Re: Revolution Controller Finally Revealed
Rob wrote:
> <RSX> wrote in message news:e7CdneoxFKYgpLfeRVn-sA@comcast.com...
>
>>http://www.1up.com/do/newsStory?cId=3143782
>>
>>Revolution Controller Finally Revealed
>>We've seen it, touched it, played games with it. Read this now.
>>by Mark McDonald, 09/15/2005
>>
>>
>>
>>
>>15 of 15 users recommend this story.
>>
>>The entire industry has been clamoring for a taste of Nintendo's so-called
>>next-generation 'revolution.' So have we. Every time Nintendo president
>>Satoru Iwata has opened his mouth, he underscored time and time again
>>Nintendo would not be following the traditional path of a new console.
>>Rumors have persisted for weeks about touch screens, gyroscope functions,
>>virtual headsets, and everything else under the sun.
>>Nintendo always emphasized they weren't following Sony and Microsoft, and
>>boy, they weren't kidding. Nintendo decided Tokyo Game Show (an event the
>>company typically forgoes in favor of Space World) was the right time to
>>sit down with select members of the press and unveil their vision of
>>gaming's future. And guess what? We were there.
>>
>>We've seen the Revolution, touched and played with its radically different
>>take on the game controller, talked with visionary designer Shigeru
>>Miyamoto about the reasoning behind Nintendo's new approach and we're back
>>with our lengthy, hands-on impressions.
>>
>>Has Nintendo struck gold again? Read on and find out.
>>
>>The Revolution Controller Basics: What The Hell Is It?
>>The controller for Nintendo's upcoming Revolution home console system is a
>>cordless remote-control-like device designed to be used with only one
>>hand. Two small sensors placed near the TV and a chip inside the
>>controller track its position and orientation, allowing the player to
>>manipulate the action on screen by physically moving the controller
>>itself. For example, you could slash an in-game sword by actually swinging
>>the controller from side to side, turn a race car just by twisting your
>>wrist, or aim your gun in a shooter by pointing the controller where you
>>want to fire.
>>
>>
>>An expansion port on the bottom of the unit allows for add-on hardware to
>>compliment this "remote controller" (our word for it, not Nintendo's),
>>like a second controller piece Nintendo demonstrated that comes equipped
>>with an analog stick and two trigger buttons (currently labeled Z1 and Z2,
>>for those of you keeping track). When the two controller pieces are
>>attached, the so-called 'Nunchaku' configuration (the two bits are
>>connected by a short cord) can work similarly to current controllers, just
>>with the second analog stick replaced by actual movement of the Revolution
>>controller. Nintendo also mentioned that the controller stick could be
>>slipped inside other, more conventional controller shells, dance mats,
>>bongos, or other peripherals.
>>
>>A large "A" button sits in the prime spot under your thumb on the face of
>>the controller, with a "B" trigger on the back of the unit for your index
>>finger. Otherwise the button configuration is an interesting mix of old
>>and new: standard D-pad up top, near the power button (to turn the
>>Revolution console on and off), Start and Select in the middle, on either
>>side of the intriguing "Home" button (Nintendo wouldn't go into detail,
>>but sounds like it has to do with navigating system menus, which will be
>>important given the Revolution's promised WiFi connectivity), and two more
>>buttons near the bottom labeled "a" and "b." These last two may seem
>>uncomfortably low for your thumb until you turn the controller 90 degrees
>>and it becomes just like an old 8-bit NES joypad, with the D-pad under
>>your left thumb and "a" and "b" under your right. (Don't forget-Nintendo
>>has promised downloadable versions of their classic games for the
>>Revolution's "Virtual Console.") Nintendo mentioned the button names and
>>their exact sizes could still change slightly before production, but what
>>you see here is close to the final design.
>>
>>Elsewhere on the controller, the four lights at the very bottom represent
>>which player it belongs to, and that hatch on the back is the battery
>>compartment. (The prototype Revolution controllers we saw used regular
>>batteries just like the GameCube's WaveBird wireless controller-and last a
>>similar amount of time, according to Nintendo-but reps wouldn't say for
>>certain if the final unit would use batteries or some rechargeable
>>option.) The effective maximum range for the wireless controller is
>>expected to be somewhere between 10 and 15 feet. A variety of different
>>colored controllers were on display, including red, lime green, white,
>>gray, black, and silver. Finally, rumble functionality is built in to the
>>controller.
>>
>>The Revolution Controller Demos: How It Works.
>>Alright, so enough about sticks and buttons and lights-how does this crazy
>>new controller actually work with games? To answer that question,
>>Nintendo's legendary game creator Shigeru Miyamoto (creator of Mario,
>>Zelda, Donkey Kong, Pikmin, you name it) walked specially selected members
>>of the press through a series of hands-on technology demos. These were not
>>real Revolution games (all the names for the demos are ours)-they were
>>super-simple, graphically crude offerings designed solely to show off
>>different aspects of how the controller can work. Here's a rundown of what
>>we saw, along with our thoughts on each:
>>
>>
>>DEMO: BLOCK BUSTER
>>A firing-range-like contest where two players compete to see who can shoot
>>randomly appearing squares first. Aiming is done by pointing the
>>controller itself at different points on screen, pulling the B trigger to
>>fire.
>>IMPRESSIONS: A great demonstration of how intuitive the controller can
>>be-pointing it to aim felt perfectly natural, right from the very first
>>second, just like with a light gun. It always shot exactly where it felt
>>like I was aiming, and was incredibly responsive to even slight wrist
>>movements-I barely had to move my hand at all.
>>
>>DEMO: GONE FISHIN'
>>Grab a pole and lower it into a 3D pond full of fish. Keep the line steady
>>and when you feel a nibble from the rumble of the controller, pull it up
>>quick!
>>IMPRESSIONS: An interesting showcase of the controller's 3D movement
>>detection-you position the fishing pole above the pond by moving the
>>controller forward or back, left or right in actual space, then lowered
>>the hook by lowering the controller. It was a bit difficult to keep it
>>steady in the water, but flipping the controller up when you got a bite,
>>mimicking the motion of pulling up a fish in reel life, was a little
>>thrill that just felt right.
>>
>>DEMO: IRRITATING STICKS
>>Two players guide rotating sticks through a side-scrolling maze of tunnels
>>and moving obstacles, gathering coins and avoiding touching the walls. (A
>>lot like the PS1 game Irritating Stick, and exactly like the import-only
>>GBA game Kuru Kuru Kururin.)
>>IMPRESSIONS: Another demo that needed no explanation, you just "got" it
>>immediately-move the controller in whatever direction you want the stick
>>to go. As a 2D game that requires exact movement (the caves get really
>>narrow in parts), this one reinforced how precise and steady the
>>controller's movement detection can be. Another interesting tidbit-if your
>>controller fell outside the detection "box," the demo had an arrow
>>pointing off the edge of the screen in that direction so you could get it
>>back in the correct space.
>>
>>DEMO: AIR HOCKEY
>>Exactly what it sounds like: Two players each control a flat stick on
>>either side of a rink by moving around their controller, pushing a puck
>>back and forth, trying to keep it out of the goal on their side.
>>IMPRESSIONS: A bit sloppy and more sluggish than the other demos, this one
>>was supposed to show how you could put "english" on the puck by twisting
>>the controller but in practice it didn't work as well as in other demos
>>(and I'm not saying that just 'cause I kept scoring on my own
>>goal...wait...OK, actually it is partially because of that.).
>>
>>DEMO: BASKETBOWL
>>Two players drag or push a ball to their opponent's basket by making the
>>ground under their controller-maneuvered cursor dip (by holding "B") or
>>rise (by pressing "A").
>>IMPRESSIONS: This was oddly fun-you could try to move the ball by either
>>making a hill next to it and pushing it along, or making an indentation
>>for it to fall into, then using it to drag it across the court. When you
>>got close to the basket, turning an indentation under the ball into a hill
>>suddenly would fling it up into the air.
>>
>>DEMO: WHERE'S WALDOASAUR
>>A simple demonstration of depth perception-the player searches for a
>>particular pokemon on a giant map filled with the creatures (ala Where's
>>Waldo), zooming in by pushing the controller towards the screen and
>>zooming out by pulling away from it.
>>IMPRESSIONS: Nothing much to say here except that, as a Nintendo rep
>>commented, you can see how this might be put to use for aiming a sniper
>>rifle in a first-person shooter.
>>
>>DEMO: PILOT WANGS
>>Manipulate a biplane through the air, trying to fly through rings
>>scattered around the Isle Delfino hub world of Super Mario Sunshine.
>>IMPRESSIONS: This was about all the different ways the Revolution can
>>detect tilting the controller. It was as if the controller was the
>>airplane itself - as long as your movements weren't too sudden, the
>>on-screen action would mimic your movements with very little lag time.
>>After about a minute I was pulling dramatic dives and loop-de-loops,
>>bullseye-ing plenty of rings.
>>
>>
>>DEMO: METROID PRIME-TIME
>>Nintendo saved the best for last. This was the first section of the
>>GameCube game Metroid Prime 2: Echoes, retrofitted to be compatible with
>>the Revolution controller and its analog add-on piece (the "Nunchaku"
>>set-up mentioned earlier). As on the Cube the analog stick controls
>>movement, but instead of holding down a button to look around, you simply
>>point the other controller in the direction you want to aim.
>>IMPRESSIONS: At first, I was standing up and swinging my hand all around
>>to aim - and my arms got really tired really quick. But once I sat down
>>and relaxed, resting my hands on my legs as I would with a normal
>>controller, everything clicked. It wasn't perfect yet - the Revolution
>>controller functionality had just been added recently and wasn't bug
>>tested or polished, so every so often the view would "spaz out" for a
>>couple seconds - but it was enough to get me excited. As odd as it may
>>look holding the two separate controller pieces, one in each hand, looking
>>around felt incredibly natural, even more than my preferred PC-style
>>keyboard-and-mouse setup. I have to wonder about precision and speed in
>>multiplayer games, but for a more deliberate single-player game like
>>Metroid Prime - and the series is already confirmed for an appearance on
>>the Revolution - this setup already has huge potential.
>>
>>The Revolution Controller Design Philosophy
>>So why has Nintendo decided to brazenly break with tradition and the
>>conventions of every other modern console in creating the Revolution
>>controller? According to Mr. Miyamoto, it was part of a conscious decision
>>to make something simple and straightforward enough to reach out to a new
>>audience. "We want a system that takes advantage of new technology for
>>something that anyone, regardless of age or gender, can pick up and play.
>>[Something with a] gameplay style that people who have never played games
>>can pick up and not be intimidated by. We wanted a controller that
>>somebody's mother will look at and not be afraid of."
>>
>>
>>
>>
>>
>>Of course, Nintendo has no intention of leaving their traditional audience
>>behind, and Mr. Miyamoto is quick to add that the controller is already
>>well suited for a number of popular genres. "[We aimed for something] that
>>is simple enough for everyone," he says, "but also something that people
>>who've been playing games for years will be satisfied with."
>>
>>
>
>
> OOOOOOOOOH! A TV remote! How clever Nintendo!
>
> Why fix what ain't broke??
>
>
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