons not to be hopeful for this?
See the Joy-Con use HD Rumble motors to begin with because they're thin and small. They give you more feedback with less volume. The PS5 controller is massive, and it takes advantages of this by having WAY bigger motors. If the controller can't fit big motors, then you're going to get less pronounced rumble. PlayStation rumble is also assisted by its speaker and adaptive triggers, something it's VERY unlikely NG Switch Joy-Con will have, especially the adaptive triggers (which ARE a Sony patent), because they're proprietary, large and technically complex.

NG Switch is likely to be bigger, and so too are its controllers. But they won't be DualSense big. Improved haptics over the original Switch? I think that's likely. But as good as PlayStation 5? You just can't cheat physics, so no.
 
Thanks for explaining! Do you mean the same company behind Joycon HD rumble is behind PS5 rumble?

If so that makes me feel like it's quite likely we can expect it on Switch 2 right? Any reasons not to be hopeful for this? :)

AFAIK the tech is basically the same, it's just a matter of size. The hardware inside the dualsense is very big in comparison. If the joycons 2.0 are also thin like the current ones, it will be impossible to have a haptic feedback with the same 'impact'.
 
See the Joy-Con use HD Rumble motors to begin with because they're thin and small. They give you more feedback with less volume. The PS5 controller is massive, and it takes advantages of this by having WAY bigger motors. If the controller can't fit big motors, then you're going to get less pronounced rumble. PlayStation rumble is also assisted by its speaker and adaptive triggers, something it's VERY unlikely NG Switch Joy-Con will have, especially the adaptive triggers (which ARE a Sony patent), because they're proprietary, large and technically complex.

NG Switch is likely to be bigger, and so too are its controllers. But they won't be DualSense big. Improved haptics over the original Switch? I think that's likely. But as good as PlayStation 5? You just can't cheat physics, so no.
AFAIK the tech is basically the same, it's just a matter of size. The hardware inside the dualsense is very big in comparison. If the joycons 2.0 are also thin like the current ones, it will be impossible to have a haptic feedback with the same 'impact'.
Thank you both for explaining!
I'm happy with this, same as HD rumble or potentially better to some degree is good enough for me 👍

I think HD rumble is really underrated and wish more people would show appreciation.
Xemoblade 2, Mr Shifty and Zelda Tears of the Kingdom all use it really nicely.
 
Following up with my previous pos that I just quoted:

We talked about cache way back in August.

@Hermii You asked @Dakhil How much would price configurations of L3 cache would be. The biggest advantage that A78c has over A78 and A78E is that it offers 8MB cache vs Orion's 4MB of L3 cache on the A78s on Orion.

Another poster else says that A78c also supports 4MB of cache. Dakhil gives a nice opinion reply on L3 and L2 cache:

To play devil's advocate, I think giving the CPU 8 MB of L3 cache is probably going to help mitigate the issue of RAM bandwidth to a degree since I think a CPU with 8 MB of L3 cache won't be as reliant on the RAM as a CPU with 4 MB of L3 cache.

The Nintendo Switch's biggest bottlenecks are the CPU (the amount of CPU cores and the CPU frequency) and the RAM bandwidth (the RAM amount and the RAM bandwidth). I think Nintendo can easily remedy the amount of CPU cores and the RAM amount. But I expect the CPU frequency and the RAM bandwidth to still be the major bottlenecks for Nintendo's new hardware, although not to the same degree as with the Nintendo Switch. (That's why I think giving the GPU 4 MB of L2 cache (same as Orin's GPU) vs 1 MB of L2 cache is ideal.)

And I don't think die size is a huge issue, especially if Nintendo and Nvidia did decide to fabricate Drake using TSMC's 4N process node.


We definitely talked more about L2 cache, perhaps more so than L3 before. @ReddDreadtheLead When I brought up multiple configurations of L3 cache (which has been talked about before), I think I really meant L2 cache at the time. XD


Avalon speculates how much cache T239 could have

* Hidden text: cannot be quoted. *
It's weird thinking about how much stuff is gonna be outright unknown until someone inevitably breaks their Switch just to get a die shot analysis, in what should hopefully be less than a year.
 
I'm tired of controller functions that barely any games will end up using honestly.
Especially something that introduces another point of failure on a controller.
The second part is bad. The first I think is great, as long as it's not costly or with other downsides. Every game having control limited to only things that 95% will use is... a limit.
 
how confident are you that the Next Switch is coming in 2024, the pessimist on twitter and furukawa lack of acknowledgement is starting to get to me lol
Nothing Furukawa said suggested 2025.

And who is the “pessimist on Twitter” and why are we even giving that person credence, whoever it may be?
 
how confident are you that the Next Switch is coming in 2024, the pessimist on twitter and furukawa lack of acknowledgement is starting to get to me lol
2024 is pretty much a shoe in at this point. The Switch will be more than 7 years old when switch 2 releases, which is unheard of from any console manufacturer, let alone Nintendo. Nintendo has never lasted this long on the home front, and I can't seem them try after 8 years. The Switch sales are in a downward trend. I think they managed to last this long because of covid and the supply chain issue.

I hate to admit it, but I'm personally thinking Q4 2024 is more likely than ever before. We can already rule out Q1 2024, since this console likely won't be shown until January at the earliest, and I think it's reasonable to expect 4.5-6 months after the first reveal. So Q3 or Q4 seems most likely. I just don't like to wait that long 😅
 
This alone is proof of "The Switch is on its way out and we need some stuff to fill the gap before we drop the big boy later in the year"

Mario vs. Donkey Kong is getting a Nintendo Switch remake | Digital Trends
Later in the year? We're already looking at an early 2024 full of games that fit the same bill post-Switch 3DS games.

They're not slop!

But they're... You know.
 
2024 is pretty much a shoe in at this point. The Switch will be more than 7 years old when switch 2 releases, which is unheard of from any console manufacturer, let alone Nintendo. Nintendo has never lasted this long on the home front, and I can't seem them try after 8 years. The Switch sales are in a downward trend. I think they managed to last this long because of covid and the supply chain issue.

I hate to admit it, but I'm personally thinking Q4 2024 is more likely than ever before. We can already rule out Q1 2024, since this console likely won't be shown until January at the earliest, and I think it's reasonable to expect 4.5-6 months after the first reveal. So Q3 or Q4 seems most likely. I just don't like to wait that long 😅
I think the fastest likely turnaround is 3 months, which means it could still hit March, but that's just extremely unlikely at this point. I still think April is possible, though, with a January reveal.
 
Let's look at 2016-2017 titles for Wii U and 3DS (first party only)

As we can see majority of the last first party titles released on Wii U and 3DS were ports/remakes and a couple of new games (Color Splash, TMS:FE etc)

Wii U:

2016:

Release DateGame Title
04 Mar 2016The Legend of Zelda: Twilight Princess HD
18 Mar 2016Pokkén Tournament
22 Apr 2016Star Fox Zero
24 Jun 2016Mario & Sonic at the Rio 2016 Olympic Games
24 Jun 2016Tokyo Mirage Sessions ♯FE
07 Oct 2016Paper Mario: Color Splash


2017
Release DateGame Title
03 Mar 2017The Legend of Zelda: Breath of the Wild

3DS:

2016
Release DateGame Title
22 Jan 2016Mario & Luigi: Paper Jam
19 Feb 2016Fire Emblem Fates: Birthright
19 Feb 2016Fire Emblem Fates: Conquest
10 Mar 2016Fire Emblem Fates: Revelation
18 Mar 2016Mario & Sonic at the Rio 2016 Olympic Games
25 Mar 2016Hyrule Warriors Legends
15 Apr 2016Bravely Second: End Layer
29 Apr 2016Pokémon Rumble World
13 May 2016Disney Art Academy
10 Jun 2016Kirby: Planet Robobot
15 Jun 2016Rhythm Heaven Megamix
19 Aug 2016Metroid Prime: Federation Force
19 Aug 2016Style Savvy: Fashion Forward
01 Sep 2016Picross 3D Round 2
16 Sep 2016Dragon Quest VII: Fragments of the Forgotten Past
30 Sep 2016YO-KAI WATCH 2: Bony Spirits
30 Sep 2016YO-KAI WATCH 2: Fleshy Souls
04 Nov 2016Mario Party: Star Rush
18 Nov 2016Pokémon Moon
18 Nov 2016Pokémon Sun
02 Dec 2016Super Mario Maker for Nintendo 3DS


2017
DateGame Title
20 Jan 2017Dragon Quest VIII: Journey of the Cursed King
03 Feb 2017Poochy & Yoshi's Woolly World
24 Mar 2017Mario Sports Superstars
19 May 2017Fire Emblem Echoes: Shadows of Valentia
23 Jun 2017Ever Oasis
28 Jul 2017Hey! Pikmin
28 Jul 2017Miitopia
15 Sep 2017Metroid: Samus Returns
29 Sep 2017YO-KAI WATCH 2: Psychic Specters
06 Oct 2017Mario & Luigi: Superstar Saga + Bowser's Minions
20 Oct 2017Fire Emblem Warriors
10 Nov 2017Mario Party: The Top 100
17 Nov 2017Pokémon: Ultra Moon
17 Nov 2017Pokémon: Ultra Sun

Now, let's look at Switch.

2023
Release DateGame Title
20 Jan 2023Fire Emblem Engage
22 Feb 2023Metroid Prime Remastered
24 Feb 2023Kirby's Return to Dream Land Deluxe
17 Mar 2023Bayonetta Origins: Cereza and the Lost Demon
21 Apr 2023Advance Wars 1 + 2: Re-Boot Camp
13 May 2023The Legend of Zelda: Tears of the Kingdom
30 Jun 2023Everybody 1-2-Switch!
21 Jul 2023Pikmin 4
22 Sep 2023Pikmin 1+2
06 Oct 2023Detective Pikachu Returns
20 Oct 2023Super Mario Bros. Wonder
03 Nov 2023WarioWare: Move It!
17 Nov 2023Super Mario RPG


2024
Release DateGame Title
19 Jan 2024Another Code: Recollection
16 Feb 2024Mario vs. Donkey Kong
22 Mar 2024Princess Peach Showtime!
Luigi's Mansion 2 HD
 
Going back to Scrolling Shoulder buttons, and how it could relate to a game like Zelda TOTK, didn’t anyone at Nintendo ever think, “You know what else could work for managing Swords, Bows, and Shields? A fricking Wheel.”

Like seriously, using Doom/Doom Eternal as an example, it is super easy and simple to switch between weapons because of the wheel. Like Zelda, you hold down a button, and using an analog stick, you go between different weapons on hand.

I’m actually just flabbergasted Nintendo never considered this.

I know some of you may ask about when you increase the number of items, and how that’d work. Well, increase the size of the wheel. Simple.

And if THAT is too difficult, then employ the same design mechanic they used since freaking Ocarina of Time: You have a limited number of slots for your most used stuff. In the case of TOTK, make the wheel like I mentioned earlier, but maybe limit it to 8-10 items for the sword, bow, and shields, respectively.

Any one of those designs is better than the single file line of items in a sequential row that you cannot even loop back. But given they follow the same mindset towards the OS of the Switch, it’s about on point.

Nintendo: We’re not Apple, but we sure don’t always make it convenient for the consumer. 👍
 
Please read this staff post before posting.

Furthermore, according to this follow-up post, all off-topic chat will be moderated.
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