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May 10th, 2006, 00:40 Posted By: wraggster
Via Eurogamer
Speaking at Nintendo's pre-E3 press conference, Nintendo's Reggie Fils-Aime has confirmed that two versions of long awaited Zelda game Twilight Princess are in development - one for GameCube and one for Wii, which will of course make use of the remote controller.
Fils-Aimes described it as "by far the best Zelda game we've ever made," before handing over the controls for a real-time demonstration of exactly why that is.
The game uses the analogue 'nunchuck' attachment to control Link's movement, with items assigned to the wand's d-pad. Targeting is achieved by holding the Z button, and there's a fairy on the screen to keep constant track of your movements with the wand, making sure you don't end up pointing at the ceiling when something's biting your legs, for example.
Attacking is a matter of pressing the B button or moving the wand in a circular motion to perform the spin attack, and jabbing or flicking the wand makes Link perform a shield strike, knocking enemies off guard and leaving them prone to a more serious kicking.
Putting the sword aside and moving onto the bow, you can point the wand where you want to aim, and a targeting reticule appears. If you move the wand outside of that reticule, the camera circles your target.
When you draw back the bow to fire, the speaker in the wand - yes, there's a speaker - lets you hear the sting pulling taught, and when you fire the arrow, you'll hear it and feel it fly from the wand towards your target on screen. The whole thing played out beautifully and looks like a really impressive use of the new technology.
The remainder of the demo, brief as it was, was filled with more examples of sword and bow battles, and how the wand can also be used for fishing - in exactly the way you'd expect, except with fewer maggots, probably.
Visually, the game looks pretty stunning, but as Nintendo kept repeating after almost every game they showed, Wii is not about what you see, but what you feel. Expect more updates once we've had a feel of some Zelda Wii on the show floor.
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May 10th, 2006, 00:38 Posted By: wraggster
Via Eurogamer
Speaking at Nintendo's pre-E3 press conference, Nintendo's Reggie Fils-Aime has confirmed that two versions of long awaited Zelda game Twilight Princess are in development - one for GameCube and one for Wii, which will of course make use of the remote controller.
Fils-Aimes described it as "by far the best Zelda game we've ever made," before handing over the controls for a real-time demonstration of exactly why that is.
The game uses the analogue 'nunchuck' attachment to control Link's movement, with items assigned to the wand's d-pad. Targeting is achieved by holding the Z button, and there's a fairy on the screen to keep constant track of your movements with the wand, making sure you don't end up pointing at the ceiling when something's biting your legs, for example.
Attacking is a matter of pressing the B button or moving the wand in a circular motion to perform the spin attack, and jabbing or flicking the wand makes Link perform a shield strike, knocking enemies off guard and leaving them prone to a more serious kicking.
Putting the sword aside and moving onto the bow, you can point the wand where you want to aim, and a targeting reticule appears. If you move the wand outside of that reticule, the camera circles your target.
When you draw back the bow to fire, the speaker in the wand - yes, there's a speaker - lets you hear the sting pulling taught, and when you fire the arrow, you'll hear it and feel it fly from the wand towards your target on screen. The whole thing played out beautifully and looks like a really impressive use of the new technology.
The remainder of the demo, brief as it was, was filled with more examples of sword and bow battles, and how the wand can also be used for fishing - in exactly the way you'd expect, except with fewer maggots, probably.
Visually, the game looks pretty stunning, but as Nintendo kept repeating after almost every game they showed, Wii is not about what you see, but what you feel. Expect more updates once we've had a feel of some Zelda Wii on the show floor.
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May 10th, 2006, 00:36 Posted By: wraggster
Via Engadget
If there was one highlight of Nintendo's press conference earlier today, it was the Wii Remote. While Sony showed off what games on the PS3 would look like, Nintendo's focus was on what they would feel like. So, it's not surprising that, from the moment a tux-clad Shigeru Miyamoto bounded onstage and conducted a virtual orchestra using the remote, to a climactic tennis game, the unique Wii controller was the centerpiece of the show. So, what did we learn about the Wii Remote today that we didn't already know? For one thing, Nintendo confirmed that the remote does indeed include a speaker, which is used mainly to provide ambient sound connected to actions: fire an arrow, and you'll hear the bowstring being pulled right in your hand. There's also a microphone for voice-controlled gaming. The Wii Remote also includes motion sensors in both the nunchuk and the trigger controller, allowing both left and right hands to act independently and direct onscreen actions. While using the Remote may not be as intuitive and simple as Nintendo's execs want us to believe, one thing's certain: it definitely looks like a fun way to play golf. Or baseball. Or tennis. Or the drums. Or drive a car, truck or plane. Nintendo also had an answer for anyone who isn't quite ready for the Wii Remote: the Wii Classic Controller. We'll stick with the Wiimote for now, but will pick off one of these for when we just have to kick it old skool
Screenshot Via Comments
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May 10th, 2006, 00:27 Posted By: wraggster
Via Gamesindustry
Nintendo's pre-E3 press conference has revealed new details of what we can expect from the Wii and its remote controller - but there's still no word on a price point or release date.
"If all you want is next-generation, you're in the wrong place."
So spoke Nintendo's Reggie Fils-Aime in his opening presentation at today's pre-E3 press conference. "It's not just next, it's what's absolutely new," he continued. "Playing is no longer just about looks, it's about the feel."
And, as far as Nintendo's concerned, it's about the feel of the Wii's unique new remote controller. As shown in a series of video clips and on-stage demos, the controller can be used as a drum stick, a fishing rod, a golf club and a conductor's baton. Or, to give just a few more examples, to play tennis, fire guns, or control Mario.
Yes, Nintendo's mascot will most definitely be making an appearance on Wii, along with fellow classic character Zelda. According to Fils-Aime, two versions of the long awaited Twilight Princess will be released - one for GameCube and one for Wii.
It was at this point that yet another unique feature of the Wii controller was revealed - it has a speaker. This means that when the player is using it to fire an arrow in Twilight Princess, for example, he or she will hear the bow string go taut, and the sound will travel from the controller to the screen before impact occurs.
Other big name games glimpsed during the conference included Final Fantasy Chrystal Chronicles, next-gen Sonic the Hedgehog and Rayman, plus Tony Hawk's Downhill Jam. A pair of Ubisoft representatives were on hand to show off Red Steel, a first person shooter that makes use of the Wii's 'nunchuk' controller as well as the remote.
In total, Fils-Aime said, there will be 27 Nintendo Wii games playable on the show floor when E3 begins tomorrow. But he declined to reveal how many games will be available at console launch - or details of when precisely it will go on sale and how much it will cost. He did confirm that the Wii will launch during the fourth quarter of this year, but as far as further details go, he simply stated: "We believe it's in our interest to keep the details private."
Fils-Aime went on to defend the name Nintendo has chosen for its next-gen console, beginning: "First, we want to thank everyone who wrote good things about it the day you heard it. Both of you."
"At first every distinctive name sounds strange," Fils-Aime continued, illustrating his point with examples such as Lexus, Ikea and Google. Wii, he said, means "just what it sounds like... It's the sound of the future."
Nintendo president Satoru Iwata was also on hand to discuss the Wii, although instead of responding to criticisms of the name he took the opportunity to reaffirm the company's commitment to inclusive gaming.
"When I became president, we decided on a new goal for our company: expanding the total number of people who play games... The solution is to reinvent the relationship between player and game, the game controller interface," Iwata said, in a speech which heavily echoed the one he made at the Tokyo Games Show last September. But despite the emphasis on bringing new players to gaming, Iwata was also careful to observe that "core gamers always represent our most important audience."
And if core gamers are frustrated by problems such as long load times, Iwata went on to argue, "How can we expect mass market to put up with it?" So, the Wii's Opera browser and Virtual Console games saved to ROM will take just a few seconds to load.
Iwata then showed off another hardware feature, which means the console is constantly connected even when it's switched off. So, for example, a player might wake up to find a new in-game Animal Crossing item has been delivered during the night. The Wii, Iwata, said, is "the system that never sleeps... What we are aiming for is a system that is new every day."
Following a lengthy presentation on the past and future of the Nintendo DS - of which more news to follow - Fils-Aime returned to conclude the event, and express his thoughts on how Nintendo's latest offerings will fare at this year's show.
"The bottom line of every E3 is simple - what's hot and what's not. It's hot if it's disruptive, it's not if it's predictable," he said.
"Wii and the DS represent the same thing: risk. Risk allows progress. We don't run from risk, we run to it. Change is good."
To finish, Fils-Aime encouraged all attendees to play the games on the show floor, stating: "Seeing is just an impression. Playing is believing."
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May 10th, 2006, 00:26 Posted By: wraggster
Via Gamesindustry
As part of its pre-E3 conference in Hollywood, Nintendo has revealed a further hardware feature of the Wii console - WiiConnect24, a system which will allow the machine to continue to perform network functions even when in standby mode.
The idea behind the function is that rather than being turned off, Wii will go into a low-power mode which still has some vital systems running - including the ability to download content or interact with players on the network.
Announcing the feature in front of a large audience in the Kodak Theatre, Nintendo president Satoru Iwata said that it could be used by developers to push new content to the system while players are asleep - but claimed that the functionality does not stop there.
One example he gave was of the possibility for other players to visit your village in Animal Crossing even while you have left the console "switched off" - so you could return to find that they have left a message or gift for you in the game.
"We designed a machine to provide a variety of services even when it seems like it is turned off," Iwata explained, going on to describe Wii as the "system that never sleeps."
"What we are aiming for is a system that is new every day," he told the audience.
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May 10th, 2006, 00:24 Posted By: wraggster
Via Gamesindustry
Nintendo has given itself a hearty pat on the back in recognition of its success with the DS handheld, quoting sales of 16 million units and claiming that it's shifted "millions" more than Sony's PSP.
During the company's pre-E3 press conference, which naturally focused heavily on the new Wii console, Nintendo was keen to reaffirm its strategy of introducing 'disruptive technology' - suggesting that the Nintendo DS is was the first true realisation of the company's vision, and a perfect example of getting things right.
Nintendo's senior VP, marketing and corporate communications, George Harrison took to the stage, and took a pop at Sony by stating that since the DS launch 18 months ago, "true gamers have bought into true hardware disruption and software disruption." He added: "It's a different approach to portable play."
"The DS launched at the end of 2004, and it did very well," Harrison continued. "Then the PSP arrived and some of you questioned whether we were up to the challenge. Once the early adopters had cleared away, it was clear that it was all about the games, as it always is," he concluded.
Just to prove the point, Harrison detailed figures for Nintendogs, citing 6 million sales worldwide in 13 months, before mentioning that the DS Wi-Fi service has reached 1.3 million users and provided over 40 million gameplay sessions since its launch.
With the Western launch of the brain training games, Nintendo hopes to duplicate the 5 million sales success it achieved in Japan, and early signs are apparently very good. The company is also preparing to launch the new DS Lite in a few weeks in North America, which it believes will be even more popular than the original handheld.
Looking ahead, Nintendo is confident that the best has yet to come, detailing a number of high profile titles including a new Mario game, Final Fantasy III and the DS exclusive Legend of Zelda: The Phantom Hourglass, before stating that there will be more than a hundred new games for the system by the end of the year.
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May 10th, 2006, 00:15 Posted By: wraggster
Anyone can tell you how video games look. Nintendo wants you to experience how they can feel.
Today Nintendo unveils the next leap in gaming by demonstrating its upcoming Wii™ home console, which lets users manipulate action on their television screens through the precise, life-like motion of the Wii Remote.
Continuing Nintendo’s long tradition of developing highly innovative products that redefine the standards for the industry, Wii (pronounced “we&rdquo will allow players to “feel” games in a way never known before: the adrenaline of a tennis match, the thrill of making an airplane bank or the rush of gripping the wheel of a speeding truck. The control scheme is simple enough that everyone, no matter what their prior gaming experience, can use it with ease and will want to try it.
“Not only is Wii compelling to current game players, but it also will entice new players with new experiences,” explains Nintendo President Satoru Iwata. “To expand the total number of game players, we must make our experience both friendlier and more compelling. With Wii, it is.”
Iwata made his comments during Nintendo’s annual media briefing in Los Angeles prior to the start of the Electronic Entertainment Expo (E3) global video game trade show. Thanks to Nintendo’s leadership in innovation, Wii will challenge conventional thinking and will be a disruptive element in the video game industry.
Players manipulate their games through the motion of the remote control-like Wii Remote, which also includes a built-in speaker. In a four-player tennis game shown during Nintendo’s media briefing, the Wii Remote became a virtual tennis racket, from the vibration of the hit to the sound of the ball. The Wii Remote’s sensors are delicate enough to enable players to hit straight, add slice or put top spin on the ball.
Depending on the game, the Wii Remote could be a weapon, a baseball bat or an airplane. The applications are limited only by imagination. The Nunchuk controller attachment also includes a motion sensor, a development that suggests additional creative possibilities for this dual control system: Games could involve the use of a sword in one hand and a shield in the other. Or a clamp and a scalpel. Or a pair of boxing gloves.
A new, immersive playing experience represents the most important factor to keep the industry healthy and growing. For more than a year, Nintendo has demonstrated living examples of how this strategy continues to work to the benefit of players, Nintendo and the marketplace. New interfaces can change the gaming landscape almost overnight, as evidenced by the success of the hand-held Nintendo DS™ system. To date, more than 16 million units have sold through to gamers of all types. Between now and the end of 2006, more than 100 new, envelope-pushing games will launch for the system to continue the tremendous momentum it enjoys worldwide.
Wii will be available in the fourth quarter of 2006 and priced affordably for the mass market. It will feature a very quick startup, silent operation and low power consumption. These elements make the “sleepless” WiiConnect24 experience possible. Users never need to turn it off. The combination of the new interface, including the Wii Remote, the Virtual Console and WiiConnect24 (which takes advantage of the console’s low power consumption) represents a true leap forward in gaming.
Games in development for the Wii console include a third chapter in the Metroid® Prime series, a new Mario™ game and The Legend of Zelda®: Twilight Princess. Additionally, dozens of developers worldwide are working to bring new experiences to the Wii console. Nintendo will expand the gaming circle to as many types of people as possible, including lapsed gamers and people who have never played before.
Along with Wii Sports, which includes the tennis game, the highly anticipated The Legend of Zelda: Twilight Princess will launch at the same time as Wii and thrill gamers with its captivating storyline, stunning game play and gorgeous look. The game makes use of the unique Wii Remote functions for elements like fishing and special sword attacks. The game also will be playable on Nintendo GameCube™, but without the widescreen format or special controller functions.
The worldwide innovator in the creation of interactive entertainment, Nintendo Co., Ltd., of Kyoto, Japan, manufactures and markets hardware and software for its Nintendo DS™, Game Boy® Advance and Nintendo GameCube™ systems, and upcoming Wii™ console. Since 1983, Nintendo has sold more than 2 billion video games and more than 360 million hardware units globally, and has created industry icons like Mario™, Donkey Kong®, Metroid®, Zelda™ and Pokémon®. A wholly owned subsidiary, Nintendo of America Inc., based in Redmond, Wash., serves as headquarters for Nintendo’s operations in the Western Hemisphere. For more information about Nintendo, visit the company’s Web site at www.nintendo.com.
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May 10th, 2006, 00:14 Posted By: wraggster
For more than 20 years, video game players have used body language to “help” them play. With Nintendo’s upcoming Wii™ console, those movements become a real part of the play. After grabbing the Wii Remote for the first time, hesitation gives way to concentration. Confidence builds. Excitement morphs into pure delight. And everyone watching says the same thing: “Hey – let me try!”
What drives this phenomenon? A remarkable controller and games that enhance the experience … realizing that the swing of your arm – not the movement of your thumb – causes a baseball to leave the park or a sword to find its mark. The Wii console introduces the next leap in gaming, one where players not only control their characters on the screen, but they also become them.
“The Wii console gives every game developer a tool to create new experiences, not just linear advancement,” said Reggie Fils-Aime, Nintendo of America’s executive vice president of sales & marketing. “It will attract all kinds of new players, and thoroughly satisfy the hard-core gamers.”
One of Wii’s launch titles will be Wii Sports, a new type of product designed to expand the video game experience to everyone, regardless of age, gender or gaming experience. These games will form the bridge that connects current gamers to newcomers. Wii Sports will include a tennis game that lets up to four players swing at, hear and feel the ball. Anyone can pick up the Wii Remote and start hitting straight shots and lobs, with top spin or a slice, using their forehand or backhand, simply by simulating the arm and wrist movements of a real tennis game. In the baseball game, players can hit or pitch a baseball using the Wii Remote as the characters on the screen mimic their movements. And in the golf game, players can drive the fairways or putt for the cup simply by swinging the Wii Remote as if they were swinging a real golf club. Games can be played with small, precise hand movements, but it’s likely people will want to immerse themselves physically in the reality of the experience.
The Legend of Zelda®: Twilight Princess also will launch at the same time as Wii. It will thrill gamers with its captivating storyline, stunning game play and gorgeous look. The game makes use of the unique Wii Remote and Nunchuk controller for elements like fishing and special sword attacks.
Other Wii games in development include Metroid® Prime 3: Corruption, which redefines how first-person shooters look and feel. Players use the Wii Remote as their pinpoint-accurate arm cannon, while the Nunchuk attachment can be used to deploy a variety of functions, such as the Grapple Beam. The amazing Super Mario® Galaxy represents a crowning achievement for legendary Nintendo game designer Shigeru Miyamoto and his team. Mario™ floats from planet to planet while performing massive zero-gravity jumps in an environment new to gaming fans.
Excite Truck™ builds on a classic Nintendo franchise, but features a radical play mechanic in which players hold the Wii Remote sideways like a steering wheel. On jumps, they must balance it to make sure their vehicle lands squarely and earns a turbo boost. Many games make racing look real, but Nintendo also makes it feel real. WarioWare™: Smooth Moves contains about 200 microgames that will have players holding the Wii Remote to their hips to do a hula-hoop motion, curling it like a barbell or putting it on their head and doing squats.
The Wii console already enjoys strong third-party support. Nintendo is working with every major publisher worldwide to create fresh intellectual properties and host strong, classic franchises on the console. Gamers can look forward to multiple offerings, including:
Tony Hawk’s Downhill Jam™, Marvel: Ultimate Alliance and Call of Duty® 3 from Activision
Sonic and Super Monkey Ball games from SEGA
DRAGON QUEST SWORDS™: The Masked Queen and the Tower of Mirrors™ and CODENAME: FINAL FANTASY® CRYSTAL CHRONICLES: Crystal Bearers™ from SQUARE ENIX
Madden NFL from Electronic Arts
Rayman Raving Rabbids™ and Red Steel™, the only original first-person game built from the ground up exclusively for the Wii launch, from Ubisoft
and a SpongeBob SquarePants title from THQ.
Gamers also can expect ground-breaking offerings from Atari, Buena Vista Games, Eidos, Konami Digital Entertainment, Majesco, Mastiff, Midway Games, NAMCO BANDAI Games, Atlus and SNK. Nintendo and publishers large and small worldwide will introduce original franchises of all kinds, aimed both at pleasing the hard-core crowd and encouraging new generations and demographics of people to play.
“Once again Nintendo has challenged the status quo and opened new creative landscapes for us,” says John Schappert, EA Canada’s senior vice president and group studio general manager. “We look forward to creating original experiences for the Wii console while seeing how some of our best sellers play using the extraordinary controllers.”
In addition to a healthy selection of new games, Wii will enjoy one of the largest launch libraries in video game history thanks to its built-in Virtual Console and backward compatibility with Nintendo GameCube™. The Virtual Console provides downloadable access to Nintendo games from the NES®, Super NES® and Nintendo® 64. The Virtual Console also will feature a “best of” selection from Sega Genesis titles and games from the TurboGrafx console (a system jointly developed by NEC and Hudson).
Wii will launch worldwide in the fourth quarter of 2006. Prices and other launch details will be announced at a later date.
The worldwide innovator in the creation of interactive entertainment, Nintendo Co., Ltd., of Kyoto, Japan, manufactures and markets hardware and software for its Nintendo DS™, Game Boy® Advance and Nintendo GameCube™ systems, and upcoming Wii™ console. Since 1983, Nintendo has sold more than 2 billion video games and more than 360 million hardware units globally, and has created industry icons like Mario™, Donkey Kong®, Metroid®, Zelda™ and Pokémon®. A wholly owned subsidiary, Nintendo of America Inc., based in Redmond, Wash., serves as headquarters for Nintendo’s operations in the Western Hemisphere. For more information about Nintendo, visit the company’s Web site at www.nintendo.com.
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May 10th, 2006, 00:12 Posted By: wraggster
For 18 months, hundreds of thousands of new players have joined together to disrupt the portable video game market. They proudly identify themselves as owners of Nintendo DS™, Nintendo’s remarkable hand-held system that continues to overturn traditional thinking. As the movement grows and becomes stronger, developers worldwide have taken notice. Both new and traditional players will be well-served in 2006, as more than 100 new games of all kinds hit the market for Nintendo DS.
On June 11, Nintendo DS itself gets a makeover when Nintendo introduces the lighter, brighter Nintendo DS™ Lite in the Americas. The redesigned system features a more compact size and screens with four adjustable brightness levels. The Polar White system will sell as low as $129.99 at retailers nationwide.
“We remain committed to going where others can’t – or won’t,” says George Harrison, Nintendo of America’s senior vice president of marketing and corporate communications, during Nintendo’s annual media briefing in Los Angeles prior to the start of the Electronic Entertainment Expo (E3) video game trade show. “By grouping our innovative DS games together under the umbrella term ‘Touch Generations,’ new players will easily be able to identify games designed for them.”
To date, Nintendo DS has sold through more than 16 million units worldwide. Nintendo DS demonstrates that marrying improvements to the interface with amazing software results in a dramatic shift in the way that both game makers and the public think of video games. With new ways to play and new categories of software, the success of Nintendo DS is setting the stage for Wii™.
More than 100 games will be available for Nintendo DS this year alone from publishers worldwide. Some of the biggest fan favorites will come from Nintendo:
New Super Mario Bros.®, a new 2-D Super Mario game that anyone can enjoy.
The Legend of Zelda®: Phantom Hourglass builds on the cel-shaded fun of The Legend of Zelda®: The Wind Waker™ with touch-screen controls and wireless competition.
Chibi-Robo™: Park Patrol sends everyone’s favorite robotic helper on a new mission in the great outdoors.
Elite Beat Agents™ brings the cult import hit Osu! Tatakae! Ouendan! to the Americas.
DK™: King of Swing DS sends Donkey Kong® on a swinging new adventure.
Hotel Dusk: Room 215™ turns Nintendo DS into a film noir mystery.
Pokémon® Mystery Dungeon: Blue Rescue Team for the first time lets users play as a Pokémon, speaking and interacting with other characters in a world populated only by Pokémon.
Gamers also can anticipate creative new Nintendo DS games featuring Star Fox®, Wario™ and Kirby™, as well as a wild adventure set on Yoshi’s Island®.
From the start, Nintendo DS challenged convention, and consumers responded en masse. Nintendogs™ taught people that they could communicate with simulated puppies – and with one another. Mario Kart® DS, Animal Crossing™: Wild World and Metroid® Prime Hunters have attracted millions of people around the world to play via Nintendo® Wi-Fi Connection. Brain Age™: Train Your Brain in Minutes a Day demonstrated that gamers could no longer be defined by age, while both Brain Age and Animal Crossing have expanded the video game market to female customers. The next wave of Nintendo DS games stands ready to capitalize on these triumphs.
The worldwide innovator in the creation of interactive entertainment, Nintendo Co., Ltd., of Kyoto, Japan, manufactures and markets hardware and software for its Nintendo DS™, Game Boy® Advance and Nintendo GameCube™ systems, and upcoming Wii™ console. Since 1983, Nintendo has sold more than 2 billion video games and more than 360 million hardware units globally, and has created industry icons like Mario™, Donkey Kong®, Metroid®, Zelda™ and Pokémon®. A wholly owned subsidiary, Nintendo of America Inc., based in Redmond, Wash., serves as headquarters for Nintendo’s operations in the Western Hemisphere. For more information about Nintendo, visit the company’s Web site at www.nintendo.com.
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May 9th, 2006, 20:15 Posted By: wraggster
PepsiMan posted this News update:
When using IRC clients in DSLinux, the bottom few lines of the screen are corrupted when the chat is scrolled up.
I’ve looked into this problem, and it is a bug in the framebuffer console code - when scrolling the screen upwards in SCROLL_PAN_REDRAW mode with a limited scroll region set up, the wrong part of the screen is copied to the bottom few lines.
Having discovered this, the fix is quite simple.
This bug is present in the latest Linux kernel too, so I’ll be sending this fix upstream.
More Info --> http://www.dslinux.org/blogs/pepsiman/
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May 9th, 2006, 20:13 Posted By: wraggster
BigRedPimp posted this news:
My good friend MrMr[iCE] has made a web-based editor for Lox which I’ve been tweaking. Also, WinterMute (of devkitPro fame) has made an editor for use on the NDS. It will save to any device (I hope) that uses Chishm’s FAT libraries (GBAMP, MK2/MK3, SC SD/CF, etc).
More info --> http://dsdev.bigredpimp.com/
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May 9th, 2006, 20:12 Posted By: wraggster
Sgstair posted this news:
I thought I might mention that I’ve put some thought into the new DSTunnel protocol, and have written up some basic documentation on how I want the protocol to work, what kind of messages will be present, and how the system should behave. When I get some time I’ll be properly putting this into code, and hopefully getting a bug-free implementation going this time - some of the premises of the protocol have changed since last attempt, this one will act as a cross between a true p2p udp network and a server-client network, based on configuration and network ability… it will determine whether a p2p or client/server system is more effective based on connection speeds and lag times, and configure the network in an attempt to create the best performance for an arbitrary group of peers.
Additionally, since I know a bit more about what I’m up against now, I’ve designed some mechanisms in the protocol that will make managing some aspects of timing a lot easier… no idea if they’ll work as well as I hope, but they should at least work better than last attempt (which uh, really screwed a lot of timing stuff up) - Also I’ve designed the interface between the transport protocol and the hardware interface to be a lot more streamlined, and I will probably introduce a simple plugin system so people can write their own custom servers easily.
All this when I have time….
More info --> http://blog.akkit.org/
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May 9th, 2006, 20:11 Posted By: wraggster
Dynastab posted several updates of his Homebrew for the DS, heres what he posted:
I've added new updates to my site. Just some little hacks, at least one or two of which someone might find useful (thats the goal.)
MandelBrot Cube, a laZmike Cube Demo Hack. Pretty nifty if just showing how to modify texture memory real time and use transparency in 3d. Source included.
Life Cube, a laZmike Cube Demo Hack. Flood fill of color cycling life exploding in perfect 3 dimensional symmetry about each face is a sight to be seen imo. Binary included.
Sub Pixel Font Class, a Sylfurd SPFD hack. I've moved Sylfurd's Sub Pixel font renderer into a more easily useable class. Should be useful to someone! Source included.
DynaStabs Template. I've created my own template that should come useful when I start new projects in the future. It's easier to remove includes and lines of code than copy headers, edit make files, and such each time for the same basic functions. Source included.
Please leave a comment, good or bad. Also looking for advice on stopping tearing with massive amounts of texture updates. bLaStY's glTexImage2D hack?
More info etc at his site here --> http://dynastab.drunkencoders.com/
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May 9th, 2006, 20:05 Posted By: wraggster
Via Revfanboy
Perhaps you heard a loud rumbling sound several moments after our friend, Krazy Kutaragi, took the stage at the Sony E3 press conference and revealed what was, according to him, a big "secret" regarding the new old and improved PS3 controller. The source of the noise was undoubtedly the countless gamers rolling their eyes in unison at a new "innovation" that, if you're at all interesting in gaming, is unlikely to have struck you as very innovative at all. It's arguable that Nintendo's Wii merely uses parts that have been around for ages and isn't particularly innovative in that sense, but it's difficult not to raise an eyebrow when a competing console manufacturer decides to implement a control interface that, until recently, was considered unorthodox. It was pretty shameless.
But there's no need to be pointing fingers and gyroscopic contraptions in an effort to blame one for stealing from the other. A better reaction would be to consider how the two devices compare, though the technical qualities are less important than the factors related to gaming. Consider that Nintendo's system has been built to utilize the more wobust wiimote right from the start, with every single game being created to take advantage of the primary controller in some way or another. The Sony press conference gave the impression that the opposite was true with the PS3, with Phil Harrison stating that Warhawk had been "adapted" to take advantage of the Dual Shake's newly announced abitlies. How late was the decision made to add the new functionality to the controller? My guess is that the idea can't have been implemented too long ago, as none of the other PS3 games at the conference seemed to make use of motion sensing. In which case it seems that, at least initially, the Wii wil simply have a greater quantity of games that boast integration with the unique controller. Given the increased development time, it's fair to expect Nintendo's first volley of games to be a good deal more intricate in those regards as well.
Sony's strategy of combining a traditional controller with a weird one is valid (it's an added feature, after all), but it may end up being more limiting, almost to the same degree that Nintendo's controller is limiting when it comes to traditional controls. While Nintendo's controller allows for more aerobic activities such as swinging a sword and aiming a gun (note the examples my violent mind immediately conjures up), the Dual Shake's design makes that sort of thing somewhat less practical. This not only puts a confinement on what developers can do, essentially forcing a balance between traditional and non-traditional controls, but puts Sony in an unpleasant position of being put alongside a competitor that's likely to have a much cheaper product. If you want to play unique games built upon motion sensing concepts, it's clear which system is the better choice (hint: the cheaper one).
On the other wand-waving hand, however, one could argue that those who prefer traditional games and have less interest in unusual mechanics would be far better off with a system that, in a sense, offers a glimpse of both worlds. As always, it boils down to the games and how well each system takes advantage of its specific capabilities. The Wii doesn't have much choice in that area, but the PS3 does run the danger of having a host of games that have tacked-on motion sensing functionality as opposed to more elaborate experiences. But then, the games on the PS3 don't depend on the controller nearly as much as Wii titles do. It'll be interesting to see which games will make the most out of the controllers they're given and we expect to be able to add more to this discussion after Nintendo's press conference . Nothing stopping you from adding to it right now, though.
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May 9th, 2006, 19:58 Posted By: wraggster
Coverage of the Live Nintendo Wii Event via Gamespot
<blockquote>9:38: Red Steel is on now. Another player makes slashing motions with his controller. Miyamoto goes back to conducting to electronic orchestral music. Reggie welcomes the crowd with If you're looking for the next genereation, you're in the wrong place. We're not just next, we're new. It's no longer confined to the few. It's about everyone. What you see is now always what you get. Playing is believing.
9:42: Video demo running now. Begins with Pixar rip-off Wii ad, with the bouncing lights. Hip kids and others use the controller to play drums, tennis, golf, play maestro, race cars, MARIO! Speaker in controller confirmed.
9:43: Mario fights a giant Octoboss in a pit of lava. A kid flies a biplane with the Wiimote. Metroid FPS shown.
9:43:: Table Tennis with wiimote - take that rockstar.
timsaky@mac.com (9:43:37 AM): Now they're showing wacky Japanese party games include paper sredding, key unlocking, squats???
9:43: Two-player ping-pong, a track meet game, a range of mini-games incorporating the controller (hula hoop, broom balancing), baseball, more Red Steel...
9:44: ...and here's Link!
9:45: Link is fishing with nunchuku. Player nearly falls out of his chair as the crowd goes ballistic. Zelda is confirmed for 2006. Reggie back on stage.
9:46:Today you will see, and tomorrow you will start to feel. He says that Nintendo will offer up inspiration rather than information this week.
9:47: Now Reggie is talking about the fact that many gamers know people who have ever played a video game. He says his has to change.
9:47: Reggie notes there are some questions that people probably want to ask: pricing/availability, why the name, why so different? Reggie pooh-poohs incremental improvements. That strategy works, but ultimately it's fatal.
9:49: In the same way that Mario 64 changed everything, we ask, how can we make games feel new again? Reggie says there won't be a price announced today.
9:50: As for date and price, we think its best to keep those details quiet a little longer. You will play Wii in the fourth quarter of 2006. That was met with tepid applause; the crowd wanted more details.
9:50: About the name: We want to thank all the people that wrote good things about it the first time they heard it...both of you. Audience laughs. Name chosen to stress inclusiveness--all of us, all gamers, around the world. Promises more news on third-party partners later in this event and on the E3 show floor.
9:51: A video is shown: Metroid again, then Dragon Ball, Dragon Quest (Sword game announced ysterday by Square Enix), Fire Emblem, here's Mario again in a platformer. A Tony Hawk game, Sengoku Action from Koei.
9:54: Disaster Day of Crisis. SongeBob. Cars. Super Mario Galaxy. SD Gundam Breaker. Tony Hawk Downhill Jam. Excite Truck (RC Pro Am look-alike) Red Steel. Rayman 4. Super Swing Golf Pangya. Sonic Wild Fire. Project Hammer. One Piece Limited Adventure. Madden. Just Madden. No 07. FF Crystal Chronicles.
9:56: Twilight Princess--It is by far the best Zelda game we have ever made, also the most beautiful. Zelda will launch alongside Wii. First look coming right now. Nate and Bill from NOA going to play Zelda on the Wii. Movement on Nunchuk. Weapons, items are mapped to d-pad on remote.
9:57: When you shoot an arrow, you'll hear the bowstring twang at your ear from the speaker in the remote. Other developers also have a lot of ideas for how to use this speaker. There's a built-in rumble feature. Sony gave this up for their six-axis motion detection.
9:59: Link's iron boots return too, this time used in combination with magnets. They show Link using the iron boots and a magnetic ceiling to travel around a room.
10:02: Reggie back on stage on elevated platform. Nintendo will launch two different versions of Zelda - one for Wii, one for GC. The game will come out for both GC and Wii on the same day: the Wii launch day.
10:03:Metroid Prime 3: Corruption clip shown, it's dubbed the most intuitive FPS ever. Then it's more Super Mario Galaxy.
10:04: But can the system truly be new if all the names are the same? That's why we're working on new franchises, he says. ExciteTruck, Project H.A.M.M.E.R. (a beat-'em up), and Disaster, which looks like an action game.
10:05 Now Reggie seques into 3rd-party efforts, saying he'll introduce just a few of the games in development for Wii. Sonic! Gameplay footage of the hedgehog's Wii game. Final Fantasy: Crystal Chronicles, as announced by Square Enix yesterday, is coming to Wii.
10:06: And Madden 07 is coming to Wii, as is Tony Hawk's Downhill Jam from Activision. And Rayman from Ubisoft. A Wii SpongeBob game is coming from THQ. 27 Wii games are playable on the show floor. Of course, that doesn't include the games available for Virtual Console. Reggie introduces two Ubisoft executives, who will talk about Red Steel.
10:08 They are Xavier Poix and Roman Campos. The stage has now taken a nice red color. Player is doing something on screen, but we can't see the game footage. Ah there it is finally. They describe Red Steel as a first-person action game set in both the US and Japan. It takes full advantage of the Wii controller.
10:10: They're showing actual gameplay, though it's not clear what the game is running on--an actual console or development hardware. AI on enemies seems a bit dim. Player flicks nunchuck to reload. Levels incliude city streets full of neon and a pachinko arcade.
10:13: Z-button on Wiimote fires gun. Freestyle mode allows player to target enemies in slow motion, opting to shoot them fatally or disable them.
10:14: Now they're showing some swordplay. They describe swordfighting as intuitive. You block with your left hand and slash with the right. In the game, the player is fighting a tatooed Yakuza member on a rooftop. Now Reggie is back. He wants to turn the focus to the DS, and introduces George Harrison.
10:14: Harrison describes the DS as a disruptive device that shook up dominant thinking with a different approach to portable play. Harrison says that despite claims from detractors, it wasn't just the early adopters that came to the DS--the games brought a much broader slice of users to the handheld. Claims 16 million DSs sold worldwide since launch, a number that's millions more than PSPs sold since launch.
10:16: 1.3 million people have participated in WiFi gaming over DS. Harrison speaks on Brain Age: 120,000 units sold in North America in the three week since it launched here. Says this compares favorably to Japan sales when it launched there.
10:18: And now Harrison is talking about the DS Lite, set to come to the US soon. Gives some love to New Super Mario Brothers, which he notes will be on shelves soon. Other upcoming games: Starfox DS, Diddy Kong Racing and Yoshi's Island 2.
10:19: Final Fantasy III is coming to US on DS with improved 3D graphics. No release dates on any of these. Downhill Jam will feature VOIP. Zelda DS clip shown. 100 new DS games expected between now and end of year.
10:20:Mario Hoops 3 on 3 named. Star Fox DS clip shown. A pink DS lite is on the video. A game called Elite Beat Agents. Clips of Yoshi's Island show baby Nintendo charcters.
10:23: Pokemon Mystery Dungeon, Diddy Kong Racing, Legend of Zelda: Phantom Hourglass, Big Brain Academy and Mario vs. DK: March of the Minis finish up the clips. Now Satoru Iwata has appeared on stage. He's greeted by enthusiastic applause.
10:23: Iwata says his main goal when he took over the helm of Nintendo was to expand the number of people who play games. To do this, he needed to attract both those who used to play but then quit as well as those who have never gamed.
10:23: To get both types of non-gamers to play his games, the usual model of producing increasingly more complex, more graphically detailed games won't work; these gamers are put off by increased complexity. Instead, he decided to reinvent games. The DS and especially the Brain Age games are one example of how they've reinvented games. The Wii controller is another example. In addition, most lapsed gamers have wonderful memories of the games they used to play. Hence, the Virtual console.
10:28: The Wii console uses the Opera browser!
10:28: I have always been develpoing and playing games. But these days I am busier and busier. When I have to wait for a loading screen I get frustrated. Maybe this has happened to you, too. If serious gamers find this frustrating, how can we expect the mass market to show more patience? The Wii console can power up and load virtual console games almost as fast as a telephone, in a few seconds.
10:29: Now he's talking about something called WiiConnect24. The console can be connected 24/7, allowing developers to push content to consoles even while you are sleeping. Networking software is included in the hardware.
10:30: We're aiming for a system that is ew everyday.
10:30: Finally, we wanted to reach people who had never played games. The new console and controllers are very important, but most important is the software. We needed games that allow core gamers and non-gamers to happily and immediately compete with each other.
10:31: One package addressing that need is WiiSports, a game including tennis, golf, and baseball, that will be be a launch title. He promises to help destroy the wall between gamers and non-gamers. Wii can provide everyone with fresh new experiences.
10:33: Iwata exits to more applause and Reggie returns. Reggie says We'd like to invite all of you up on stage to play. That can't happen, but they do have three people selected through Nintendo's promotion with AOL.
10:33: Miyamoto will select one final grand prize winner to play the Wii onstage. Miyamoto comes to the stage, says that the game to be played is tennis. He gives a demonstration, holding the remote like a racket. Twisting the remote while swinging yields topspin.
10:35: Miyamoto pulls an envelope from his jacket and reads the name...The winner is...Scott Dyer. Scott comes up from the audience, all smiles. He's going to play doubles with Miyamoto. They're going to play doubles against Reggie and Iwata.
10:36: The game features avatars of Reggie, Iwata, and Miyamoto, with a big question mark on a body for the contest winner. When the audience sees the personalized avatars, there's general laughter.
10:37: They're only playing three points. Dyer burns Reggie with a cross court shot. Another one. His angles are Wimbledon-worthy. It looks like the Miyamoto/Dyer team won, and they decide on a rematch. The second game is tied...no, Miyamoto takes game point for his second win. Tennis will be playable on show floor.
10:39 Reggie: The bottom line of every E3 is what's hot and what's not. Here's our take. What's hot is what you can feel... It's about the heat of emotion, not the chill of technology... We were the disruptor 20 years ago and we still are today. DS was only the first example. Wii will come next. He says Nintendo knows that seeing is just an impression. Playing is believing and tells the audience he hopes he will see them all on the show floor tomorrow.</blockquote>
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May 9th, 2006, 19:54 Posted By: wraggster
Another GBA emulator updated, heres whats new:
<blockquote>- nds/tcm: reset during emulation does reinit memaccess_list (and rebuild_tcm)
- gba/video: selectable GBA (dark), GBA-SP (med), DS-in-GBA-mode (bright) colors
- nds/video: emulates backlight on/off/dimming (rgb_xlat per screen / machine)
- nds/setup: optionally allocates debug-ver 8MB main memory (with reset/remount)
- nds/help: described wifiwaitcnt (port 4000206h), and displayed it in f10-iomap
- nds/help: spi 16bit mode bugged (only each 2nd byte appears in 8bit-spidata)
- nds/iomap: added 32bit auxspi register in iomap (formerly 8bit whatever 1a1h)
- nds/aux: emulates auxspi port (that still without any backup-memory emulated)
- nds/help: added cartridge backup chapter, and auxspi in cart ports and iomaps
- nds/realtime: raised from 50% to 100% speed (delays only on arm9, not on arm7)
- nds/video: emulates alpha-flag (0=transparent) for direct color BG bitmaps
- nds/iomap: expanded bg#cnt charbase value to bit2-5 (unlike GBA-style bit2-3)
- nds/help: added debug_exception_vectors in irq chapter (27FFD9Ch and 380FFDCh)
- nds/reset: stable multiple_ready initialization (libnds crashed each-2nd-boot)
- nds/debug: allows stackinfo at non-3000000h region (ie. var nds9 dtcm region)
- nds/metroid: metroid demo intro-movie is now working (bg bitmap & bitmap obj)
- nds/iomap: fixed displayed sqrt_result register value (addr 2B4h instead 2A4h)
- nds/iomap: fixed soundcnt and soundbias registers (addr 50Xh instead ecx+50Xh)
- nds/video: fixed bitmap obj emulation (also displayed in vram viewer oam page)
- nds/help: corrected 2D Bitmap OBJ description (boundary=8x8, not boundary=32)
- nds/video: emulates vram-display-mode (used for metroid intro / upper screen)
- nds/irq/bios: nds-irq-handlers working without copy of real nds-bios-image
- profiler: goto function always applied to CODE window (not data/stack window)
- nds/profiler: treats FFFF0018h as nds9-irq (unlike 00000018h for gba/nds7)
- nds/emudetail: higher emulation accuracy for read/write-able POSTFLG bits
- nds/bugfix: fixed SWP opcode (metroid) (ecx was destroyed by anytcm handler)</blockquote>
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May 9th, 2006, 19:42 Posted By: wraggster
Spacy has released a new Build of the Best GBA Emulator for windows, heres whats new:
<blockquote>Win32 / Win64 :
* various files :
- increased 64 bit compatibility
- created Visual Studio 2005 solution
- created static versions of the library dependencies (currently only used by VS2005)
- updated MFC to version 8 (VS2005)
* vbavista.ico
- created modern looking GBA icon for Windows XP and Windows Vista (256x256xRGBA) using Microangelo.
* UniVideoModeDlg.cpp, UniVideoModeDlg.h
- created one dialog for all display APIs
- supports additional display adapter and frequency selection
* GDIDisplay.cpp
- better full screen support
- multi monitor support
- enhanced rednering system
* Direct3D.cpp
- updated to Direct3D 9
- better full screen support
- multi monitor support
- enhanced rendering system
* DirectDraw.cpp
- changed DirectDraw initialization
- better full screen support
* OpenGL.cpp
- better full screen support
- multi monitor support
- enhanced rendering system
* Joypad.cpp, Joypad.h
- speeded up the key capture timer</blockquote>
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May 9th, 2006, 19:23 Posted By: wraggster
Success HK have posted this new Commercial Gamecube Game:

Over The Hedge takes players on an interactive adventure beyond the story seen in the film. Assuming the roles of RJ the raccoon, Verne the turtle, Hammy the squirrel and Stella the skunk, players turn a suburban neighborhood loaded with dangerous obstacles and traps into their own personal playground. Numerous puzzles and mini-games keep fans busy as they switch between two of the four main characters or engage in two player co-op with friends. Take on multiple side challenges to win energy-filled snacks or powered-up weapons and items
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May 9th, 2006, 19:18 Posted By: wraggster
Success HK have posted this new Commercial GBA Game:

From the 2006 DreamWorks Animation film Over The Hedge comes this new title from Activision. Gamers assume the role of characters including RJ the raccoon, Verne the turtle, Hammy the squirrel and Stella the skunk, and explore a suburban neighborhood filled with traps and other various obstacles.
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