Sonic Mania, how does it behave on the Nintendo Switch?

Pixel perfect
With the rise in sales of Nintendo’s portable / home console, the various publishers are starting to announce several projects that will also come on the Kyoto home console at the same time as their opponents or within a few weeks or at worst months. As it is mostly played by the very high polygonal count, going to see how the developers have managed to put everything on the small switch is often interesting or at least important to understand where to have the right margin and how much to lose in graphics for portability.
In the case of Sonic Maniathe equation is virtually all in favor of Nintendo Switch, as there are virtually no differences between the different versions. To be severely fussy, side by side with the Switch version and the PlayStation 4 standard, with a very good eye, it is possible to notice that on the Nintendo platform the image is slightly more blurred.
Detail that is practically only seen in the microscope and does not in any way affect the playability of the title, which, by speeding up its mantra, would have made it difficult to find differences in asset quality. Obviously, the gap becomes more pronounced if you go to the PlayStation 4 Pro variant with a 4K native resolution; but already the 1080p on TV and 720p going to fill the resolution of the Switch screen, are more than enough for such a title.
Where the Nintendo hybrid shows little of its side, it is in the first bonus stage linked to the Chaos Emeralds: here you go to a completely three-dimensional environment, though obviously in a retro style, but Nintendo Switch in some frantically fails to keep the 60 FPS which are unbreakable for the rest of the game.
Most likely this is more than a developmental alienity that could be placed at a very short time with a corrective patch, because it is not conceivable that such a cross-section as little polygonal as it could cause switch difficulties in running at 60 FPS. Another tiny bit of thinking about some kind of incompatibility between the Retro Engine on which this moves is in the first bonus stage linked to the Chaos Emeralds: here you go to a completely three-dimensional environment, though obviously in a retro style, but Nintendo Switch in some frantically fails to keep the 60 FPS which are unbreakable for the rest of the game.
Most likely this is more than a developmental alienity that could be placed at a very short time with a corrective patch, because it is not conceivable that such a cross-section as little polygonal as it could cause switch difficulties in running at 60 FPS. Another tiny bit of thinking about some kind of incompatibility between the Retro Engine on which this moves is in the first bonus stage linked to the Chaos Emeralds: here you go to a completely three-dimensional environment, though obviously in a retro style, but Nintendo Switch in some frantically fails to keep the 60 FPS which are unbreakable for the rest of the game.
Most likely this is more than a developmental alienity that could be arranged at a very short time with a corrective patch, because it is not conceivable that such a cross-section as little polygonal as it could cause switch difficulties in the 60’s FPS. Another tiny bit of thinking about some kind of incompatibility between the Retro Engine on which this moves but Nintendo Switch does not manage to keep the 60 FPS, which is unmanageable for the rest of the game. Most likely this is more than a developmental alienity that could be arranged at a very short time with a corrective patch, because it is not conceivable that such a cross-section as little polygonal as it could cause switch difficulties in the 60’s FPS. Another tiny bit of thinking about some kind of incompatibility between the Retro Engine on which this moves but Nintendo Switch does not manage to keep the 60 FPS, which is unmanageable for the rest of the game. Most likely this is more than a developmental alienity that could be arranged at a very short time with a corrective patch, because it is not conceivable that such a cross-section as little polygonal as it could cause switch difficulties in the 60’s FPS.
Another tiny bit of thinking about some kind of incompatibility between the Retro Engine on which this moves because it is not conceivable that a section that is so intense from a polygonal point of view may put Switch in the 60 FPS run. Another tiny bit of thinking about some kind of incompatibility between the Retro Engine on which this moves because it is not conceivable that a section that is so intense from a polygonal point of view may put Switch in the 60 FPS run.
Another tiny bit of thinking about some kind of incompatibility between the Retro Engine on which this moves Sonic Mania and the newborn baby Nintendo comes from the fact that by pressing the home button on the right Joycon, the console will take several seconds before showing the user the required menu. This is a wholly marginal problem, but it can cause more concrete bugs such as having the Quick Setting panel on screen, while you can still move the blue horn.