http://cube.ign.com/articles/651/651559p1.html

Understanding the Revolution Controller
If you use two pointers, can four people still play? How will Revolution 
handle more conventional games? We've got the facts.
by Matt Casamassina
September 16, 2005 - Nintendo's Revolution controller has set the videogame 
industry abuzz with excitement and in some cases confusion. One glance 
around popular community message boards proves that gamers are both blown 
away by the possibilities and simultaneously scratching their collective 
head about how the peripheral might interact with more traditional software. 
The device is so dramatically different from the accepted norm that we'd be 
surprised if readers weren't thrown for an initial double-take. But once the 
details about the new controller sink in, it's not difficult to see the 
gameplay possibilities lurking just beyond the horizon.


We've combed over all the controller details and put together a handy list 
of facts about the peripheral that, we believe, will help clear up any 
misconceptions about what it does and doesn't do. As readers will see below, 
the Revolution's input mechanism is thoroughly flexible and preemptively 
ready for any type of gameplay challenge.


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Q: What exactly is so special about the Revolution controller?

A: The Revolution controller may look like a stylish television remote, but 
there's a lot more to the device than its glossy exterior suggests. The 
remote-like peripheral, which has been called the "free-hand style 
controller" and "pointer" by Nintendo, interacts with two motion sensors 
placed on the left and right sides of a user's television. The marriage 
transforms the pointer into a virtual wand of sorts, enabling users to move 
objects and characters in games simply by moving the peripheral. The sensors 
read the pointer's every move in real-time space. They can detect up, down, 
left and right motion, and also translate forward and backward depth. The 
controller's sensors also recognize twisting, rotating and tilting 
movements. In short, any motion made by arms and wrists can be translated to 
Revolution games.





 The free-hand-style unit also comes standard with three gameplay-specific 
face buttons, three menu-specific buttons, a D-Pad and an underbelly 
trigger. In addition, the unit's bottom shell can be removed, revealing a 
slot for expansion peripherals. Nintendo has several add-ons planned, some 
of which we'll detail below. The pointer is completely wireless and features 
built-in force feedback. Gamers can rotate the free-hand-style unit on its 
side to play NES software on Revolution.

Q: Can you give us an example of how it might work in a game?

A: Sure. Imagine a fishing game in which the pointer essentially becomes the 
fisherman's pole. Gamers simply make a casting motion to send the line 
flying and pull back on the pointer to tug a fish upward once it has taken 
the bait. In a sequel to Luigi's Mansion, the pointer might be used as a 
flashlight. Gamers point to the area they want to illuminate and Luigi's 
flashlight spotlights it. Voila. In a tennis game, the pointer becomes the 
racquet. Players swing the device as they would a racquet to smash tennis 
balls back at opponents. The list goes on and on and the options only 
increase when the peripheral's expansion functionality is considered.

Q: What kinds of expansions are planned?

A: Wide assortments of peripherals are possible, but thus far Nintendo has 
only officially confirmed two of them. The first is an analog stick/trigger 
unit that Nintendo has dubbed the "nunchuck-style controller." The second is 
a conventional controller cradle/shell. Nintendo has also indicated that it 
might like to explore other expansions. It used Donkey Kong style bongos and 
a light gun as examples.

Q: What does the nunchuck analog/trigger unit do?

A: The small, ergonomic peripheral attaches to the bottom of the pointer by 
way of a short cable, and is easily grasped in one hand. The device features 
a single analog stick on its top side and two triggers, labeled Z trigger 1 
and 2, underneath. The unit extends the functionality of the pointer and 
really shows its usefulness in certain genres, particularly first-person 
shooters. Imagine the possibilities. With the analog stick in one hand, 
users move Samus Aran around the environments in Metroid Prime 3, freeing up 
the pointer to act as the heroine's gun. The result is a level of control so 
responsive and accurate that its closest rival is a PC/mouse configuration. 
Incidentally, Retro Studios created a demo of this very setup that was at 
TGS 2005 previewed to a select group of editors, IGN included, and it was 
very impressive.

"Our current plan is for each [Revolution] hardware system to be sold with 
the free-hand-style controller and the nunchuck-style expansion controller," 
confirms Nintendo of America's senior director of public relations, Beth 
Llewelyn.

Q: What does the conventional controller cradle/shell do?

A: This add-on makes it possible to play Revolution games in a more 
traditional manner. The shell is designed to look and function like accepted 
"regular" controllers, such as the Wave Bird. After its bottom casing is 
removed, the Revolution's free-hand-style remote is inserted into a gap in 
the middle of the controller shell. Gamers can then use the shell as they 
would a traditional controller, with a notable difference: the pointer 
remote's sensory functionality remains active. As a result, gamers get the 
best of both worlds: more buttons and two analog sticks along with 
motion-sensing operations. In a Revolution version of Madden Football, 
gamers might be able to use the combo to control players with the shell's 
analog sticks and execute pinpoint passes with the pointer's improved 
accuracy.





 Nintendo has not yet released official imagery of what the controller shell 
might look like. However, we've created a mock-up (above) based on what we 
know of its functionality. The real controller shell is likely to connect to 
the free-hand-style pointer in a very similar fashion. Please note that we 
realize our model is not entirely to scale, but this is the best we could do 
on short notice.





Q: What do all of the buttons on the free-hand-style pointer do?


A: The main controller features a D-Pad, an on/off switch and several 
different face buttons, three of which are dedicated solely to gameplay. 
Directly below the unit's D-Pad is an oversized A button. Farther down are 
two more buttons. In officially released screenshots, these buttons were 
labeled "a" and "b" respectively. However, when Nintendo president Satoru 
Iwata held the controller up at his Tokyo Game Show 2005 keynote speech, the 
buttons were clearly labeled "X" and "Y." The buttons were also labeled "X" 
and "Y" in Nintendo's Revolution controller promo video, which suggests that 
the final product is much more likely to use the letters.
"The [Revolution controllers shown] are still prototypes so there may be 
slight changes in the final versions," says Nintendo's Llewelyn.

It should be noted that the oversize A button is used for primary action 
functionality. It might be used to make a character jump in a first-person 
shooter, for example. The X and Y buttons are more likely to be used when 
the controller is turned on its side in order to accommodate classics NES 
games.



 Located in the middle of the controller are three menu-ready buttons: 
select, home, and start (from left to right). Nintendo has not yet explained 
what the home button is used for, but it is likely to bring up a 
Revolution's central operations page -- something akin to Xbox Live. From 
here, we suspect gamers will be able to manage their downloaded software or 
go online, among other things.

The only other thing of note on the face of the controller are the blue LED 
indicators, bottom, that show what controller port the unit is wirelessly 
using.

The underbelly of the controller features an ergonomic indent directly 
opposite the top's D-Pad. This area houses the B trigger, which is also 
considered a primary action button. This button, easily accessed by players, 
might be used to fire a weapon in a first-person shooter or to grasp an 
object in a god game.

Q: Does the Revolution's free-hand-style controller use batteries?

A: Yes, although the specifics in that regard are still being determined. We 
suspect that the unit will use rechargeable batteries and that a charging 
dock station will be made available either with the console or sold 
separately. Nintendo may have chosen to attach add-ons to the unit with 
cables instead of wirelessly in order to avoid further battery issues.

Q: Can users wield two free-hand-style controllers with Revolution games?

A: Yes. Nintendo's Revolution controller promo video shows players using two 
pointer controllers to execute various gameplay tasks, such as beating 
virtual drums.



 Q: Can four players wield two free-hand-style controllers each?

A: No. Only four free-hand-style controllers can be used total, according to 
Nintendo. Therefore, if one person used two pointers in a multiplayer game, 
only two additional people could play, each with one pointer.

Q: Won't potential light gun add-ons fail to work correctly with Revolution 
owners who use high-definition televisions?

A: No. Revolution's sensory technology does not interface with TV scan 
lines, as is the standard with traditional light guns. Because of that, 
light gun games are entirely possible with Revolution regardless of 
television type.

Q: Has Nintendo revealed all the features of the Revolution controller?

A: No, we don't believe so. Certain secondary features still remain hidden. 
Nintendo itself may be defining these features even as it tests and reworks 
the controller.