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Loewenberger
11 May 05, 07:00
http://cube.ign.com/articles/522/522559p1.html

what do you think of it?

babs
11 May 05, 07:59
Noone knows anything about it yet. Just about the only confirmed facts are that it will be wifi from the word go and that it'll be backwards compatible with GC games. I can't wait to see what they do, rumour has it that the pads will be gyroscopically controlled.

ThomasGOAL
15 May 05, 15:11
Size of Nintendo Revolution :

http://cubemedia.ign.com/cube/image/article/613/613493/pre-e3-2005-revolutions-size-20050513005156453-000.jpg
http://cubemedia.ign.com/cube/image/article/613/613493/pre-e3-2005-revolutions-size-20050513005155625-000.jpg
http://cubemedia.ign.com/cube/image/article/613/613493/pre-e3-2005-revolutions-size-20050513005154703-000.jpg
http://cubemedia.ign.com/cube/image/article/613/613493/pre-e3-2005-revolutions-size-20050513005153078-000.jpg

Sudden strike12
15 May 05, 23:10
Almost everyone says its a fake, but interesting anyway. Would be sort of cool if it was real though :)

http://onefed.com/media/NintendoON.wmv

Tyrian³
15 May 05, 23:20
It is gonna kick a*s! that's for sure!
Can't wait!

Revan
15 May 05, 23:27
Never been a big fan of nintendo!
I wonder if this time they'll wake up and find out that it's not only kids that play games?

Dead Man
15 May 05, 23:51
Never been a big fan of nintendo!
I wonder if this time they'll wake up and find out that it's not only kids that play games?


Stereotying again???????

At the end of the day games are meant 2 be FUN!

Paper Mario 2 is a prime exampla of a childish looking game but is deeper than most of todays rpgs

lumlum
17 May 05, 09:29
Here it is!

http://cubemedia.ign.com/cube/image/article/615/615008/e3-2005-revolution-revealed-20050517010646774.jpg

babs
17 May 05, 09:45
Heh all the hosted images are leeching bandwidth today ;)

Looks sweet tho.

ThomasGOAL
17 May 05, 15:36
http://img192.echo.cx/img192/8620/e32005highresrevolutionimages2.jpg

lumlum
17 May 05, 15:48
Wow! Beautiful!

http://media.cube.ign.com/articles/615/615030/img_2789308.html

http://media.cube.ign.com/articles/615/615030/img_2789307.html

Slobber
17 May 05, 15:57
I'm gonna get mocked for saying this, but I always thought the GameCube was miles better looking than the PS2 and Xbox. Now I think this looks miles better than the PS3 and a bit better than the 360 as well.

lumlum
17 May 05, 16:03
Same here Mikey.

ClassicD
17 May 05, 16:51
I've only ever owned one Nintendo in my life and it was gotten rid of in under a year (Cube). I am definitely not planning on getting one of these, their support for games has been diabolical and they're a clear 3rd in the console 'wars' IMO.

As for the design, it looks like a cross between something from 80's and the PS2 - XB360 & PS3 both look far nicer. It's like it's a generation late, PS2 & XBox used square, defined edges on their consoles but those companies have both unveiled curved, smooth machines, this looks like a block/brick, even if it is small.

Games are what matters, I am assuming we're going to get more Mario and Zelda, big reason for me not being excited about it.

Revan
17 May 05, 19:36
Stereotying again???????

At the end of the day games are meant 2 be FUN!

Paper Mario 2 is a prime exampla of a childish looking game but is deeper than most of todays rpgs

It's just a fact! Most of GC cubes were kid oriented! Exceptions are of course (RE for instance). But GC was obviously ostly for kids!

Like I said I hope they change that orientation!
But the new one looks.... I don't know.. horrible?
Games of course define how good it is!

JayM
17 May 05, 20:26
Nothing revolutionary here, big dissapointment.

CW
17 May 05, 21:55
One more pic

http://gamesradar.msn.co.uk/media/gamesradar/rev_conf175_1.jpg

FlawlessCowboy
17 May 05, 21:56
I can't decide whether or not I like that design, although it is only a prototype

CW
17 May 05, 22:16
One of the key announced features of the Revolution is nothing to do with next-generation games at all, but rather to do with Nintendo's back catalogue - all of which will be playable on the new system, right from the NES through to the N64 and the GameCube.

They arent even trying anymore are they

Sudden strike12
17 May 05, 22:42
I dont mind the design, and overall the look of the next gen consoles are much improved over the current plastic lumps under my TV

babs
17 May 05, 23:14
Not trying? A new next-gen console AND being able to play every game nintendo have made? Yes please.

ThomasGOAL
18 May 05, 00:22
Nintendo president of America :

" We look forward to seeing you on the show floor tomorrow and be prepared to let your right brain run wild".

Virtal Reality helmet ?...

RuneEdge
18 May 05, 00:35
Oh dear god! Not the Virtual Reality Helmet?

Its the Virtual Boy 2!!!

ThomasGOAL
18 May 05, 11:13
http://www.jeuxpo.com/images/revolution/nintendo-revolution04b.jpg
http://www.jeuxpo.com/images/revolution/nintendo-revolution05b.jpg
http://www.jeuxpo.com/images/revolution/nintendo-revolution06b.jpg

Slobber
18 May 05, 11:15
Looks a bit like a book end. But I still say it's the coolest looking console from the 3.

RuneEdge
18 May 05, 18:37
Apparantly, you'll be able to download EVERY Nintendo game from the past onto the HD and play them.

Milanista
18 May 05, 18:38
Does this mean buying a separate converting hardware? ie. transporting a N64 cartridge onto the HD?

lumlum
18 May 05, 18:48
Nope, you DL them online.

Slobber
18 May 05, 19:41
Have Nintendo actually shown any games for their new system yet, or aren't they showing any?

LemonJelly
18 May 05, 19:45
I don't think they will be showing any games for the revolution, they haven't even shown the controller, let alone games :)

Slobber
18 May 05, 19:47
That's very crap. I've seen nothing from Nintendo to get me even slightly excited. The Playstation 3 on the other hand has amazed me. I bet the Revolution is very dissapointing. Sigh.

babs
18 May 05, 19:50
There's huge rumours/conspiracy theories going around that they are going to show it on the 19th, and that they have something HUGE planned.

Whether or not any of it turns out to be true, we'll see.

Slobber
18 May 05, 20:05
I hope so. I've been playing Nintendo games since I was a little kid, and I hope they don't let me down even more. I haven't even bought a Nintendo game in 18 months now. They better get their act together.

ThomasGOAL
18 May 05, 22:08
Fake yes or no...

http://www.nintendo-network.net/nintendonetwork/ftp_team/Oli/news/140505/01.jpg

lumlum
18 May 05, 22:25
Yes, very. :lol:

ThomasGOAL
18 May 05, 23:59
http://gc.advancedmn.com/images/media/revolution.jpg

diggiboy
19 May 05, 00:09
Nintendo is an ok console.. but its way..way behing PS and XBOX.

RuneEdge
19 May 05, 01:21
The thing about Nintendo is whether is turns out to be good or bad, they will still try to invent something new. Examples of this is the old Virtual Boy, The DS with 2 screens, they were also the ones to invent the shoulder buttons on pads, etc.
I'm guessing that the Revoltion pad will have some sort of screen on it or maybe have a touch pad.

anurein
19 May 05, 09:56
http://images5.theimagehosting.com/redLED.gif

Dead Man
19 May 05, 09:59
http://images5.theimagehosting.com/redLED.gif

Old skool but bloody gorgeous!

I know the Revolution is the weakestgraphics wise but who care have you seen the new Zelda trailer????

I would be happy with those graphics jus smoother!

Xbox360 and Revolution for me!

PS3 has be cheap for me 2 get on like £250

lumlum
19 May 05, 10:06
It's said that the PS3 might be around 450$.

Dead Man
19 May 05, 10:10
It's said that the PS3 might be around 450$.

Far 2 much

I hope that 3rd party developers suppport Nintendo as you blame em for churning out more Mario!

babs
19 May 05, 10:57
Old skool but bloody gorgeous!

I know the Revolution is the weakestgraphics wise but who care have you seen the new Zelda trailer????

I would be happy with those graphics jus smoother!

Xbox360 and Revolution for me!

PS3 has be cheap for me 2 get on like £250

Nobody knows what its graphics are like, noones seen anything running on it or any of the specs. It's just that they haven't hyped it up yet like Sony and MS have.

Sudden strike12
19 May 05, 11:31
Does anyone know yet if it will cost us to download the old games?

I'm guessing it will :(

babs
19 May 05, 11:46
Latest rumours are that any unveiling will take place at 10am E3 time (6pm BST). The Nintendogs demo at the conference had this pic in it..

http://img290.echo.cx/img290/5148/bscap0009zr.jpg

Which shows today's date and 10am.

Even if it's all rubbish in the end, it's still good fun :)

ThomasGOAL
19 May 05, 12:05
:shock:

http://www.jeuxvideo.com/cgi-bin/jvforums/rd_forums.cgi?http://www.gamerah.com/media/e3/Rev-On-E3.wmv

Slobber
19 May 05, 12:10
:shock:

http://www.jeuxvideo.com/cgi-bin/jvforums/rd_forums.cgi?http://www.gamerah.com/media/e3/Rev-On-E3.wmv



It isn't that surprising really. I wonder if it's real though? :)

ThomasGOAL
19 May 05, 12:18
I believe in, with the "open" logo which the same of Nintendo"ON" logo ...strange

this the guy who made the first video have already see the revolution before everyone...

ThomasGOAL
19 May 05, 12:34
Nintendo inspired by the Daft Punk ? :lol:

http://www.toshiba-emi.co.jp/daftpunk/profile/img/prof_img.jpg

ThomasGOAL
19 May 05, 13:43
New pad(s) ?

http://www.isd-up.com/sources/news/img_maxi/1295.jpg

babs
19 May 05, 14:01
Alleged release titles.

Launch Titles
- Mario's Adventure (3D Action met Minigame)
- Wave Race:Feel the Stream
- NiGHTS (SEGA)
- GRasp! (Nintendo's Nieuwe PuzzleGame)
- NintendoBros. (Communication tool, niet SmashBros.)

Developing
- Metroid Nexus (RetroStudio)
- Angel Land Story:Icarus (CAPCOM)
- Super Mario Nexus (Mario128 )
- Crystal Chronicle 2 (niet FF)

ThomasGOAL
19 May 05, 14:03
512.000.000 on the fake video with Virtual Helmet !!!!

512.000.000 : 1000 = 512.000 ( Millisec. -> Sec.)
512.000 : 60 = 8533,3 ( Sec. -> Min.)
8533,3 : 60 = 142,2 ( Min. -> Hours.)
142,2 : 24 = 5,9 ( Hours -> days)

"fake" video comingthe 13 May "13 day + 6 (5,9)month" = "19" May !! today more about revolution

:shock: Nintendo play THE DA VINCI CODE ! :shock:

Other exemple :
from the Nintendo conference of the 17/05 ! look the date ! 19/05

http://www.ngcfrance.com/images/news/revolution/puzzle_game_001.jpg

more few people of Nintendo speak about puzzle pieces !

http://www.smashbrothersonline.com/index2.html
look on the down of the page, and download the SBM3 opening theme ! the same of the "fake" video :shock:

Sudden strike12
19 May 05, 14:17
:shock:

http://www.jeuxvideo.com/cgi-bin/jvforums/rd_forums.cgi?http://www.gamerah.com/media/e3/Rev-On-E3.wmv

If that is the headset, then http://onefed.com/media/NintendoON.wmv could be real :)

lumlum
19 May 05, 14:58
New pad(s) ?

http://www.isd-up.com/sources/news/img_maxi/1295.jpg


Those pads were fan-made, nothing from Nintendo yet on the pads.

ThomasGOAL
19 May 05, 14:59
http://cubemedia.ign.com/cube/image/article/522/522559/igncubes-nintendo-revolution-faq-20050131050033523.jpg

merci a Hubneo

lumlum
19 May 05, 15:01
Alleged release titles.
Those games were listed in a fake revolution design a while back and aren't real.
It obvious since it would be too good to be true :lol:

ThomasGOAL
19 May 05, 15:03
http://corral.elrellano.com/Nintendo_On-01.jpg
http://corral.elrellano.com/Nintendo_On-02.jpg
http://corral.elrellano.com/Nintendo_On-03.jpg
http://corral.elrellano.com/Nintendo_On-04.jpg
http://corral.elrellano.com/Nintendo_On-05.jpg

Nintendo work with Sega for the revolution ???

http://www.findarticles.com/p/articles/mi_m0WPB/is_1999_Sept_3/ai_55796044

babs
19 May 05, 15:14
That article is 6 years old :/

Slobber
19 May 05, 15:17
I am fed up with fakes.. I'm not saying these are, but if people would stop making them, then we wouldn't have to wait for confirmation.. :(

ThomasGOAL
19 May 05, 15:20
http://forums.gamespot.com/gamespot/show_messages.php?board=909104101&topic=21018209&page=0

ThomasGOAL
19 May 05, 15:39
Video game play using panoramically-composited depth-mapped cube mapping


Abstract
Video game play rendered using a panoramic view of a cube map style rendering uses an associated depth map to supply three-dimensionality to the pre-rendered scene. The resulting panoramic rendering may be indistinguishable from rendering the original scene in real-time except that the background is of pre-rendered quality.



--------------------------------------------------
------------------------------
Inventors: Donnelly, Paul; ( Bellevue, WA)
Correspondence Name and Address: NIXON & VANDERHYE, P.C.
1100 N. GLEBE ROAD
8TH FLOOR
ARLINGTON
VA
22201
US


Assignee Name and Adress: Nintendo Co., Ltd.
Minami-ku
JP


Serial No.: 636978
Series Code: 10
Filed: August 8, 2003

U.S. Current Class: 345/419
U.S. Class at Publication: 345/419
Intern´l Class: G06T 015/00




--------------------------------------------------
------------------------------

Claims


--------------------------------------------------
------------------------------


I claim:

1. A video game playing method comprising: loading a pre-determined environment-mapped image having multiple planar projected images and associated multiple depth map images; at least in part in response to real-time interactive user input, compositing at least one additional object into said mapped images, said compositing using said depth map to selectively render at least portions of said object into said mapped image to provide a composited mapped image; and panoramically rendering said composited mapped image using a desired viewing angle and frustum to provide interactive video game play.

2. The method of claim 1 wherein the environment-mapped image comprises a cube map.

3. The method of claim 1 wherein said mapped image is pre-rendered.

4. The method of claim 1 including performing said compositing step with a home video game system, and further including displaying rendering results on a home color television set.

5. The method of claim 1 further including receiving interactive real-time user inputs via at least one handheld controller, and defining animation of said object in response to said inputs.

6. The method of claim 1 wherein said rendering step comprises applying said post-composited mapped image to a mesh, and rendering said mesh using a current projection matrix to apply desired viewing angle and frustum parameters.

7. The method of claim 1 further including testing whether said object intersects any of multiple faces of said mapped image in at least two dimensions.

8. The method of claim 1 further including performing Z comparison and removing hidden surfaces in response to said Z comparison.

9. The method of claim 1 further including performing said rendering using a frame buffer.

10. A storage medium storing instructions that, when executed by a home video game system or personal computer, provide interactive real-time video game play on a display, said storage medium storing: at least one pre-rendered cube map; at least one pre-rendered depth map corresponding to said cube map; and instructions which, when executed, composite at least portions of said pre-rendered cube map with at least one dynamically-generated object, said compositing based at least in part on said pre-rendered depth map, and generating pre-rendered panoramic image therefrom.

11. The storage medium of claim 10 wherein said pre-rendered cube map comprises six images as if looking through faces of a cube with the viewpoint at the center of the cube.

12. The storage medium of claim 10 wherein said compositing includes rendering a real-time object into a frame buffer storing said pre-rendered cube map using dynamically defined view port and/or frustum parameters.

13. A video game playing system comprising: means for loading a pre-determined environment-mapped image having multiple planar projected images and associated multiple depth map images; means for at least in part in response to real-time interactive user input, compositing at least one additional object into said mapped images, said compositing using said depth map to selectively render at least portions of said object into cube mapped image to provide a composited mapped image; and means for panoramically rendering said composited mapped image using a desired viewing angle and frustum to provide interactive video game play.

--------------------------------------------------
------------------------------

Description


--------------------------------------------------
------------------------------


CROSS-REFERENCES TO RELATED APPLICATIONS

[0001] Priority is claimed from application No. 60/468,645 filed Feb. 13, 2003 , which is incorporated herein by reference.

FIELD

[0002] The technology herein relates to video game play, and more particularly to efficient 3D video game rendering techniques using pre-rendered cube or other environment maps.

BACKGROUND AND SUMMARY

[0003] Modern home video games are more exciting and realistic than ever before. Relatively inexpensive 3D home video game platforms contain as much processing power as advanced computer graphics workstations of yesteryear. They can dynamically, interactively produce rich, realistic interesting displays of characters and other objects moving about in and interacting with a simulated three-dimensional world. From your living room on a home color television set, you can now fly virtual fighter planes and spacecraft through simulated battles, drive virtual race cars over simulated race tracks, ride virtual snowboards over simulated snow fields and ski slopes, race simulated jet skis over simulated water surfaces, and journey through exciting virtual worlds encountering all sorts of virtual characters and situations--just to name a few examples--all with highly realistic and exciting 3D images.

[0004] While home video game systems are now relatively powerful, even the most advanced home video game system lacks the processing resources that video game designers dream about. Home video game systems, after all, must be affordable yet have the extremely demanding task of producing high quality images dynamically and very rapidly ( e.g., thirty or sixty frames per second). They must respond in real-time to user controls--reacting essentially instantaneously from the standpoint of the user. At the same time, video game developers and their audiences continually desire ever richer, more complex, more realistic images. More complicated and detailed images place exceedingly high demands on relatively inexpensive video game system processors and other internal circuitry. If the image is too complicated, the video game platform will not be able to render it in the time available. This can sometimes result in incomplete, only partially rendered images that may appear flawed and unrealistic and thus disappoint users.

[0005] One approach to help solve this problem involves pre-rendering complicated scenes in advance and then adapting or otherwise manipulating those scenes in real-time to provide interactive video game play. For example, it is possible for a video game designer at the time he or she creates a video game to use a very powerful computer to pre-calculate and pre-render background scenery and other images. Developing a new video game can sometimes take a year or more, so using a high-power computer graphics workstation or even a supercomputer for hours at a time to render individual complicated background images is feasible. Such interesting and complicated background images are then often essentially " pasted" onto 3D surfaces through use of texture mapping during real-time video game play. This technique can be used to provide rich and interesting background and other video game play elements without a corresponding substantial increase in real-time processing overhead.

[0006] While such pre-rendered texture maps have been used with substantial advantageous results in the past, they have some shortcomings in interactive video game play. For example, texture-mapping a pre-rendered image onto a 3D surface during interactive video game play can successfully create impressive visual complexity but may let down the user who wants his or her video game character or other moving object to interact with that complexity. The tremendous advantageous 3D video games have over 2D video games is the ability of moving objects to interact in three dimensions with other elements in the scene. Pre-rendered textures, in contrast, are essentially 2D images that are warped or wrapped onto 3D surfaces but still remain two-dimensional. One analogy that is apt for at least some applications is to think of a texture as being like a complex photograph pasted onto a billboard. From a distance, the photograph can look extremely realistic. However, if you walk up and touch the billboard you will immediately find out that the image is only two dimensional and cannot be interacted with in three dimensions.

[0007] We have discovered a unique way to solve this problem in the context of real-time interactive video game play. Just as Alice was able to travel into a 3D world behind her mirror in the story " Alice Through the Looking Glass", we have developed a video game play technique that allows rich pre-rendered images to create 3D worlds with depth.

[0008] In one embodiment, we use a known technique called cube mapping to pre-render images defining a 3D scene. Cube mapping is a form of environment mapping that has been used in the past to provide realistic reflection mapping independent of viewpoint. For example, one common usage of environment mapping is to add realistic reflections to a 3D-rendered scene. Imagine a mirror hanging on the wall. The mirror reflects the scene in the room. As the viewer moves about the room, his or her viewpoint changes so that different objects in the room become visible in the mirror. Cube mapping has been used in the past or provide these and other reflection effects.

[0009] We use cube mapping for a somewhat different purpose--to pre-render a three-dimensional scene or universe such as for example a landscape, the interior of a great cathedral, a castle, or any other desired realistic or fantastic scene. We then add depth to the pre-rendered scene by creating and supplying a depth buffer for each cube-mapped image. The depth buffer defines depths of different objects depicted in the cube map. Using the depth buffer in combination with the cube map allows moving objects to interact with the cube-mapped image in complex, three-dimensional ways. For example, depending upon the effect desired, moving objects can obstruct or be obstructed by some but not other elements depicted in the cube map and/or collide with such elements. The resulting depth information supplied to a panoramically-composited cube map provides a complex interactive visual scene with a degree of 3D realism and interactivity not previously available in conventional strictly 2D texture mapped games.

BRIEF DESCRIPTION OF THE DRAWINGS

[0010] These and other features and advantages will be better and more completely understood by referring to the following detailed description of exemplary non-limiting illustrative embodiments in conjunction with the drawings of which:

[0011] FIGS. 1 and 2 show an exemplary non-limiting video game playing system;

[0012] FIGS. 3A and 3B show exemplary flowcharts of non-limiting illustrative video game processes;

[0013] FIGS. 4A-4C show exemplary illustrative pre-rendering examples;

[0014] FIGS. 5A-5E show exemplary cube-map and real-time character compositing process examples;

[0015] FIGS. 6A and 6B show exemplary illustrative final rendering examples; and

[0016] FIGS. 7A-7G show example interactivity between a 3D object and an exemplary 3D scene defined by a illustrative depth-mapped panoramically-composited cube map.

DETAILED DESCRIPTION

[0017] FIG. 1 shows an example interactive 3D computer graphics system 50. System 50 can be used to play interactive 3D video games with interesting stereo sound. It can also be used for a variety of other applications.

[0018] In this example, system 50 is capable of processing, interactively in real-time, a digital representation or model of a three-dimensional world. System 50 can display some or all of the world from any arbitrary viewpoint. For example, system 50 can interactively change the viewpoint in response to real-time inputs from handheld controllers 52a, 52b or other input devices. This allows the game player to see the world through the eyes of someone within or outside of the world. System 50 can be used for applications that do not require real-time 3D interactive display ( e.g., 2D display generation and/or non-interactive display), but the capability of displaying quality 3D images very quickly can be used to create very realistic and exciting game play or other graphical interactions.

[0019] To play a video game or other application using system 50, the user first connects a main unit 54 to his or her color television set 56 or other display device by connecting a cable 58 between the two. Main unit 54 in this example produces both video signals and audio signals for controlling color television set 56. The video signals are what controls the images displayed on the television screen 59, and the audio signals are played back as sound through television stereo loudspeakers 61L, 61R.

[0020] The user also connects main unit 54 to a power source. This power source may be a conventional AC adapter ( not shown) that plugs into a standard home electrical wall socket and converts the house current into a lower DC voltage signal suitable for powering the main unit 54. Batteries could be used in other implementations.

[0021] The user may use hand controllers 52a, 52b to control main unit 54. Controls 60 can be used, for example, to specify the direction ( up or down, left or right, closer or further away) that a character displayed on television 56 should move within a 3D world. Controls 60 also provide input for other applications ( e.g., menu selection, pointer/cursor control, etc.). Controllers 52 can take a variety of forms. In this example, controllers 52 shown each include controls 60 such as joysticks, push buttons and/or directional switches. Controllers 52 may be connected to main unit 54 by cables or wirelessly via electromagnetic ( e.g., radio or infrared) waves.

[0022] To play an application such as a game, the user selects an appropriate storage medium 62 storing the video game or other application he or she wants to play, and inserts that storage medium into a slot 64 in main unit 54. Storage medium 62 may, for example, be a specially encoded and/or encrypted optical and/or magnetic disk. The user may operate a power switch 66 to turn on main unit 54 and cause the main unit to begin running the video game or other application based on the software stored in the storage medium 62. The user may operate controllers 52 to provide inputs to main unit 54. For example, operating a control 60 may cause the game or other application to start. Moving other controls 60 can cause animated characters to move in different directions or change the user´s point of view in a 3D world. Depending upon the particular software stored within the storage medium 62, the various controls 60 on the controller 52 can perform different functions at different times.

[0023] Example Non-Limiting Electronics and Architecture of Overall System

[0024] FIG. 2 shows a block diagram of example components of system 50. The primary components include:

[0025] a main processor ( CPU) 110,

[0026] a main memory 112, and

[0027] a graphics and audio processor 114.

[0028] In this example, main processor 110 ( e.g., an enhanced IBM Power PC 750 or other microprocessor) receives inputs from handheld controllers 108 ( and/or other input devices) via graphics and audio processor 114. Main processor 110 interactively responds to user inputs, and executes a video game or other program supplied, for example, by external storage media 62 via a mass storage access device 106 such as an optical disk drive. As one example, in the context of video game play, main processor 110 can perform collision detection and animation processing in addition to a variety of interactive and control functions.

[0029] In this example, main processor 110 generates 3D graphics and audio commands and sends them to graphics and audio processor 114. The graphics and audio processor 114 processes these commands to generate interesting visual images on display 59 and interesting stereo sound on stereo loudspeakers 61R, 61L or other suitable sound-generating devices.

[0030] Example system 50 includes a video encoder 120 that receives image signals from graphics and audio processor 114 and converts the image signals into analog and/or digital video signals suitable for display on a standard display device such as a computer monitor or home color television set 56. System 50 also includes an audio codec ( compressor/decompressor) 122 that compresses and decompresses digitized audio signals and may also convert between digital and analog audio signaling formats as needed. Audio codec 122 can receive audio inputs via a buffer 124 and provide them to graphics and audio processor 114 for processing ( e.g., mixing with other audio signals the processor generates and/or receives via a streaming audio output of mass storage access device 106). Graphics and audio processor 114 in this example can store audio related information in an audio memory 126 that is available for audio tasks. Graphics and audio processor 114 provides the resulting audio output signals to audio codec 122 for decompression and conversion to analog signals ( e.g., via buffer amplifiers 128L, 128R) so they can be reproduced by loudspeakers 61L, 61R.

[0031] Graphics and audio processor 114 has the ability to communicate with various additional devices that may be present within system 50. For example, a parallel digital bus 130 may be used to communicate with mass storage access device 106 and/or other components. A serial peripheral bus 132 may communicate with a variety of peripheral or other devices including, for example:

[0032] a programmable read-only memory and/or real-time clock 134,

[0033] a modem 136 or other networking interface ( which may in turn connect system 50 to a telecommunications network 138 such as the Internet or other digital network from/to which program instructions and/or data can be downloaded or uploaded), and

[0034] flash memory 140.

[0035] A further external serial bus 142 may be used to communicate with additional expansion memory 144 ( e.g., a memory card) or other devices. Connectors may be used to connect various devices to busses 130, 132, 142.

[0036] Exemplary Non-Limiting Video Game Panoramic Compositing Technique

[0037] FIG. 3A shows an example flowchart of illustrative non-limiting video game play on the system shown in FIGS. 1 and 2. The software used to control and define the operations shown in FIG. 3A may be stored in whole or in part on mass storage device 62 which is loaded into or otherwise coupled to video game system 50 before game play begins. In another example, the software may be downloaded over network 138 and loaded into internal memory of the video game system 50 for execution.

[0038] To play an exemplary illustrative video game, the user may depress a " start" or other control which causes the execution of program instructions to initialize game play ( FIG. 3A, block 302). Once the game has begun executing, the system 50 may acquire user inputs from handheld controllers 52 or other input sources ( FIG. 3A, block 304) and define corresponding viewing angle and frustum parameters corresponding to one or more virtual camera or other views ( FIG. 3A, block 306). The software may also define one or more moving objects such as moving characters and associated animation parameters ( FIG. 3A, block 308). The game may then render a frame onto display 56 ( FIG. 3A, block 310). Assuming the game is not over ( "no" exit to decision block 312), blocks 304-310 are repeated rapidly ( e.g., thirty or sixty times each second) to provide interactive video game play.

[0039] FIG. 3B shows an example " render" routine used by the FIG. 3A video game software to provide panoramic compositing allowing rich, complex 3D virtual scenes and worlds. In the exemplary illustrative embodiment, the first two blocks 320, 322 of FIG. 3B are performed in advance ( "pre-rendered") before real-time rendering, and the remaining blocks 324-332 are performed during real-time rendering. The pre-rendering blocks 320, 322 in one exemplary illustrative embodiment are not performed by video game system 50 at all, but rather are performed well in advance by another computer or graphics workstation that may for example use complicated, time-consuming non-real-time 3D rendering techniques such as ray tracing. In other exemplary embodiments, blocks 320, 322 can be performed as part of the " initialized game play" block 302 shown in FIG. 3A. In still other embodiments, if real-time processing resources are available, blocks 320, 322 can be performed by system 50 at the beginning of a game play sequence or the like.

[0040] To perform the pre-render exemplary process, a virtual cube 400 is defined within a virtual three-dimensional universe. As shown in illustrative FIG. 4A, virtual cube 400 may be defined within any realistic or fantastic scene such as, for example, the interior of a medieval cathedral. The cube 400 is used for cube mapping. A panoramic view is created using a cube map style rendering of the scene from a chosen location as shown in FIG. 4A to provide more camera freedom for pre-rendered games. This technique in one exemplary illustration keeps the viewpoint static but allows the player to look around in any direction.

[0041] In more detail, an exemplary 3D scene 402 is created using any conventional 3D modeling application. The scene is rendered out in six different images as if looking through the six different faces of cube 400 with the viewpoint at the center of the cube ( FIG. 3B, block 320). This produces a high-quality off-line rendered RGB or other color cube map 404 representation of the scene as shown in FIG. 4B. In exemplary illustrative embodiment, a depth map 406 of the same scene is also created based on the same six cube image faces ( see FIG. 4C and block 322 of FIG. 3B).

[0042] During real-time video game play ( FIG. 3B, block 324), video game system 50 loads the pre-rendered cube map face into its embedded frame buffer memory and loads the pre-rendered depth map corresponding to that face into a memory such as a Z ( depth) buffer ( FIG. 3B, blocks 324, 326). In one exemplary embodiment, the cube map 404 and depth map 406 such as shown in FIGS. 4B, 4C may be stored on mass storage device 62 or it may be downloaded over network 138.

[0043] Once these data structures are in appropriate memory of video game system 50, the video game software renders one or more real-time objects such as animated characters into the frame buffer using the same view point and frustum parameters in one exemplary embodiment to provide a composite image ( FIG. 3B, block 328). Such rendering may make use of the depth information 406 ( e.g., through use of a conventional hardware or software-based Z-compare operation and/or collision detection) to provide hidden surface removal and other effects.

[0044] This same process is repeated in the exemplary embodiment for each of the other cube-mapped faces to produce a post-composited cube map ( FIG. 3B, block 330). As will be appreciated by those of ordinary skill in the art, in at least some applications it is possible to reduce the number of cube mapped faces to composite by performing a rough " bounding box" or other type test determining which cube mapped faces ( e.g., one, two, three or a maximum) the moving object image is to be displayed within, thereby avoiding the need to composite these unaffected faces. There are cases where a character could span more than three faces of the cube. ( And if the final frustum is wide enough we could see more than three faces at once also.) It is the intersection between three things which is rendered in real-time and composited with the cube map in the exemplary embodiment:

[0045] the final frustum;

[0046] the moving/animating character ( which may be approximated using bounding boxes, convex hull, or other method);

[0047] the cube map faces, or predefined portions thereof ( in one example implementation we split each cube face into four pieces, thus reducing the amount of area that needed to be composited).

[0048] Once a complete post-composited cube map has been created, it is then applied to a cube or other mesh and rendered with the current projection matrix to create a panoramic image with desired viewing angle and frustum parameters ( FIG. 3B, block 332). See FIGS. 6A and 6B. In one exemplary illustrative non-limiting embodiment, this final rendering step simply applies the multiple cube map faces on the inside of a cube mesh and proceeds by panoramically rendering in a conventional fashion with a normal projection matrix using conventional hardware and/or software rendering techniques and engines. The result should be indistinguishable from rendering the original scene in real-time in the first place except that the background is at pre-rendered quality.

[0049] Panoramic Compositing--Example Implementation Details

[0050] Example Art Path for Panoramic Compositing:

[0051] 1. Pre-render the RGB and Depth buffers 404, 406 for each cube face from a CG tool such as Maya or other standard tool.

[0052] 2. Possible to use a resolution of for example 1024.times.1024 for each field of view ( "FOV") 90 degree cube face. If we consider the case where the viewing direction is towards the center of a face, we get a 1:1 texel to pixel ratio with an NTSC 640.times.480 screen with a horizontal FOV of 38.7.degree., and vertical FOV of 28.degree.. When we face the edges or corners of the cube, the texel to pixel ratio increases ( maximum 1.73 times more at the corners).

[0053] 3. In an example embodiment, due to frame-buffer size limitations, or for efficiency reasons it may be useful to perform the compositing in pieces less than the full size of a cube face, and copy these intermediate results to texture maps for final rendering in a separate pass. For example, each face of the original cube could be split into four pieces of 512.times.512 each. Other techniques could be used in other embodiments.

[0054] 4. Regarding the format of the Z-textures: One example implementation uses 16-bit Z textures. The value which must be stored in the Z texture is not actually Z, but can be: 1 far ( Z - near ) Z ( far - near )

[0055] 5. Another detail is worth mentioning regarding pre-rendered Z ( depth) buffers 406. With pre-rendered RGB buffers 404, we have the luxury of doing a fully super-sampled rendering to give smooth edges, and correct filtering. However, with Z we may have less resolution ( e.g., only one sample per pixel in some cases). When we try to composite our real-time graphics with the pre-rendered graphics, this can cause artifacts. The worst of these artifacts is when the Z value says a pixel is foreground, but the RGB average is closer to the background color. Then when a character is between the foreground and the background, we may get a halo of background color around foreground objects. In order to minimize this effect, we have found it is better to bias towards using the background Z value as the representative Z value for pixels whose RGB is a mixture of foreground and background colors. To achieve this kind of control over the source textures, one can render at a higher resolution initially and pre-process the data down to the final size.

[0056] This technique may be useful for another reason as well. For example, some conventional offline renderers may use jittered sampling, and thus the outlines of straight edged objects can sometimes become ragged unless rendered at a higher resolution initially and further processed to get a cleaner Z image. Other example embodiments may not be concerned with this issue.

[0057] 6. Optimization. There is no need to composite all panels or cube face images in the pre-pass. Only those which overlap both the final frustum and the real-time characters need to be composited and copied out.

[0058] Example Images

[0059] FIGS. 7A-7G show example images that are possible in the cathedral interior scene of FIG. 4A when an exemplary moving object 500 interacts with the cube-mapped scene. The moving object 500 shown in FIGS. 7A-7G is a cube for purposes of illustration only--any animated or non-animated object of any configuration could be used instead. FIG. 7A shows moving object 500 obstructing and being obstructed by different portions of the cube-mapped virtual 3D environment--in this case a railing 502 on the clere story of the virtual cathedral. FIG. 7B shows the same moving object 500 obstructing and being obstructed by a column 504 and also descending and thus being obstructed by portions of the tile floor surface 506 of the virtual cathedral. FIG. 7C shows the same cubic moving object 500 obstructing and being obstructed by ceiling details such as shown in FIG. 5D. FIG. 7D shows the moving object 500 obstructing and being obstructed by an archway detail 508. FIG. 7E shows moving object 500 obstructing and being obstructed by different portions of a pew 510. FIG. 7F shows moving object 500 obstructing and being obstructed by different portions of a column 512 adjacent the cathedral nave. FIG. 7G shows a magnified detail of the FIG. 7F image.

[0060] In the exemplary illustrative embodiment, images such as those shown in FIGS. 7A-7G can be created by giving the video game user control over moving object 500 so it can be moved anywhere within the three-dimensional scene defined by the depth-mapped panoramic cube map environment. While the exemplary moving object 500 shown in FIGS. 7A and 7G has the characteristic of being able to pass through virtual solid structure in order to better illustrate hidden surface removal, it is also possible to provide other characteristics such as for example collision detection so the moving object can bounce off or otherwise interact with the depth of the panoramically-rendered scene.

[0061] Example Enhancements to Panoramic Compositing

[0062] Example Enhanced Antialiasing:

[0063] The quality of composited renderings could be improved with better antialiasing. This can be achieved by allowing multiple Z values and multiple color values for edge pixels of foreground objects.

[0064] We would get a lot of benefit even with just two Z values per pixel. This allows a high quality solution to the halo artifacts which occur when real-time CG characters are positioned between background and foreground pre-rendered elements in 1-depth-sample per pixel compositing.

[0065] The following algorithm can be used to render anti-aliased edges in the two depth samples per pixel case.

[0066] 1. Render the furthest depth value and RGB value first.

[0067] 2. Composite the real-time character as usual.

[0068] 3. Alpha-blend on the foreground edges--alpha comes from foreground coverage value.

[0069] Note that foreground edges occupy only a small percentage of the pixels, so the antialiasing pass does not need to consume a full frame´s worth of fill-rate bandwidth.

[0070] Example Panoramic Movie Compositing

[0071] It may also be desirable to use movie textures to further enhance the realism, and promote the illusion that the full scene is being rendered in real-time. In many cases, it would be desirable to be able to specify particular regions of the scene to be animated, to help minimize the storage, bandwidth and decompression costs.

[0072] If the animations are restricted to lighting only, RGB animation is sufficient. If we want animated foreground objects then animated Z-textures can be used.

[0073] While the technology herein has been described in connection with exemplary illustrative non-limiting embodiments, the invention is not to be limited by the disclosure. For example, the pre-rendered environment could be a shape other than a cube. In some cases it would not be necessary to cover the whole panorama. For example if the game did not require the camera to point at the floor or ceiling, a tessellated cylinder could be an efficient shape to use for the pre-rendered environment. Example embodiments can work, for example, with environments composed of multiple planar projected images to achieve a wide degree of camera directional freedom using single planar images. As another example, the technique does not rely on the source material being pre-rendered; the environment could conceivably originate from real world photographs, and associated depth-captured images for example. The invention is intended to be defined by the claims and to cover all corresponding and equivalent arrangements whether or not specifically disclosed herein.

ThomasGOAL
19 May 05, 15:48
http://img231.echo.cx/my.php?image=revolution6ds7am.jpg

ThomasGOAL
19 May 05, 16:30
Triforce logo hidden on this pict

http://img278.echo.cx/img278/9946/triforce4dy.th.jpg (http://img278.echo.cx/my.php?image=triforce4dy.jpg)

ThomasGOAL
19 May 05, 16:43
System of the Nintendo virtual helmet ?

http://overgame.com/page/19624.htm

rockykabir
19 May 05, 17:55
From Engadget.com:

There’s a bit of interesting info buried inside the press release for the Nintendo Revolution (http://www.engadget.com/search/?q=nintendo+revolution&submit=Go), that seems to imply they might be giving DIY developers some freedom to run homebrew code: “Freedom of design: A dynamic development architecture equally accommodates both big-budget, high-profile game ‘masterpieces’ as well as indie games conceived by individual developers equipped with only a big idea.” They make it a small point, and Nintendo sure hasn’t been talking up this aspect — but if there’s any truth to it, this could be a fairly big move in the gaming console world, to start with an intentionally open platform right off the bat (as opposed to waiting for all the brilliant hackers to inevitably tear your console to shreds, anyway…).

This looks interesting though.... Complete programming freedom.

I remember back in the days, producers used to complain about the difficulty of creating games on the PS2 architecture. Perhaps this new freedom will give programmers the ease to produce better games?

Efficient code = Hi-Spec hardware unnecessary...

ThomasGOAL
19 May 05, 20:01
Revolution ?

http://media.nintendo.com/mediaFiles/4d7715ab-63f3-4f19-bf37-f51713ecee6f.jpg

mrdjkola
19 May 05, 20:32
why is the system black, wouldnt it should be purple or blue ??

RuneEdge
20 May 05, 08:39
I'm confused. I thought the Revolution was that little black box.

Dead Man
20 May 05, 18:06
I'm confused. I thought the Revolution was that little black box.

Thats a prototype!

Its gonna be SMALLER!

ThomasGOAL
21 May 05, 01:36
actual technology
http://www.joystiq.com/entry/1234000873043851
http://www.vrealities.com/

glass price :
http://www.edimensional.com/index.php?cPath=21&ref=73

OPM
21 May 05, 01:45
so for christs sake anybody could please clear me up wtf this is?

a virtual helmet system, a stupid fan fake, a new console, just you guys being bored posting infos ab out a bullshit new nintento system or WHAT?i gotta admit i haven't heard anything about "revolution" the last years.sorry! ;) :lol:

ThomasGOAL
21 May 05, 01:53
I'm not a Nintendo Fan, i'm more Sony and Winning Eleven :D
i have a feeling about the virtual helmet and why called this console Revolution ? for a controller :lol:

PS: strange IGN (work with Nintendo and see the hidden conference by NIntendo) have add a news about a Dolby Headphones (Old technology, nothing news believe me i'm a fan of a home cinema) Dolby headphones like a """fake""" video...
http://psp.ign.com/articles/617/617679p1.html

ThomasGOAL
21 May 05, 15:55
http://www.n-philes.com/features.php?id=68

lumlum
21 May 05, 18:37
Thomas, you'll posting anything here won't you? :lol:
Just kidding with ya. Good work.

ThomasGOAL
22 May 05, 01:31
Thomas, you'll posting anything here won't you? :lol:
Just kidding with ya. Good work.

Lumlum you want the real revolution ? :D
BIELEVE ME ! ALL PEOPLE ON THIS FORUM CAN'T WAIT THE NINTENDO REVOLUTION AFTER SEE MY VIDEO ! :lmao:

PS: is not a joke

maybe i post tomorrow.

Dead Man
22 May 05, 12:11
Looking forward 2 the new controller and WE on ALL consoles!

Sony are losing all exclusives!

Will get all 3 if they are reasonable

ThomasGOAL
22 May 05, 13:08
Nintendo Revolution ?
OPEN YOUR EYES ! IT'S A REAL SHOCK

http://sonix.sdv.fr:8080/ramgen/arte/tracks/20040603/immersion.rm

this society "Immersion" work for Nintendo, and Nintendo buy the license for that !!
so, it's for the revolution ?? wait and see...

Remember : creat the game.... :)

Edit : i add this video (Thanks KAiWAi of WEarePES)
http://gprime.net/video.php/totalimmersion

ThomasGOAL
11 June 05, 18:08
Real or Fake ?

http://mozlapunk.web-log.nl/log/2767380

http://i7.photobucket.com/albums/y258/michelmusters/11-06-05-Helmet01.jpg
http://i7.photobucket.com/albums/y258/michelmusters/11-06-05-Helmet03.jpg
http://i7.photobucket.com/albums/y258/michelmusters/11-06-05-Helmet02.jpg
http://i7.photobucket.com/albums/y258/michelmusters/11-06-05-Helmet04.jpg

ThomasGOAL
17 June 05, 21:30
Revolution pad ?

http://i2.photobucket.com/albums/y41/Kamedak/rev_controller1.jpg
http://img187.echo.cx/img187/9503/rev0035dn.jpg

RuneEdge
18 June 05, 10:18
Where are the buttons?

J@s0n88
19 June 05, 14:41
i'm sick of seein all this shite man... when is the real stuff gonna come?

ThomasGOAL
21 June 05, 20:07
LOL !!

http://www.jeuxvideo.com/cgi-bin/jvforums/rd_forums.cgi?http://www.etc.cmu.edu/projects/bvwWorlds/movies/super_mario_live_wmv.wmv

ThomasGOAL
14 September 05, 12:48
Stolen pict with the pad ???

http://photos1.blogger.com/blogger/6379/1162/1600/Huhggh.jpg

RuneEdge
14 September 05, 15:50
wheres the pad? that wi-fi connection icon?

RicKs
16 September 05, 08:57
There you go...

http://cubemedia.ign.com/cube/image/article/651/651275/hands-on-the-revolution-controller-20050915054945878.jpg


http://cubemedia.ign.com/cube/image/article/651/651275/hands-on-the-revolution-controller-20050915054927691.jpg

Chris Bauer
16 September 05, 10:44
Oh. My. God. Is that seriously it? Jesus wept.

Welcome to the death of Nintendo.

ThomasGOAL
16 September 05, 10:49
I see a video of the new control, it's crazy for "special" game.
http://media.cube.ign.com/articles/651/651334/vids_1.html

airjoca
16 September 05, 13:01
Well, i can only admire Nintendo for daring to be different, trying to see the way forward...

Dar
16 September 05, 13:23
That has to be the worst thing I've ever seen.

I mean the idea's are great and everything, but the design of that thing is awful. I think it pretty much rules out playing WE/ PES on the Revolution anyway. :)

Slobber
16 September 05, 13:52
It's fucking shit!

FlawlessCowboy
16 September 05, 15:38
That video is awesome, I'm totally looking forward to it now!

CW
16 September 05, 17:05
Ninty may as well give up and go home now

Baggs
16 September 05, 18:16
it looks like a friggin TV remote. i don't see how this will work for certain games. i can understand the principles of how it will work with games like baseball, but what happens when u get a footy game? do u shoot the thing? this is seriously the final nail in the coffin for nintendo if they go ahead with this gimmick.

Slobber
16 September 05, 18:30
Looks absolutely ridiculous doesn't it?

Slobber
16 September 05, 19:19
I've changed my mind after seeing how it worked.

mattster12
16 September 05, 20:07
It looks like one of those remote's you get in the arm of your chair on a aeroplane lol. Not impressed at all really

Holio
16 September 05, 20:53
To be a little fairer, that image only shows the half the controller, you need to watch the video to get the concept of it, not that I'm totally convinced by it yet mind.

Dar
16 September 05, 21:18
Oh I watched the video alright....

I just dont think that the control looks suited for games that would interest many people over the age of 12. :lol:
I mean its all well and good for kids to play Mario Fishing, Mario Dentist, Mario Baseball, Mario Japanese girl looks like she's playing with a virtual phallus, or even Yoshi all of the above.

But what about a Resident evil game, or a WE/ PES, or even a Fifa if you're that way inclined. I'm sure they've thought about them and they have plans, but I just cant ever see myself learning to cope with that....thing....to try play one of them.

Dead Man
16 September 05, 23:31
cant wait 2 get my hand on one of these.

Revan
16 September 05, 23:34
I'm sure they will have a second convencional controller.
It would be impossible to play WE,RES etc.. with that remote.

I can only praise to have dared to be different.

but omg, my tv remote looks better than that. :lol:

NickSCFC
16 September 05, 23:35
If any of you have actually read about what this controller can do, and are still not impressed, then you're a fucking idiot!

Trust me, the technology in this thing is amazing!!!! :mrgreen:

the_thing
17 September 05, 05:35
this is funny
http://gamecubeguy.com:8080/mailbag/revcon2.jpg

Kenny M
17 September 05, 07:38
tbh, i can't see myself waving that remote in front of my tv.

i would end up breaking something in my small room. or i could get a repetitive strain injury.

JayM
17 September 05, 07:57
It's stupid, people do not like change, I think Nintendo are just alienating developers and casual gamers, do you really think EA are going to like having to re-do all the controls etc for multi-platform games? Nope, I didn't think so.

They're going to end up with loads of poorly done games apart from the ones they make themselves, which are not my type of game, my money is going elsewhere.

manu4ever
17 September 05, 11:03
interview with nintendo's european exec:


http://www.eurogamer.net/article.php?article_id=60917

Eurogamer: How is the controller going to work with games that aren't designed specifically for the Revolution - multi-platform titles and so on?

Jim Merrick: We're producing a classic-style expansion controller, based on traditional designs like the Gamecube controller. It's like a shell with a hole in the top into which you slot the freehand-style controller, and then you can play third-party ported games, and retro Nintendo games you've downloaded.

So there's that option - but even while it's inserted into the classic-style shell, the freehand controller will still be able to sense positioning and so on, so there are more options too.

It's something that's just as true for the DS - not every game uses the DS's unique features. But some multi-platform titles do, like The Sims 2 for example. We hope other developers will do the same and look at ways their multi-platform titles can make use of the Revolution's features.


my comment: don't worry lads, i think nintendo will bundle the classic attachment with the console, probably a gamecube controler with snes style buttons.

this is only half of it the technology in the rev is going to be brilliant, esp the bump mapping feature. also imagine the a headset addon!

JayM
17 September 05, 11:21
I've changed my mind...

http://img391.imageshack.us/img391/1812/nintendflash8xj.gif

PES would be great with this controller too...

http://img382.imageshack.us/img382/1049/259034727296qg.gif

Slobber
17 September 05, 12:24
I've changed my mind...

http://img391.imageshack.us/img391/1812/nintendflash8xj.gif

PES would be great with this controller too...

http://img382.imageshack.us/img382/1049/259034727296qg.gif


Hahahaha, that's brilliant! :mrgreen:

PESV
17 September 05, 12:54
It's stupid, people do not like change, I think Nintendo are just alienating developers and casual gamers, do you really think EA are going to like having to re-do all the controls etc for multi-platform games? Nope, I didn't think so.

They're going to end up with loads of poorly done games apart from the ones they make themselves, which are not my type of game, my money is going elsewhere.

people do not like change? pfff. the whole industry has been nothing but, i guess gamers are use to it by now. btw theres are difference between change and improvement. i think lots of game makers consider the new options as a challenge and something exiting. its not like its only usefull for ping pong games, there are thousend of possibilities.

the bottom line is that its a bit ignorant to allready jump to a negative conclusion right away, it struck me a bit, and i am no nintendo fanboy or anything, never owned a thing from them, but i like how they are trying to aim on a different market then sony/microsoft, it brings fresh ideas into the market. maybe u dont agree but dont tell me that people do not like change, thats been said just too many times so that it became a truth, but in fact it isnt, we need change.

JayM
17 September 05, 13:06
Nobody needs change, I see nothing wrong with the current controlers we have.

People who like me will probably own two consoles would find it hard to switch between a normal controller and such a different one IMO.

FlawlessCowboy
17 September 05, 13:52
people do not like change? pfff. the whole industry has been nothing but, i guess gamers are use to it by now. btw theres are difference between change and improvement. i think lots of game makers consider the new options as a challenge and something exiting. its not like its only usefull for ping pong games, there are thousend of possibilities.

the bottom line is that its a bit ignorant to allready jump to a negative conclusion right away, it struck me a bit, and i am no nintendo fanboy or anything, never owned a thing from them, but i like how they are trying to aim on a different market then sony/microsoft, it brings fresh ideas into the market. maybe u dont agree but dont tell me that people do not like change, thats been said just too many times so that it became a truth, but in fact it isnt, we need change.

Totally agree with that mate.

The XB360 and PS3 will only be next-gen in terms of graphics. At least the Revolution is truly trying to be Revolutionary.

So if you want a console with better graphics and a normal pad, then fine. You've got two to choose from.

But if people want something more, then at least the Revolution is a third choice. One that I'll definately be taking

PESV
17 September 05, 14:00
Nobody needs change, I see nothing wrong with the current controlers we have.

People who like me will probably own two consoles would find it hard to switch between a normal controller and such a different one IMO.

yes but dont u agree that what u are looking for is allready available in the ps3 and x360? its nice to have another party who explores different directions.

maybe after u tried it, u will see whats wrong with current controllers. maybe not. its just too soon to come to a conclusion.

besides. people use different devices with unique controls all the time: PC, PS2, PSP, GBA, XBOX... it takes some adjusting but thats all. as long as there isnt a perfect controller, innovation and difference should be there for the sake of improvement. you cant blame them for not taking into account that you are too stubbern to swith from one type of control to another, thats just silly, IHMO.

*edit: +qoute, ..exactly flawl3ss

ThomasGOAL
17 September 05, 14:25
You can play with the gyroscpoic technology on the standard pad :

http://cubemedia.ign.com/cube/image/article/651/651559/understanding-the-revolution-controller-20050916041026412-000.jpg

Slobber
17 September 05, 15:22
You can play with the gyroscpoic technology on the standard pad :

http://cubemedia.ign.com/cube/image/article/651/651559/understanding-the-revolution-controller-20050916041026412-000.jpg


Looks great. They just need to make the analog sticks clickable. But I'm well pleased they have changed the right analog stick. I always hated it on the GC.

Dar
17 September 05, 15:29
Well its good they're having a standard controller as well, makes a lot more sense.

I'll still not be buying another Nintendo product, after what was the disaster of the N64 in my view, and the fact they just dont have enough games that interest me anymore.

Dar
17 September 05, 15:40
***** First Revolution Game ******

http://img.photobucket.com/albums/v507/mousedown/revo.swf

Displays the wonders of the new controller!

reefur
17 September 05, 15:54
actually with the type of interactive games in japan that are popular nowadays...this joystick makes perfect sense....plus the option to dock into a standard controller......youre not losing ANYTHING...you just gain the ability to do so mmuch more...for instance my fav game next to we/pes is sega bass fishing......i can already imagine the hours ill spend using that ugly joystick in my fav fishing game........or those mini type games nintendo is so good at......in the end i think u guys should try to think of this joystick from a creative point of view too...thats why game companies and programmers are so excited....it lets them do so much more...and lets you be even more interactive with games.....plus like i said..youre not losing the standard joystick at all....i havent been this excited since r.o.b. the robot from nintendo...what a failure r.o.b. was LOL hopefully nintendo does better with this one......ive always loved nintendo but theyve made some weird decisions the past 10 years........the decision to drop sony from the snes project...ended up in sony pursuing their own system...now look what that turned into......nintendo also refused to use the cdrom and later dvdrom.....about the most retarded things i can ever think of in the history of gaming....hopefully they thought this one out...i like the idea....

reefur
17 September 05, 15:55
***** First Revolution Game ******

http://img.photobucket.com/albums/v507/mousedown/revo.swf

Displays the wonders of the new controller!

f**kicg hilarious........sadly my stoned ass played this for a full 5 minutes LOL

mattster12
17 September 05, 16:01
LOL....but that controller don't look very pes/we friendly to me. To be honest thats the only reason I'll buy a console, to play pes/we. I only bought a ps2 for pes/we, I only bought a xbox so I could go on pes4 xbox live.

I never touched it after we8le came out lol. I only bought a psp for pes/we...so I think you see the pattern :D If it ain't pes/we friendly I won't be spending my cash on it.

But I'm sure some people will love it......but it ain't really getting me excited. Whereas when I think about pes/we on ps3 it makes a sex wee in my pants, thankyou please :mrgreen:

Stringer Bell
17 September 05, 16:30
***** First Revolution Game ******

http://img.photobucket.com/albums/v507/mousedown/revo.swf

Displays the wonders of the new controller!

:lol:

Kenny M
17 September 05, 17:29
this thread is hilarious!

ThomasGOAL
2 November 05, 14:07
Nintendo Futura ?

http://www.playbomb.com/2005/11/01/18/nintendo-fortonafuturna-not-vr-but-cool/

http://www.playbomb.com/wp-content/uploads/possibleleak3.jpg
http://www.playbomb.com/wp-content/uploads/possibleleak.jpg

ThomasGOAL
3 November 05, 16:11
Shigeru Miyamoto (Nintendo) : 'It’s convenient to make games that are played on TVs, but I always wanted to have a custom-sized screen that wasn’t the typical four-cornered cathode-ray-tube TV. I’ve always thought that games would eventually break free of the confines of a TV screen to fill an entire room. But I would rather not say anything more about that.'

JayM
3 November 05, 16:44
:| Intresting.

rockykabir
3 November 05, 23:06
Are Nintendo on acid or somethin?

ThomasGOAL
4 December 05, 00:37
Nintendo Revolution Official French Advert :

http://nintendomaniak.free.fr//images/news/pub_NOE_Europe.jpg

NickSCFC
4 December 05, 13:28
Could someone change the title so "revolution" has a capital "R", thanks.

rockykabir
17 December 05, 02:17
Chris Norris from CNN is rating the Revolution's controller:

http://money.cnn.com/2005/12/15/commentary/game_over/column_gaming/?cnn=yes

I really want to see Nintendo succeeding with this one. They are perhaps the only innovative video game brand out there and tbh, I'm loving that controller!

I do fear its gonna be all kiddy games and in the end, the commercialism of the Sony and Microsoft is gonna rule the majority gullible game buyers :(. But it is a good sign that this guy commends the controller - especially for games like an FPS....:applause:

crayon
26 December 05, 16:58
Excellent technology, kiddy games has always been the problem for Nintendo. I'd rather see a three-way console battle than a two-horse race. More competition keeps them on their toes.

APX
29 December 05, 10:42
ok im just wondering how could the revolutions controller be used in PES type game? and is there ever going to be good football game for it(revolution).

lumlum
29 December 05, 22:26
There is a 'shell' standard type controller which you slot the remote into so you can play traditional games.

APX
30 December 05, 06:35
cant they think any good way to use that new controller in sports games? whats the point having revolution if sports games use standart type controller?

lumlum
30 December 05, 15:49
I didn't say that they'd be using a standard controller for sports games, I just said that the option was there. I personally would hope that Sony fix their goddamn banana so that I can play WE properly.

ThomasGOAL
7 January 06, 16:46
http://revolution.ign.com/articles/678/678757p1.html

ThomasGOAL
19 January 06, 15:49
Shigeru Miyamoto (Nintendo) : 'It’s convenient to make games that are played on TVs, but I always wanted to have a custom-sized screen that wasn’t the typical four-cornered cathode-ray-tube TV. I’ve always thought that games would eventually break free of the confines of a TV screen to fill an entire room. But I would rather not say anything more about that.'

RuneEdge
19 January 06, 15:54
That quote is VERY old.

ThomasGOAL
19 January 06, 17:58
That quote is VERY old.

Right, but very important

pablocoo
19 January 06, 18:07
Right, but very important
But it was mentioned already above...
Guess who mentioned it? :mrgreen:

NickSCFC
24 January 06, 15:44
cant they think any good way to use that new controller in sports games? whats the point having revolution if sports games use standart type controller?

It'd be hard for them to do PES on it. I'd imagine you'd use the d-pad for player movement and swing the controller for ball kicks. The pass power and direction would depend on how you swung the controller, if you swung it really hard it's be a shot, but less accurate than a pass due to the speed. It'd be like controlling a leg.

Sounds weird doesn't it, use your imagination.

Obviously PES is far from the best style of game suited to Revolution.

Dead Man
25 January 06, 23:44
It'd be hard for them to do PES on it. I'd imagine you'd use the d-pad for player movement and swing the controller for ball kicks. The pass power and direction would depend on how you swung the controller, if you swung it really hard it's be a shot, but less accurate than a pass due to the speed. It'd be like controlling a leg.

Sounds weird doesn't it, use your imagination.

Obviously PES is far from the best style of game suited to Revolution.

So use the 'shell' controller!

The controller thats exactly the same as the GC one

NickSCFC
26 January 06, 16:02
The shell was a mockup. I think there's ports for GC controllers though. I'd prefer Nintendo left out standard controllers alltogether, it'd be much better if all games were made for the new controller, I can see 3rd party developers getting sloppy.

ThomasGOAL
8 February 06, 23:26
http://www.jeux-france.com/news14423_une-brochure-nintendo-revolution.html

:shock: :shock: :shock: :shock:

LemonJelly
9 February 06, 16:27
Thomas, the babelfish translation isn't working for me, what is this all about?

ThomasGOAL
9 February 06, 17:12
Thomas, the babelfish translation isn't working for me, what is this all about?

maybe same news :
http://www.armleg.com/forum/viewtopic.php?t=3269&start=0&mforum=mozlapunkmessag

LemonJelly
9 February 06, 19:54
Ahhh ok thanks Thomas.

Holio
9 February 06, 22:46
When you look at those shots, the Revolution looks quite abit bigger than I was expecting. Esp the pic that shows a GC and DS on the floor and 2 Revs on the shelf.

RuneEdge
16 February 06, 20:09
When you look at those shots, the Revolution looks quite abit bigger than I was expecting. Esp the pic that shows a GC and DS on the floor and 2 Revs on the shelf.
Good point. But dont you think its weird that the NDS and the GBMicro also look pretty big compared to the GCN?

eatbeer_nuggie
17 February 06, 14:48
When you look at those shots, the Revolution looks quite abit bigger than I was expecting. Esp the pic that shows a GC and DS on the floor and 2 Revs on the shelf.

Well the GC is a pretty small console itself, isn't it.

The depth of the Rev is only 3 DVD cases, which is just under 2 inches I reckon. Also, the Revolution is stand, which acts as a power supply which therefore takes up less room in terms of wires

ThomasGOAL
19 February 06, 17:20
Nintendo Futura ?

http://www.playbomb.com/2005/11/01/18/nintendo-fortonafuturna-not-vr-but-cool/

http://www.playbomb.com/wp-content/uploads/possibleleak3.jpg
http://www.playbomb.com/wp-content/uploads/possibleleak.jpg

you remember that ?
Look that : http://www.joystiq.com/2006/02/16/handheld-gaming-in-hd-on-a-10-ft-screen/

i think this is the Nintendo Revolution

FlawlessCowboy
21 February 06, 02:13
It's still years away from widespread commercial use in a gaming handheld, though. Bummer.

Think again TG ;)

ThomasGOAL
22 March 06, 22:45
Few new pict :

http://media.revolutionreport.com/hardware/gdc06_rev5.jpg

http://www.revolutionreport.com/articles/read/352

Dead Man
23 March 06, 09:29
Few new pict :

http://media.revolutionreport.com/hardware/gdc06_rev5.jpg

http://www.revolutionreport.com/articles/read/352

Sexy console!

Blue light defines the simplicity of the thing

ThomasGOAL
23 March 06, 17:43
Nintendo GO

http://www.engadget.com/media/2006/03/nintendo_go.jpg

Holio
23 March 06, 19:02
Is this the New console name though TG, or maybe there Download service?

Milanista
23 March 06, 19:27
I guess they were scared that Revolution meant more pressure on being a success... its also a problem for the next Nintendo console... what comes after a Revolution??? uprising???

ThomasGOAL
23 March 06, 20:40
Is this the New console name though TG, or maybe there Download service?

I don't know now

APX
24 March 06, 10:28
go means 5 in japanese. makes sense?

babs
24 March 06, 10:51
They also announced a deal last night with Sega and Hudson to release Megadrive/Genesis and PC Engine games over the download service. Happy Days!

NickSCFC
30 March 06, 12:12
Specs (according to www.ign.com)

IBM "Broadway" CPU - 729Mhz
ATI "Hollywood" GPU - 234Mhz + 3mb texture RAM
Memory - 24Mbs Internal + 64mb External

Not as impressive as I expected, certainly more powerful than Gamecube but not twice as powerful. NIntendo really need to show us what this controller is capable of now.

ThomasGOAL
30 March 06, 12:21
Specs (according to www.ign.com)

IBM "Broadway" CPU - 729Mhz
ATI "Hollywood" GPU - 234Mhz + 3mb texture RAM
Memory - 24Mbs Internal + 64mb External

Not as impressive as I expected, certainly more powerful than Gamecube but not twice as powerful. NIntendo really need to show us what this controller is capable of now.

Yes i see that this morning it's like the Xbox 1, but i think it's perfect for Revolution :)

Hologramme...

babs
30 March 06, 12:56
Clock speed is bollocks remember. Sure Xbox processor was faster, but it was a Celeron. It's not even worth comparing that to the powerPC chips Nintendo use.

Also remember it's not going to be pumping out HD signals/resolutions, processing power needed drops significantly.

deftonesmx17
31 March 06, 14:04
Sure Xbox processor was faster, but it was a Celeron. It's not even worth comparing that to the powerPC chips Nintendo use.

Heck, its not even worth comparing the xbox's "celeron" to a pentium 3 :lmao:

ThomasGOAL
8 April 06, 01:00
Red Steel: first Revolution screens revealed !

http://www.endangeredgamer.blogspot.com/

http://www.joystiq.com/media/2006/04/RedSteel-Rev-scan-1.jpg

source : http://www.joystiq.com/2006/04/07/red-steel-first-revolution-screens-revealed/

rockykabir
8 April 06, 01:40
that looks amazing!

NickSCFC
8 April 06, 12:28
Looks great, like the way you can twist and bend the angle of controller to aim around corners. The reflex movements can be much better than usuing a conventional controller or a mouse!

babs
10 April 06, 11:35
The idea of throwing grenades with it is good too. There's a lot of commentary to go with this, I'll try to find it.

babs
10 April 06, 11:37
Here's some of it....
Details:
-Game development started shortly after E3 2005. Ubisoft saw and demoed the controller before E3 2005.

-Ubisoft Paris took their idea directly to Iwata and Miyamoto, and were given the go ahead. After that meeting they were given prototype controllers. The article states that Ubisoft worked "closely" with Nintendo's engineers in Japan on the title

-Game Informer mentions that while conducting the interviews with Ubisoft, they were handed the "latest version" of the controller

-During the beginning of the game, you are encouraged to use your weapons ruthlessly, but as the game progresses you become more proficient and strategic.

This gameplay idea led Ubisoft to decide to give the game a martial arts setting. "Enter the Yakuza"

-The first third of the game will be all about being "brutal by necessity"

-You will be less precise and favor more devastating weapons (machine guns)

-As you progress and become more precise, smaller guns will be used

-"The goal...is to use five bullets to kill five enemies"

-"When fighting with this level of skill, the music and sound effects will reflect it, remaining calm and peaceful"

-"When you fight brutally, the sounds around you grow increasingly more intense"

-"Audio feedback"

-Freeze shot: by fighting effciently you fill the Freeze Shot gauge...fighting chaotically causes to decreases

-When the gauge is filled you can hit a button to momentarily stop time, and then target specific locations on enemy bodies

-Headshots thus are tempting, but non lethal shots, such as shooting guns out of enemy hand, can be more beneficial

-By defeating high ranking leaders who command others and sparing their lives, you will be rewarded. He will offer you respect and help (guns, help, new weapons, alternate paths, etc)

-Respect plays a MAJOR part in the game

More later

-Flailing your sword isn't a smart idea

-Specific motions with the controller will trigger combos (in the final game)

-Tracing an X in the air, for instance, will unleash a devastating attack

-You can stop these combos at any time by simply pausing your own movement. So if you do something that leaves you open to attack, you won't be screwed

-New moves will be taught to you by two mentors in the game

-One will teach you gun tactics, and another will teach sword tactics

-If you don't show the proper respect to them, they won't help you

-Friendly/respectful interaction is tied to the controller

-You signal "yes/no" answers by nodding the controller up or down or shaking it from side to side

-You show extra respect by bowing to the masters

-Ubisoft is still coming up with other interactions

-"You can act disrespectively as well: there are no cut scenes in the game - all conversations take place in game, as in Half Life 2. However unlike that game, characters wont keep prattling on if you walk away from them. They will react angrily to your imputent behavior"

-Staying in the master's good graces is key: they give you missions that can be tackled in any order

-You track down the gang leaders and try to turn them to your side. If you don't, they will join Tokai's (the main villian) gang

-You have to prove you are worthy to them by battling them and sparing their lives.

-You will need as many of them with you as possible to face Tokai. Without their help, you'll have a rough time when you finally face him

-You turn gang leaders to your side by besting them in battle and stopping a deadly blow miliseconds before it strikes

-Training sessions are offered by the two masters so you can hone your skills

More later

Multiplayer:

-Split screen multiplayer with traditional deathmatches

-Totally original multiplayer modes Ubisoft is not revealing yet. Wait until E3

-They didn't talk about Nintendo Wi Fi (NDAs). Full details haven't been revealed yet

-Revolution works by placing a small sensor bar either above or below any TV

-You can stand at any angle and not lose any accuracy. You can even take your controller to a friend's house and instantly start playing without syncing up the controller

-"Perhaps most impressive is the fact that although splitscreen reduces the amount of onscreen space you are playing in, you don't have to make smaller movements - you can gesture as wildly as you want, and it won't interfere with the other player's onscreen quadrants

Game Informer's hands on:

-The two triggers on the front of the analog unit activate ducking and jumping. The analog stick controls movement, and the revmote controls aiming. No rails.

-Level consisted of shooting ranges that popped out from behind cover
"Aiming with the controller is as simple as using a laser pointer. You point your hand at a target and hit the trigger on the underside of the controller to fire

-"Unlike other FPS games, which tie the camera and aiming together, Red Steel's camera follows your aim with a slight delay. If, for example, you point to the edge of the screen, the camera will turn to re-center on your view after a second. With the sensitivity of the controller, a standard FPS control would move too much, potentially making the player feel ill

-"Thanks to the improved reaction that the controller offers, the team can create gunfight scenerios that would be extraordinarily diffilcult with a standard controller"

-Most console FPS games limit their enemies to horizontal planes to prevent player frustration, but targets on a verticle plane are just as easy to hit with the Revolution controller

-You can aim at a target as quickly as you can move your hand
-In the demo targets popped up on rooftops and in second story windows, as well as behind cover points on the ground, and all were equally easy to hit

-While you can quickly shoot enemies anywhere on screen, Red Steel never feels in a light-gun game - this is a true FPS, one that feels like it has drawn from the best of both the PC and console shooter worlds


-According to lead game designer Oriola, it takes roughly three seconds to turn completely around around in most console shooters, while it takes about one-quarter second in a PC game. In Red Stel, it takes one second

-AI characters will care for themselves. They will go for cover, attack you while you're reloading. They focus on risk management

-"They won't walk around a table to get to you. They will simply jump over the table"

-"The benchmark for their intelligence and aggressiveness, says Oriola, is the PC title F.E.A.R., which has widely been praised for it's AI"

-Destructable environments. There's a pic of a giant explosion on a carm with gang members being thrown left and right by the blast. Nice effects. The lighting on the explosion and the store signs is pretty good

-GI: we found Red Steel most enjoyable to play while standing up

-Strafing is extremely easy and effortless

-"Aiming felt similar to using a PC mouse, and it's possible to quickly explore every direction in a three-dimensional space with quick gestures"

-"In the finished game, you will be able to push forward with the controller to knock over an object to use for cover, pull it backwards to reload, and twist it to lead behind walls"

-Lob grenades with the controller, or roll them on the ground like a bowling ball

-"gangsta style" shooting is cool

-Total immersion. Feels like you are living the game

-GI: the Revolution is real

-Andy: It could change the very way all games are played now and forever

babs
10 April 06, 11:38
And this from George Harrison...
-Harrison admits that a mere uber powered Gamecube would wind up doing just as bad as the GC. Because of this, Nintendo decided to do something totally different

-Their main goal was to revive the Japanese market. The DS was to be the first shot at this (and it has clearly succeeded).

-Art direction can be just as expressive as photo-realistic graphics. He mentions that the Simpsons wouldn't be nearly as funny if it was live action

-Revolution will be a multiple of the GC in terms of capibilities

-Nintendo is still deciding what will be packed in the Revolution. Right now a controller and a nunchuk add on will be, but Nintendo is thinking about adding another controller as well. No mention of the shell

-Nintendo is shooting for a worldwide Revolution launch this year

-"Clearly, for us, the Japanese market might be the most important - it's the home market, it's the chance to reset the clock to the main competition, which is Sony"

-On price, as compared to the 360: "Yes, our goal is to come in at a slightly more mass market price"

-Nintendo is considering some like XBL Marketplace

-Harrison mentions that they learned a lot of lessons from the PS2. In terms of having a wide variety of software and the fact that the strongest tech doesn't always win

-"The other thing we recognized is that you really make your reputation in the first year. You've got to deliver software, not just at launch, but you've got to deliver software in the first six to nine months after launch. It has to be solid software. In GC, we didn't have that, we had kind of a drought for six months after it launched. By that time your reputation starts to solidify and it's hard to reverse that after awhile."

-$50 games will not be the standard on the Revolution, although he does say that there could be some games that cost $60

-Compares the challenges Nintendo has in terms of marketing the Revolution to those it had marketing the...Virtual Boy

-You can't simply show gameplay or people won't see the difference. He mentions that game commercials used to show people on their couch playing the game, and that the industry moved away from that. He says Nintendo might get more into that with Revolution marketing

-Nintendo still hasn't chosen a cost barrier for the Revolution's Virtual Console

-Possibly 20 games at launch. He says they haven't seen many of the games licensees have

-"Maybe a third will be Nintendo games"

-Red Steel is a Revolution launch title, and will broaden appeal like GoldenEye 64 did

-"We had no choice but to be succesful with the DS."

Holio
10 April 06, 12:14
That's a pure TRUCK LOAD of info there babs, it will be interesting to see how it all plays out in the end. I've owned most Ninty things since Game & Watch Donkey Kong, I enjoyed WE6FE, Metroid Prime and Zelda TWW on the Cube, but other than that I felt it didnt offer a whole lot to my gaming in the past era. Depending on how much free time I have for gaming could well decide on whether I get a Rev, it's price point could also be crucial for me to take a plunge on it as well.

With the high price PS3 is being touted at for Launch, I look at it and think, meh, that's alot of cash, I mean it's simply prob about 10 games for my other consoles right there.

RuneEdge
11 April 06, 10:23
I'm still confused on how a game like a football game or a boxing game would work with this.

babs
11 April 06, 12:28
football games don't have to use just the wand. If it was stuck in the normal controller shell it wouldn't be any different from any other controller (except maybe you could lean the pad to put aftertouch on shots).

airjoca
11 April 06, 14:00
A Boxing game is the perfect game for Rev. One controller in each hand, and just punch away...

rockykabir
11 April 06, 14:18
(except maybe you could lean the pad to put aftertouch on shots).

That would be class! It'll be interesting to see whether these game developers will utilize the extra capabilities of the revolution for the games they plan to release on the 360 and PS3....

I read that they are planning to bring Pilotwings back(!) :shock: - I'm loving this console even more now ;)

About the controller... apart from playing Fight Night, I don't really use the other the right analog stick. Similarly, in PES and driving games, I prefer to use the standard directional pad. So maybe the evident lack of controls is probably sufficient for normal gaming use?

ThomasGOAL
25 April 06, 03:34
Nice advert video (Lightsaber Fan Mockup?)
http://www.gametrailers.com/player.php?id=10187&type=mov

JayM
27 April 06, 17:37
Wii. :) http://www.eurogamer.net/article.php?article_id=64153

Old or not? Horrible name. :|

Joystick
27 April 06, 17:42
I'm so excited a little bit of Wii came out.


http://www.ultimatetaxi.com/2005/checker_taxi.jpg

ThomasGOAL
27 April 06, 19:44
Wii. :) http://www.eurogamer.net/article.php?article_id=64153

Old or not? Horrible name. :|

Logo

http://ps3.qj.net/uploads/articles_module/30384_wii.jpg

lumlum
27 April 06, 20:05
It's supposed to be pronounced 'we'.
I would say that Nintendo's taking the piss but that would be too obvious.

Visually, I think tha the logo works with what they're trying to convey (people getting together). Unforetunatly, when you're saying it might not work so well. Imagine walking into a store and saying "I'd like a Wii please"? "Bathroom's in the back". :lol:

I'll eventually get used to it.

NickSCFC
27 April 06, 20:12
Tell them what you think here...

http://www.nintendo.com/consumer/webform.jsp

Petition - http://www.petitiononline.com/vplchin/petition.html

APX
27 April 06, 20:46
I guess it wont be as "revolution!ary" afterall :( GO was much better. maybe it will have some WiFi technology in it:) ?wtf. Nintendo Boo.

Holio
27 April 06, 21:37
Nintendo revealed this morning that the official name of its formerly codenamed Revolution system is Nintendo Wii.

The Big N explained the decision behind the name in a statement, which we've provided below:

Introducing... Wii.

As in "we."

While the code-name Revolution expressed our direction, Wii represents the answer. Wii will break down that wall that seperates videogame players from everybody else. Wii will put people more in touch with their games... and each other. But you're probably asking: What does the name mean?

Wii sounds like "we," which emphasizes the console is for everyone. Wii can easily be remembered by people around the world, no matter what language they speak. No confusion. No need to abbreviate. Just Wii.

Wii has a distinctive "ii" spelling that symbolizes both the unique controllers and the image of people playing it. And Wii, as a name and a console, brings something revolutionary to the world of videogames that sets it apart from the crowd.

So that's Wii. But now Nintendo needs you. Because it's really not about you or me. It's about Wii. And together, Wii will change everything.

APX
27 April 06, 22:01
Nintendo Wii Video:
http://195.12.56.232/~konsolifin/cubefin/wii.mov

oh well there is PSP:)

RichG
28 April 06, 11:11
I want a yellow one!

Slobber
28 April 06, 13:07
Wii??? What the fuck?? I'll still buy one though. :)

Dead Man
28 April 06, 13:35
Nintendo aint stupid!

Think of all the publicity they have ow got due to name change.

LemonJelly
28 April 06, 15:27
Think of the advertising potential though... ;)

http://www.madhousebeyond.com/graphics/wii-pants.jpg

RuneEdge
28 April 06, 15:57
So that's Wii. But now Nintendo needs you. Because it's really not about you or me. It's about Wii. And together, Wii will change everything.
Oh God. They sound so desperate.

studeep
28 April 06, 16:29
:lol:
thats what i thought as well, but still theres nothing that has changed my opinion majorly about the whole WII and interactive approach, it still is a change from normal and a innovaive approach to gaming which will score big time for Nintendo amd probably has a chance of changing how we play games in the future for good. :)

Rocky
28 April 06, 19:12
Surely this name change will cause confusion among the French.

Holio
29 April 06, 10:56
Surely this name change will cause confusion among the French.

Oui

;) :lol:

NickSCFC
29 April 06, 13:27
Surely this name change will cause confusion among the French.

I reckon Nintendo will release it as Revolution in the west, there's been a lot of criticism.

embraceuk1
1 May 06, 03:59
The Gameinformer article about the new western type game and the controller is funny.
Its like wow you move the player with the joystick and aim etc with the remote controller which you point at the tv.
The whole time i was reading it thinking Duh you didnt figure this out the second you saw the thing.

jaygrim
1 May 06, 12:51
http://i36.photobucket.com/albums/e16/ViciousIX/NintendoWiipositions.jpg

APX
1 May 06, 19:36
new tetris for Wii? ^

BumperMan
3 May 06, 04:01
Tetris? Oh man give the BIG franchises NintendoZelda
Mario
Metriod
F-Zero
resident evil

PetuH
3 May 06, 10:34
What is Resident Evil doing there? It's hardly a Nintendo franchise.

ThomasGOAL
3 May 06, 11:57
Augmented Reality, i speak alot about that before :)

http://www.gamedaily.com/features/?id=1000&page=1

APX
4 May 06, 07:55
Very interresting thing that Augmented Reality. using "orbit camera" to control a game with your hand gestures and maybe having NaturalMotion type of AI, could result in a revolutionary gameplay experience.

ThomasGOAL
5 May 06, 17:49
Peter Moore (Microsoft) about Wii

"Nintendo? Microsoft is not convinced by the controller's claims to innovation of the year. "If the controller is different and innovative; fine. But I would say that Xbox Live is the bigger innovation. It depends on your definition of innovative. If having a DVD style controller defines innovation; great. I would argue that talking millions of gamers and connecting them with friends and strangers around the world... I'd call that pretty innovative."


stupid guy... :roll:

LemonJelly
5 May 06, 22:19
^^^

And the Microsoft bashing spreads into the Nintendo thread! Give it a rest TG!!

NickSCFC
5 May 06, 22:38
J Allard's usually the one spouting bullshit, this is odd to hear coming from Moore.

LemonJelly
5 May 06, 22:46
Guys FFS stop it right now. This is the Nintendo thread, not the MS executive bashing thread. If you want to bitch about Microsoft, feel free to create a seperate thread in off topic.

ThomasGOAL
5 May 06, 23:02
^^^

And the Microsoft bashing spreads into the Nintendo thread! Give it a rest TG!!

It's different i don't says : "look this screenshots, what a shit this Xb......)
I think you too when you listen this comment by Peter moore, you says "what a stupid guy" ;) , right ?

Rated Josh
6 May 06, 01:55
http://i36.photobucket.com/albums/e16/ViciousIX/NintendoWiipositions.jpg

I thought it was fake pictures!

Just look the one on the top: I don't think I have a perverse brain, but am I the only one to imagine a scene of fucking?:lol:

jaygrim
7 May 06, 11:41
They ARE fake mate.

ThomasGOAL
7 May 06, 14:22
E3 2006 - Wii games list :


Activision
Marvel: Ultimate Alliance
Tony Hawk: Downhill Jam
Spider Man 3

Atari
Dragon Ball Z: Budokai Tenkaichi 2

D3 Publisher of America
100 Bullets

EA GAMES
Madden
NCAA Football 07
NBA Live
Tiger Woods
FIFA Soccer
NASCAR ‘07
James Bond 007: Casino Royale

Hudson
Flight Game

Konami
Elebits

Midway
The Ant Bully
Happy Feet
Blitz: The League

Nintendo
Metroid Prime 3
Donkey Kong
Super Mario
Super Smash Bros
Animal Crossing
Legend of Zelda
Mario Kart
n-Space
Camelot

SEGA
Super Monkey Ball: Banana Blitz
Sonic the Hedgehog

SNK Playmore
Metal Slug Anthology

Square Enix
Final Fantasy: Crystal Chronicles

THQ
Avatar: The Last Airbender
SpongeBob SquarePants: Creature from the Krusty Krab
Cars

Ubisoft
Red Steel
Splinter Cell 4
Rayman Raving Rabbids

기타
Killing Day
Madagaskar 2
The Darkness
Possession
Suda51/Grasshopers Studio Title
Minoru Nakai Title
Teenage Mutant Ninja Turtles
Two Titles from “Artistic Quality”
Pirates of the Caribbean: Dead Man’s Chest
Sadness
Avatar: The Last Airbender
Pangya Golf
Bob Ross: The Joy of Painti