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Article - A Hardcore Shmup Player’s Thoughts on the Nintendo Switch

*Update!  Since the years after publishing this article and seeing how the Switch  Lite turned out, I'd say pass on the switch lite, the OG switch with  Hori joycons and split pad pro is much better.*

Just  a few days ago Eurogamer released an article called “The Switch  might  be the best console for shmups since the Sega Saturn.” My first   response to this article was: Hey! Someone in the mainstream is talking about shmups … maybe I can get him on my podcast?  While reading the article, I was happy to hear how enthusiastic the   writer, Martin Robinson, was about the genre. As much as I scrutinize   things and bark at the moon, I’m glad to see that more people are   creating content and talking about the genre outside my little corner of   the internet. By the sound of things, it seems like Mr. Robinson has   been a dormant fan of the genre since the Saturn days and something   about the Switch has reignited his interest in the genre. That’s really   great to hear and he doesn’t seem to be alone in that regard. I’m not   going to lie, I was a little disappointed that my personal favorite   shmup console, the Xbox 360, didn’t get an honorable mention somewhere   as I do think it can go toe-to-toe with the Saturn and bests the PS2,   but different strokes for different folks. They’re all great and they’re   all worth owning, so let’s not go down that rabbit hole right now.  I’ll  leave a link for the Eurogamer article at the bottom of the page.

Anyway,  from what I have noticed talking to people both inside the  hardcore  shmup community and out of it, the Switch is definitely making  some  waves for the genre. Love it or hate it, the Switch is a force to  be  reckoned with and something that I think can be leveraged for a   positive use for all shmup fans, whether or not you own or have an   interest in the console.

If you’ve  been following my material for the past year or so, I’ve  been playing a  fun game of predicting the mainstream coverage shmup  releases will  receive once they arrive on the Switch. The pattern is so  clear and  predictable it’s not even a  party trick at this point.  Danmaku  Unlimited 3, Rolling Gunner, and soon M2’s port of Esp.Ra.De all  went  from being unknown and irrelevant outside the hardcore community,  to  receiving a fair amount of mainstream shine once they arrived on   Switch. Rolling Gunner is the biggest example because, before the Switch   port, I doubt more than a few hundred people had actually played the   game (you had to order a physical version from Japan from a jank little   website). There were days where I wondered if they had even received my   order, but it arrived eventually.

Also,  I’m going to take this opportunity to give a hint to anyone in  the  mainstream who decides to review Esp.Ra.De when it comes to Switch.  Be  sure to look into the arrange mode and see what adjustments were made   to minimize the ridiculous milking problem the arcade version has. This   will be a big selling point of the port to hardcore players and I   personally feel any review of the port that does not look into this   concern is incomplete.

Before  getting to the Switch Lite, specifically, I want to talk about  the  Nintendo Switch’s relationship with the hardcore shmup community.  As I  alluded to above, the hardcore community (myself included), has a   love/hate relationship with the Nintendo Switch, especially when it   comes to how the hardware was designed. On one hand, the Switch does   have a bunch of handy features that makes it surprisingly well-suited to   shmups. For example, the Switch has detachable controllers and can be   played in TATE using a flip-grip. It also has a large screen, relative   to other handhelds, which makes seeing and dodging bullets actually   possible. Nintendo’s strong focus on indie titles and the company’s   devoted fan base also creates an environment where shmups that would   normally be lost in the ocean of PC games (again, like Dan 3 and Rolling   Gunner), now have a ridiculous amount of discoverability. There are   also mainstream outlets, like Nintendo Life, who will pay attention and   write about whatever comes to the console, shmups included. So in that   regard, the Nintendo Switch is a very valuable platform for the shmup   community. Whenever I talk to shmup devs, or whenever I talk about the   subject on my podcast, I always try to encourage them to get their game   on the Switch, the benefits and discoverability is too strong to  ignore.

So these are the positive  elements of the Nintendo Switch that stand  out to me. There is also the  cool fact that the Switch can play a ton of  popular shmups (like  Ketsui and Dodonpachi) with very solid performance  via Retroarch, but I  hesitate to recommend that to the average Switch  owner because if  Nintendo catches you with homebrew, even something like  Retroarch, they  will ban your console into oblivion.

As  versatile as the Switch hardware is with its ability to be both a   handheld and a console and all of that, it has some significant   drawbacks that have to be noted. To not note these, or to pretend like   they don’t exist, just because the Switch is a cool console (that I own   and like, by the way) is to bury your head in the sand, at least a   little bit. There are two big problems that I struggle with when it   comes to using the console. I’ll start with the biggest problem the   Switch suffers, which is the issue of input lag. Yes, it’s not an Electric Underground article if I don’t talk about lag.  Seriously though, this is a real issue, even if you aren’t generally   concerned about this type of thing. Over the past few years owning the   Switch, I have really dug into this lag problem and have some findings   that I think will clarify what exactly is going on with the console.

The  first thing that needs to be understood is that the Switch  suffers  from additional lag on two fronts, via a controller issue and  via a  display issue. Of course, all consoles, especially modern ones,  have  problems with controller and display lag, but the Switch adds  another  layer of lag that other consoles do not. In regards to the  controller  lag, the most responsive way to control the console is with  the Joycon attached.  As soon as you take them off and control the  console via Bluetooth,  you have additional lag. However – and here is  where this gets tricky –  if you play the Switch docked, with a USB  connection to the dock, this  actually adds more lag than playing the  Switch with a wireless  controller. So a quick recap: direct attach  Joycon is the most  responsive; then wireless controls, either docked or  undocked, are  laggier, but not as laggy as the Switch in docked mode  with usb  directly attached. I have a theory on why this is that I will  get to  shortly. However, even if I am incorrect about the cause of why  this  happens, I do know that I am correct about the results. Below are  links  to my lag tests and such that you can check out:

http://electricunderground.io/shmup-input-lag-database/

My  theory on why this happens is because when you have the Joycon   attached, they’re interfacing with the console directly. When you are in   wireless mode, then the Joycon are using Bluetooth (obviously) and the   Switch seems to have slow Bluetooth. Finally, the reason why going   through the dock via USB is so laggy is because the dock is a big old   buffer between the controller and the console. First, the input needs to   leave the controller; then, it needs to arrive on the dock USB; after   that it needs to exit the dock and arrive on the Switch’s USB-C port,   which, by the way, is also handling the video output. It’s just a long   complicated mess. Below I have a picture which shows the input lag of   the different setups under the best possible conditions (v-sync disabled   homebrew on the native display).

*I  understand that using 240p test suite does involve a human  element of  timing, but after repeated trials on the various setups the  average  time of each becomes more obvious and consistent than you would   expect.*

These results all  reflect the different ways you can connect a  controller to the Switch  and how that setup affects lag. Please note  that the top left result,  the “Direct C-Port” is NOT using the dock,  this test is when I  connected my arcade stick directly to the C-Port in  handheld mode. For  docked lag results, look at the link I provided  above. Also, the  numbers shown here are likely not the actual concrete  input lag number,  but they are very useful at providing a scale to  compare the  responsiveness of each setup. If I were to provide my  overall  impressions, I think it’s safe to say that direct attach is  essentially  lagless/comparable to other consoles. Wireless mode adds  about half a  frame of lag and docked USB adds an entire frame. Again,  keep in mind  that this is just the controller lag, there is still  display lag that  we need to reckon with.

Remember  earlier when I talked about how the dock is a buffer that  adds lag to  the controls? Well it does the same thing to the video  output. Based on  my tests, I don’t think this additional lag is that  high, but it is  enough, when coupled with the controller lag, to cause  an additional  frame of lag before the video signal ever hits the display  (which,  itself, has its own internal lag). I have a very in depth  explanation  of all this on my lag database, so you all can check that  out if you  have any further questions, but what this all boils down to  is that, in  the most optimal setting (which most people are not using),  the  Nintendo Switch will always be a frame or two slower than its PC   counterpart. It will likely be a frame slower than its PS4/Xbone   counterparts as well, but I haven’t done enough testing on these   platforms to be sure of that.

Also,  even in handheld mode, you are going to experience about half a  frame  of additional lag over PC, because of the response time of the  screen  and v-sync. However, this really isn’t too bad for the most part  and,  when it comes to lag reduction, handheld mode is your friend. I’ll   elaborate on this further.

Again, I have to emphasize that this one frame of additional lag while docked is in the best possible  conditions. Most people are not playing in these conditions because  you  have to go out of your way to make this happen. This also only  applies  to cases where devs actually care about lag and have done a  great job at  keeping the lag as low as possible. In many cases, like  the appalling  ZeroDiv Psikyo ports, lag can get completely out of  control and even  render the games unplayable, from a shmup boi’s  perspective. Understand,  I have spent a good deal of time with the  laggier ports and sure, if  you really are just chilling, you can  tolerate the first stage or two.  But for the people who will reply to  this article and say that the lag  doesn’t matter, it’s not a big deal,  show me a second loop Gunbird clear  where the bullets practically spawn  faster than the game can receive  your inputs. Also … my heart goes out  to the poor bastard who takes me  up on that challenge ;-D

So  that’s enough lag talk, now let’s move onto the second major issue  I  have with the Nintendo Switch: the lack of a d-pad or way to easily   control shmups in handheld mode. Now, before your fingers attack the   keyboard, I am aware of and own the Hori Joycon as well as the case mod   for the stock Joycon, so be patient and I’ll go over why these don’t   completely solve the problem. In the case of the Hori Joycon, it pretty   much lives on my Switch and I think it’s a great way to control   horizontal shmups in handheld mode. However, the Achilles heel of this   device, as I’m sure you all are aware, is that it cannot be used with   the Flip-Grip because it lacks a wireless mode. So when you want to take   advantage of the Switch’s unique TATE handheld mode with the  Flip-Grip,  you are stuck using the stock Joycon. And while the case mod  is a big  improvement over the stupid C-Button design, it still is  below what I  would consider a quality d-pad. It has no rotation and it  often bottoms  out, so moving in an arc or a diagonal is messy and ugly.  I’ve gotten so  sick of this that I don’t even bother with the  Flip-Grip anymore. I’ve  tried to apply additional mods to the stock  Joycon and even resorted to  the analog stick a few times, but no dice,  the games do not control well  in TATE handheld. This is a huge bummer  for me personally. What I have  been experimenting with is just using my  Hori Joycon in TATE while  trying to use what I call the “overhand”  grip. What is overhand grip,  you ask?

Right  away I’m sure you all can spot the problem with this solution …  you  have to control the d-pad with your right hand, rather than your   trained-from-birth left hand. Funnily enough, I am somewhat ambidextrous   in general, so I’m adapting to the new setup reasonably well, but I   highly doubt many people will adopt this method of playing.

So  how does this all shake out? In the end the Nintendo Switch is a   console that I enjoy using in handheld mode and pretty much play it   exclusively in that manner. Aside from the frustrating control quirks   that still need to be hammered out somehow; I think it is a solid   handheld shmup machine. Indeed, when you combine its native library with   its homebrew abilities, it is able to defeat the PSP and Vita as the   choice for my handheld shmups while out and about.

Docked,  I personally do not like the console in docked mode because  of the lag  issues I mentioned earlier. Plus it’s hard and expensive to  find a  good way to control the games in docked mode since the pro  controller  has an awful d-pad as well and dedicated arcade sticks or  arcade stick  internals are expensive. In my experience, the best way to  solve this  issue is to just buy a Brooks Universal fighting board and  call it a  day, that way you can use it for a bunch of other consoles as  well. For  the sake of your own sanity, please do not use the Brooks PS4  or Xbone  to Switch converters, that’s just adding another source of lag  on top  of the already out of control delay fiesta.

Another  drawback that I forgot to mention earlier is that the Switch  is unable  to natively stream or record gameplay, unlike the PS4 or  Xbone. Of  course, there are external work-arounds, but I find this to be  a big  deal because I don’t want to invest in an external capture card  that  streams just for the Switch (I have a cheap one that local records,  but  that’s it).

So my personal advice  that I give to people, which you all can take  or leave, is that if you  are a handheld shmup guy, then the Switch is  worth the money, even  despite the control issues in TATE. However, if  you only want to play  in docked mode and don’t care about handheld mode,  the PC and PS4 are  stronger options. You can be cool and own  everything, of course, but  I’m saying in the case of if you have to  choose just one. By the way, I  think the Xbonex is great hardware wise  (it supports freesync), but  the problem is that it just doesn’t have the  library of exclusive  shmups that the PS4 does. And, of course, the PC’s  shmup library,  performance, and overall utility are so insanely strong  that it’s  almost mandatory at this point (unless you’re an arcade boi or  have a  bunch of PCBs or something).

Thoughts on the Nintendo Switch Lite

Now  that I’ve established that I am a fan of using the Switch in  handheld  mode, you all can see why I’d be interested in the Switch Lite.  What’s  funny is that I have been imagining what this product would be  like for  over a year now, and Nintendo delivered exactly what I was   expecting/hoping for. Right away let’s talk about the d-pad. Thank   Miyamoto they came to their senses and added the d-pad. What is making   me nervous though is that the d-pad in the pictures looks remarkably   like the pro controller d-pad. I’m really hoping this is not the case. I   don’t know what happened between the Wii U and the Switch, but someone   forgot how to make a quality d-pad along the way. If the Switch Lite   ships out with an awkward d-pad, that’s a deal breaker for me. As I   mentioned earlier, the Hori alternative d-pad is rock solid, it just   can’t be used in TATE unless you overhand – which you will have to do   with the Switch Lite anyway. It’s my hope that the smaller form factor   will make overhanding less awkward.

Speaking  of the form factor, I’m curious if the smaller size will  improve  portability or not. As of right now, I have a system of carrying  around  the Switch with me where I put it in a case and then holster the  case  in the back of my pants like I’m smuggling a sawn-off shotgun.  Being  able to squeeze the handheld into a pocket would be nice though.  With  that said, I’m hoping that we don’t lose too much screen  real-estate  because that’s just going to make the tiny bullets that much  harder to  see. I’m sure the specs and dimensions of the Lite are  available, but  it’s really hard to judge how it will affect shmup game  play until I  try it out in person.

On the  homebrew side of things, I’m sure the original Nvidia hardware  exploit  has been removed.  I think it has been removed from the newer  OG Switch  units already. I’m not worried though. As rabid and active as  the  Switch hacking scene is right now, I’m fully confident custom  firmware  will make its way on there at some point. Judging by the  scene’s  current track record, custom firmware will probably appear very   quickly.

Improved battery life  would be a selling point for me as well. Right  now, I always seem to be  fighting my Switch’s battery, partly due to the  Hori Joycon leeching  it, but even in wireless mode it feels like having  the Switch charged  is a chore. It’s like a Tamagotchi you have to  remember to feed  electricity on a daily basis. Hopefully the Switch Lite  won’t be as  needy.

Come September, I’m looking  forward to getting a Switch Lite and  seeing how it stacks up as a  handheld shmup machine. Being $100 cheaper  and devoid of all the lag  issues that crop up on the OG Switch, it feels  like an easier  recommendation to people wanting to play shmups on a  Nintendo console …  provided the d-pad isn’t trash.

Thanks for reading!

Cheers!

–Mark MSX

Eurogamer Article:

https://www.eurogamer.net/articles/2019-07-03-the-switch-might-be-the-best-console-for-shmups-since-the-sega-saturn


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