Hjalmar Fryklund said:
Perhaps so, but what are the differences in competition between the two markets then? Because I am pretty sure that partly accounts for the inaction against Comcast.
The ISP market in the United States is a corrupt mess.
Comcast has been shuffling its assets around for years dodging warnings from the FCC, but so far that's all I've seen from the FCC: all bluster and no action. They probably have friends in high places, and it wouldn't surprise me one bit.
As for gaming, for the longest time, the US political system was unwilling to take the gaming industry seriously (apart from a lot of ignorant reactionary organizations and "save the childrens" saber-rattling prudes like Jack Thompson).
Gaming is now culturally mainstream, but they aren't nearly as old or embedded in the political system as the other media fat-cats (film, music, TV and radio). Based on the "symbiotic" relationship I've seen between the government and that lot (especially media giants like Viacom), I'm not holding my breath on an anti-trust suit.
Sorry, I should have said that the Wii U launch is one of several factors involved. I didn't mean to imply that it was the sole operative one.
Regarding the avoidance pattern, it could either be some bad management or possibly that their comparative advantage has become smaller (I should probably get out my books on trade theory for this). Or both.
This point I actually have a theory about: The Strong Yen.
Currency exchange losses crushed Nintendo in 2010-2011, resulting in their first ever posted loss.
Nintendo, and much of the Japanese gaming industry, has resorted to an extreme fallback on their domestic market for revenue. Squeenix, Konami, Capcom, Namco...all used to be very prominent players in the global gaming market. Now, only a handful of their very biggest games get ported out in a timely manner, if at all.
A few have attempted outsourcing to lower the costs and exploit tax benefits (Square-Enix especially) but for the most part, Japan is not a dominant player in the global gaming business; they're pretty niche now actually.
Others have told me that Japan is also facing a cultural identity crisis within their own domestic media markets as well, but not living in Japan, I do not know the degree or significance of that crisis, or if it's a major factor here.
Just something to think about.
That raises the question: If it is bootstrapped, why didn't they put the SNES emulator in rather than just the NES?
The only answer I can think of is that shoving in the SNES emulator together with the GB/GBC emulator was too much for the space available, which led to them going for second best option (NES + GB + GBC).
The GB/GBC emulator is easy enough to account for: The Game Boy Advance!
In addition to the GB/GBC compatibility (the GBC and GB were scarcely different at the firmware level), I recall a number of classic NES being ported to the GBA.
Even Metroid: Zero Mission included a fully playable version of the original NES Metroid on it.
So we know that one way or another, the GBA could emulate all of those.
The GBA also has several SNES classics, remade/converted for the GBA.
A Link to the Past, Super Mario 2, 3, and Yoshi's Island. Even Square-Enix remixed several Final Fantasy titles for the GBA and DS.
They aren't direct ports: For example, the audio quality in LttP is distinctly limited, with worse sampling, and many surrogate/replacement sound effects. Signs clearly point to some sort of conversion process.
Since my Zero Mission version of the NES Metroid works on my DS, the NES emulation was probably handled by an emulator packed on top of the original ROM.
Knowing this, I think we can safely guess that the 3DS's current emulation environment (NES + GB/GBC + GBA) all traces back directly to the GBA. (hmm, now I have to wonder if they strapped the guts of a GBA to the 3DS, or if it's handled via software. It's possible it's not bootstrapped at all.)
So...an SNES emulator on the 3DS has no choice but to be purely-software.
The question: Can the 3DS handle it?
The Wii's Virtual Console has a functional SNES emulator, and plays those games extremely close to their original fidelity (quirks and all). From what I can tell, the emulator environment consumes very little overhead.
Of course, that's relative to the Wii, which has considerably more resources than the 3DS.
However we've had SNES emulators on other consoles already (Dreamcast, and the original PSP), plus a whole gaggle of amateur/independent fans writing their own emulators for PC for ~15 years now.
We know that Nintendo is experienced with emulation, so that leaves me to believe that either the cost of developing an SNES emulator for the 3DS outweighed the benefits, that they think the 3DS cannot handle the load, or they just didn't care to begin with.
I am not very aware of what those design flaws you mention would be though. You mind giving me the general gist of things?
Limited dedicated memory for applications, (it does seem to take a while to load/unload applications from my 3DS, even NES games), possibly expressed as limited Nvram for whatever OS image the 3DS is running.
Who knows? Maybe their anti-piracy/anti-jailbreaking system is consuming a lot of overhead.
I'd need more than the listed technical specs to tell you, because while we know the 3DS's hardware, we have no idea how it's actually being utilized.
EDIT: (ripped from another forum, someone dumped the system info, and this is what it spat out)
Nintendo 1048 0H (Custom): CPU, GPU, VRAM & DSP all on one chip
ARM11 MPCore 2x 268MHz & 2x VFP Co-Processor
PICA 200 at 268MHz
128MB FCRAM
6MB VRAM
133/4MHz DSP(sound processor)
If an underclocked PSP (222 Mhz) running a Windows CE environment with ZSNES could hack it just fine, then I think a single 266Mhz processor could too. Might be tricky depending on how the processing environment is set up, but based on the hardware specs I've found, it's well within the 3DS's reach.