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FUZE Technologies Ltd is set to launch FUZE4 Nintendo Switch on May 31st

Video Games

  • There are more than 200 functions and commands in the language covering 2D, 3D, Audio, Text and Controls.
  • Over $1,000 worth of gaming assets are included. That’s more than 10,000 3D models, 2D sprites and sound files!
  • A comprehensive Programmer’s Reference guide with detailed explanations and examples for most commands.
  • More than 25 Tutorials ranging from “Hello World” to a step-by-step game series.
  • Extensive examples and demo programs to inspire, modify and play.

FUZE4 Nintendo Switch is a coding application for Nintendo Switch. It has been designed and developed by a team of experienced gamers, programmers, artists and educators. Programming languages all have their pros and cons. FUZE4 takes as many pros as could be crammed in from a mix of these languages (C, Python & BASIC to name a few) to create a language that is as easy as BASIC, powerful like C and versatile like Python. The end result is a language ideally suited to coding games and apps for absolute beginners and seasoned programmers alike.

The site has been updated to include the latest product description. https://www.fuze.co.uk/about-fuze4-nintendo-switch.html


  • Intuitive, clear and minimal
  • Customisable with a variety of themes
  • Works with Touch, Joy-Cons and USB keyboards
  • Preferences
  • Comprehensive Help including a full command reference with explanations and examples, quick reference and extensive tutorials


  • Fully functional Coder’s touch keyboard (& USB, Joy-Con etc.). Almost all items accessible with a single tap
  • Undo / Redo
  • B ookmarks
  • Syntax highlighting
  • Copy, Cut & Paste
  • Visible Clipboard
  • Instant access to media assets and on-screen help
  • Intuitive cursor controls
  • F unction key support with USB keyboard

Programming Language

  • Built in libraries for 2D, 3D & Audio
  • Variable types (Int, Float, String, Structures, Arrays, Vectors, Handles)
  • S imple to advanced math functions including lerp, bezier, distance, clamp, cross and dot product, normalise etc.
  • Handles 2D Graphics with ease including quadrilateral image deformation
  • Advanced Sprite Engine including sprite camera, scaling, rotation, animation, fading, tinting, velocity (against all transformations) and collision d etection
  • Supports Tilemaps and Spritesheets
  • 2D Effects including screen filters and multiple screen buffers
  • P owerful 3D Engine with world, point and ambient lighting, with or without shadows
  • Deferred rendering - separation of geometry and lighting in a 3D renderer using intermediate buffers
  • Temporal anti-aliasing (TAA) - antialiasing method using data from previous frames
  • H igh dynamic range rendering (HDRR) - rendering using a wide range of colours to calculate lighting before tone mapping to sRGB output
  • 3D Camera (location and direction) with FOV control
  • Load existing models and create scenes using shapes (cube, sphere, cone, hemisphere, pyramid, wedge and cylinder)
  • 3D Object Scale, Rotation and PointAt
  • Supports animated 3D models
  • Apply materials to 3D objects and set transparency
  • Create 3D terraformed scenes with the createTerrain function
  • Play music and sound effects. Built in synthesiser commands allow for live effects across all 16 channels. Change modulation, wave type, reverb and frequencies on the fly for programmable music compositions (think Commodore 64 style!)
  • Joy-Con support including Gyro, Accelerometer, HD Rumble and Analog sticks
  • Touch screen - up to ten points
  • Keyboard input accepted directly from screen and USB keyboards
  • File handling allowing for save data, level designs, music tracks etc. to be saved along-side program.
  • Text handling including strings, splicing, cursor positioning, size and colours
  • Signed Distance Field (SDF) font rendering - can render a single font at a wide range of sizes with no extra processing
  • Time & Date
  • Custom Timer controls – synchronise events with precision (software simulated interrupts)
  • Supports Docked & Undocked (can be checked in code)
  • Advanced binary commands (BitCount, BitFieldExtract, BitFieldInsert, BitGet, BitSet)
  • Automatic performance adjustment - automatically switch between performance modes to conserve battery or improve framerates based on rendering load
  • D etailed performance monitoring - independent measurements of CPU and GPU processing time give more insight into the program’s performance than a standard framerate measurement

Game Assets

  • Over $1,000 worth of high-quality gaming assets
  • Includes more than 10,000 gaming assets across 2D, 3D and Audio
  • Contributions from 30 graphic artists and musicians to ensure a wide variety of genres and stylesIn alphabetical order from top-left to bottom-right, the contributing artists are: Alienoutcast, Ansimuz, Bayat, Broken Vector, Colin Brown, Cryptogene, David Silvera, Devil’s Garage, DinV Studio, Eder Munizz, Emerald Eel Entertainment, Fertile Soil Productions, Finalbossblues, FUZE, Gijs De Mik, Kat Deak, Kenney, KuroRen, Michael J Wild, Moonstar, Pipo, Pixels’n’Play, Quaternius, Ravenmore, Rvros, Selavi Games, Sinestesia Studio, Stijn van Wakeren, Untied Games and Vadi Va
  • 2D Assets include old-school RPG, JRPG, Arcade, Shooter, Platform, Puzzle, Dating, Strategy, War, Adventure, Underwater and a lot more – Everything from medieval RTS to Sci-fi space shmups.
  • 2D Sprite sheets often include hundreds of related assets making the actual number of individual game assets near impossible to quantify but it would be safe to say it’s well over the 50,000 mark!
  • 3D Assets include many modular sets so it is possible to create an underground series of dungeons, caverns and even sewers as well as fully equipped castles, medieval towns, space stations, farms, cities and towns. It is even possible to build fully furnished houses! There are also hundreds upon hundreds of unique assets for forming landscapes with cliffs, beaches, terrain, plants, and people, animals and monsters to populate them.
  • Audio includes almost a hundred music tracks along with over a thousand sound effects from cute interface sounds to bellowing orcs and a great deal in between!
  • I n addition to the supplied music and audio clips it is possible to generate your own sounds with the built-in synthesizer


  • FUZE4 Nintendo Switch is equipped with a Tile Map editor for creating your own 2D levels, backgrounds, top down maps and landscapes etc.
  • I mage / Sprite editor to create unique graphics
  • The built-in synthesiser and be programmed to produce millions of different sounds and effects. It can also apply effects to existing sounds and music


  • F UZE4 Nintendo Switch is supplied with a very comprehensive array of support materials
  • Complete Programmer’s Reference Guide. Every command is detailed with a description, its syntax, valid arguments and an example
  • Q uick Reference Guide – for quick look up of command syntax
  • Over 20 step-by-step tutorials from ‘Hello World’, Variables and Loops to writing a complete game level with animations, scrolling backgrounds, Joy-Con controls and enemies.
  • More Tutorials will be added as they are made available
  • A community website for additional support, showcasing and general coding antics!

FUZE4 Nintendo Switch Programmer’s Reference


2D Graphics

BOX (x, y, width, height, colour, outline)

Draw a box (rectangle - square)

CIRCLE (x, y, radius, vertices, colour, outline)

Draw a circle

handle = CREATEIMAGE (width, height, filter, type)

Create an image

handle = CREATESPRITE (image)

Create a new sprite


Draw a tile map previously loaded with loadmap


Draw a tile map layer previously loaded with loadmap

DRAWIMAGE (handle, x, y)

Draw a previously loaded image file

DRAWIMAGE (handle, x, y, scalefactor)

Draw a resized image

DRAWIMAGE (handle, { x, y, width, height }, { x, y, w, h })

Draw a part of an image

DRAWIMAGEEX (handle, location, rotation, scale, tint, origin);

Extended Draw function

DRAWQUAD (handle, {x, y, width, height}, points, tint)

Draw an image to an area of the screen

DRAWSHEET (handle, tileno, { xpos, ypos, width, height })

Draw a tile from a tiled image


Draw all sprites

FREEIMAGE (handle)

Remove an image from memory

frame = GETSPRITEANIMFRAME ( handle )

Get the current frame in an animated sprite


Find the number of frames in an animated sprite


Find the speed of a sprite’s animation


Get the sprite camera position

spritecolour = GETSPRITECOLOUR (handle)

Get the colour values of a sprite

colourvelocity = GETSPRITECOLOURVELOUCITY (handle)

Get the colour velocities of a sprite

depth = GETSPRITEDEPTH (handle)

Get a sprites depth

image = GETSPRITEIMAGE (handle)

Get the image associated with a sprite


Get the size of the sprite image

position = GETSPRITELOCATION (handle)

Get the position of a sprite


Find the origin point of a sprite

angle = GETSPRITEROTATION (handle)

Get the rotation angle of a sprite

rotationvelocity = GETSPRITEROTATIONVELOCITY (handle)

Get a sprite’s rotation velocity

scalefactor = GETSPRITESCALE (handle)

Get a sprite's scale factor

scalevelocity = GETSPRITEROTATIONVELOCITY (handle)

Get a sprite’s scale velocity

size = GETSPRITESIZE (sprite)

Find the size of a sprite

spritevelocity = GETSPRITEVELOCITY (handle)

Set a sprite’s velocity


Find out if a sprite is visible

size = IMAGESIZE (handle)

Get the size of a loaded image

LINE (point1, point2, colour)

Draw a line

handle = LOADIMAGE (filename, filter)

Load an image from a file

LOADMAP ( filename )

Load a tile map file created in the tile map editor

PLOT (x, y, colour)

Plot a single point on the screen


Remove a sprite that is no longer needed

RENDEREFFECT (image, destination, effect, arguments)

Apply a visual effect to a 2D image


Set the blend mode

SETSPRITEANIMATION (handle, image, starttile, endtile, speed)

Animate a sprite


Set the current frame in an animated sprite


Change the speed of a sprite’s animation

SETSPRITECAMERA (xpos, ypos, zpos)

Move the sprite camera position

SETSPRITECOLOR (handle, { red, green, blue, alpha})

Set the colour of a sprite

SETSPRITECOLORVELOCITY (handle, { red, green, blue, alpha })

Set the colour velocities of a sprite

SETSPRITEDEPTH (handle, depth)

Set a sprite’s depth

SETSPRITEIMAGE (handle, image)

Change the image associated with a sprite

SETSPRITELOCATION (handle, { xpos, ypos })

Position a sprite on the screen

SETSPRITEORIGIN (sprite, { xpos, ypos })

Change the origin point of a sprite


Rotate a sprite

SETSPRITEROTATIONVELOCITY (handle, rotationvelocity)

Set a sprite’s rotation velocity

SETSPRITESCALE (handle, { xscale, yscale })

Scale a sprite


Set a sprite’s scale velocity

SETSPRITEVELOCITY (handle, { x, y })

Set a sprite’s velocity


Hide or reveal a sprite

size = TILESIZE (image, tile)

Get the size of the spcified tile in the specified image

TRIANGLE (point1, point2, point3, colour, outline)

Draw a triangle


Unload the current tile map


Process velocity additions for all sprites

handle = UDG (pixeldata, width, height, filter)

Create a UserDefinedGraphic in code

3D Graphics

length = ANIMATIONLENGTH (object, animation)

Find the length of a 3D animation

handle = CREATETERRAIN (gridsize, filter)

Create a 3D terrain


Draw all 3D objects

handle = LOADMODEL (filename)

Load a 3D model ready for display

count = NUMANIMATIONS (object)

Find the length of a 3D animation

OBJECTPOINTAT (handle, point)

Set where a 3D object is pointing

handle = PLACEOBJECT (shape, location, scale)

Place a 3D object

handle = POINTLIGHT (location, colour, intensity)

Creates a pinpoint light source in 3D space

handle = POINTSHADOWLIGHT (position, colour, brightness)

Creates a point light in 3D space that casts a shadow


Remove a light source


Remove a 3D object

ROTATEOBJECT (handle, axes, amount)

Rotate a 3D object

SETAMBIENTLIGHT ({ red, green, blue })

Set the ambient light level

SETCAMERA (location, target)

Set the position of the camera in 3D space

SETFOV (angle)

Sets the angular extent of the observable 3D space

SETLIGHTBRIGHTNESS (light, brightness)

Set the brightness of a light source

SETLIGHTCOLOUR (light, colour)

Set the colour of a light source

SETLIGHTDIR (light, direction)

Set the direction of a light source

SETLIGHTSPREAD (light, spread)

Sets the spread of a light source

SETOBJECTMATERIAL (handle, colour, metallic, roughness)

Set the material of a 3D object

SETOBJECTPOS (handle, pos)

Set the position of a 3D object

SETOBJECTSCALE (handle, scale)

Set the size of a 3D object

SETTERRAINPOINT (terrain, xpos, ypos, height, colour)

Set a point on a 3D terrain

handle = SPOTLIGHT (position, dir, colour, brightness, angle)

UPDATEANIMATION (object, animation, frame)

Update a 3D animation

UPDATETERRAIN (terrain, heights, colours)

Update a 3D terrain

WORLDLIGHT (direction, colour, brightness)

Create a world light source

WORLDSHADOWLIGHT (centre, dir, colour, bright, range, detail)

Create a world light source that casts a shadow


absolute = ABS (number)

Returns absolute value of the given argument

angle = ACOS (cosine)

Returns the arc cosine of the supplied argument

angle = ASIN (sine)

Returns the arc sine of the supplied argument

angle = ATAN (tangent)

Returns the arc tangent of the supplied argument

angle = ATAN2 (x, y)

Returns the arctangent between x, y & the origin

x = BEZIER (x1, x2, x3, t) / y = BEZIER (y1, y2, y3, t)

Used to draw quadratic Bezier curves

x = BEZIER4 (x1, x2, x3, x4, t) / y = BEZIER4 (x1, x2, x3, x4, t)

Used to draw cubic Bezier curves

result = CEIL (number)

Returns the ceiling of a real number

result = CLAMP (number, minimum, maximum)

Restrict a value to a specified range

cosine = COS (angle)

Returns the cosine of the supplied argument

vector3 = CROSS (vector1, vector2)

Find the cross product of two vectors

result = DISTANCE (point1, point2)

Find the distance between 2 points

scalar = DOT (vector1, vector2)

Find the dot product of two vectors

result = FLOAT (value)

Convert value to floating point

result = FLOOR (number)

Returns the floor of a real number

result = FRACT (value)

Get the fractional part of floating-point number

result = INT (value)

Convert value to an integer

result = LENGTH (vector)

Find the length of a vector

result = LERP (v0, v1, t)

Linear interpolation

result = MAX (number1, number2)

Returns the maximum of two numbers

result = MIN (number1, number2)

Returns the minimum of two numbers

result = NORMALIZE (vector)

Normalize a vector

value = PI

Returns the value of PI

result = POW (number, power)

Raise a number to the power of another

RADIANS (enable)

Change the default units for angles

number = RANDOM (range)

Returns a random number in the given range

result = REFLECT (incident, normal)

Find the reflection of a vector

result = REFRACT (incident, normal, ior)

Find the refraction of a vector

result = ROUND (value)

Round a floating-point number

result = RSQRT (number)

Find the fast inverse square root of a number

sine = SIN (angle)

Returns the sine of the supplied argument

result = SINCOS (angle)

Returns the sine and cosine of the supplied angle

result = SMOOTHSTEP ( v0, v1, t)

perform Hermite interpolation between two values

squareroot = SQRT(number)

Find the square root of the specified number

tangent = TAN (angle)

Returns the tangent of the supplied argument

result = TRUNC (value)

Truncates a floating-point number


result = BITCOUNT(number)

Returns the number of set bits in a binary number

result = BITFIELDEXTRACT (number, start, count)

Extract a number of bits from a binary number

BITFIELDINSERT (number, start, count, value)

Insert a number of bits into a binary number

result = BITGET (number, bit)

Get the value of a bit in a binary number

result = BITSET (number, bit, value)

Set or clear a bit in a binary number

result = LEADINGZEROES (value)

Find the number of leading zeroes in a binary number

result = TRAILINGZEROES (value)

Return the number of trailing zeroes in a number


result = CONTROLS (0)

Read values from the buttons and joysticks

docked = DOCKED ()

Find out if the Switch is docked


Get the contents of the keyboard buffer


Show or the virtual keyboard

result = INPUT (prompt, multiline)

Allow text input from the keyboard


Show or the virtual keyboard

list = TOUCH ()

Read input from the touch screen

PULSERUMBLE (controller, channel, speed, volume, frequency)

Pulse the controller rumble motors

SETRUMBLE (controller, channel, volume, frequency)

Start or stop the controller rumble motors

File Handling

CLOSE (handle)

Closes a file

handle = OPEN ()

Open a file for read or write

result = READ (handle, count)

Read from a file

SEEK (handle, position)

Seek to a position in the file

WRITE (handle, text)

Write to a file

Screen Display

CLEAR (colour)

Clear the screen

height = GHEIGHT ()

Get the height of the screen display

width = GWIDTH ()

Get the width of the screen display


Create an image

SETMODE (width, height)

Set the resolution of the screen display

SETVIEW (left, top, right, bottom)

Configure the viewport


Update screen graphics

Sound and Music

length = AUDIOLENGTH (handle)

Returns the length of a given audio sample


Check if audio is being played

LOADAUDIO (sample)

Load an audio sample

frequency = NOTE2FREQ (note)

Find the frequency of the specified note

PLAYAUDIO (channel, handle, volume, pan, speed, loops)

Play an audio track

PLAYNOTE (channel, wave, frequency, volume, speed, pan)

Play a musical note

SETENVELOPE (channel, speed)

Set the envelope speed of the specified channel

SETCLIPPER (channel, threshold, strength)

Clips volume above the threshold by the strength

SETFREQUENCY (channel, frequency)

Set the frequency of the specified channel

SETFILTER (channel, type, cutoff)

Applies a filter to the given audio channel

SETMODULATOR (channel, wave, frequency, scale)

Set a modulator on an audio channel

SETPAN (channel, pan)

Change the audio stereo position

SETREVERB (channel, delay)

Set the amount of reverberation on an audio channel

SETVOLUME (channel, volume)

Change the audio volume


Start an audio channel


Stop an audio channel

Text Handling

CURSOR (x, y)

Set the current text cursor position

DRAWTEXT (x, y, size, colour, text)

Draw text on the screen

INK (colour)

Set the ink colour for text printing

length = LEN (string / array)

Find the length of a string or array

PRINT (values)

Print text to the screen

PRINTAT (x, y, values)

Print text to the screen at the specified location

result = STR (value)

Convert a value to a string

hash = STRINGHASH (string)

Compute a hash for the specified string


Sets the size of text

result = TEXTWIDTH (text)

Gets the size of text string in pixels

textheight = THEIGHT ()

Get the text height of the display in characters

textwidth = TWIDTH ()

Get the text width of the display in characters

Time and Date

now = CLOCK ()

Get the current date and time

handle = SETTIMER (interval, count, function (arguments))

Create a new timer

SLEEP (time)

Go to sleep


Start a timer

STOPTIMER (handle)

Stop a timer

result = TIME ()

Get the current system tick count

The site has been updated to include the latest product description and the full Programmer’s Reference. https://www.fuze.co.uk/about-fuze4-nintendo-switch.html

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