Unlike many Nintendo 64 games that use EEPROM (from 4 to 16 Kbit, depending on the format) which, consequently, limits the number of slots or amount of savable data, Rayman 2 (and Tonic Trouble, Donald Duck: Goin' Quackers and 30s other games) uses a more generous and economical (and also long-term) 32 KB SRAM. It was even faster and easier for developers to integrate. The official emulator on N. Switch Online (and also Virtual Console and many very old or very new unofficial emulators), if not supported by the emulator and not correctly set to that type of format and amount of memory to save game data, what happens? It generates corrupt .eep or .sav files, preventing from loading the progress, forcing to use quick saves as a temp solution and wait for Nintendo to fix it ASAP and stop, again and again, doing things sloppily.
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