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Offline MrMister

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« Reply #15 on: September 29, 2005, 04:01:42 AM »
I don't think this can be real.. I heard the Rev controller was supposed to be an actual controller, with pendulum things that you jerk up to make the guy jump higher..
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Offline Pythis

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« Reply #16 on: September 29, 2005, 04:19:27 AM »
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."





EDIT: Watch the video to see how you work it: http://media.cube.ign.com/articles/651/651334/vids_1.html click the watch it now button thats not in the ign insider thing unless your a member.
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Offline Pythis

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« Reply #17 on: September 29, 2005, 04:21:34 AM »
Sorry for double post but heres a screeny of more controllers its real yes it is. Thats the REAL controller. It ISNT fake.
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Offline Drace

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« Reply #18 on: September 29, 2005, 04:54:24 AM »
See attachment.
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Offline Osmose

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« Reply #19 on: September 29, 2005, 10:14:25 AM »
Now, when I first thought of this thing, I thought the same thing as everyone else here is saying. "Ew! A remote control!"

However, two of my friends have given decent reasons as to why, despite it is still insane that Nintendo feels that they have to create innovative stuff rather than entertaining stuff, the controller isn't that bad.

First of all, the optics/gyro/whatever. This functionality adds brand new possibilities to games - in the next Zelda game, you could be actually controlling Link's sword yourself!

Next, the controller itself. Nintendo had to come up with some way to encompass all their controllers. Now with this remote, you can turn it on it's side for an NES controller. As for the other controllers, you've already got part of the N64 with the trigger thing in the back. Also, I'm too lazy to find it, but there is an attatchment for the bottom part that is, more or less, a gamecube controller - the remote slides down into the top, remeniscent of the old Dreamcast memory card slots.

So, even if you hate the controller, even if you think Nintendo is dead, there just isn't enough proof to say that the controller isn't thought out. As to it's true practicality, only the people who actually tried it can say, and they all say it was good.
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Offline WarxePB

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« Reply #20 on: September 29, 2005, 12:10:12 PM »
Am I the only one who likes the controller? I think it's neat, and that it could be used in a bunch of unique games. Of course, that's probably because I'm a hardcore Nintendo junkie...

*prepares to get bashed*
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Offline GaryCXJk

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« Reply #21 on: September 29, 2005, 12:41:43 PM »
At least two who had their head OUTSIDE their craphole.

The Revo "remote" is actually a special type of "mouse", some already called it a 3D mouse.

To make it simple, it's like the Nintendo Zapper, or a lightgun, or whatever you call it.

With one difference.

It works in real-time, not only when you shoot ****.

Further more, it works in 3D.

Meaning, that if for example a ball is on the screen and you move the controller up...

... the ball goes up as well.

And if you thrust with your controller...

... the ball could be launched.

So, basically, if there would be a new Zelda...

... you can have real sword fights!

http://www.multiverseworks.com/garycxjkrandomstuff/cyborgbooyah01.jpg
Motherfuckers.

Seriously, this board is one of the few who act like idiots who don't first look / think.
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Offline Pythis

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« Reply #22 on: September 29, 2005, 01:03:42 PM »
I think its sweet. I wanna shoot stuff MYSELF in Metroid XD
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Offline Drace

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« Reply #23 on: September 29, 2005, 01:12:34 PM »
Quote
Originally posted by GaryCXJk
At least two who had their head OUTSIDE their craphole.

The Revo "remote" is actually a special type of "mouse", some already called it a 3D mouse.

To make it simple, it's like the Nintendo Zapper, or a lightgun, or whatever you call it.

With one difference.

It works in real-time, not only when you shoot ****.

Further more, it works in 3D.

Meaning, that if for example a ball is on the screen and you move the controller up...

... the ball goes up as well.

And if you thrust with your controller...

... the ball could be launched.

So, basically, if there would be a new Zelda...

... you can have real sword fights!

http://www.multiverseworks.com/garycxjkrandomstuff/cyborgbooyah01.jpg
Motherfuckers.

Seriously, this board is one of the few who act like idiots who don't first look / think.


Make that three cause I didn't said anything bad about it. I remain neutral. The comic was just for fun ^_^.
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Offline ZeroKirbyX

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« Reply #24 on: September 29, 2005, 02:21:23 PM »
I don't not like that remote, just the analog stick. It looks like it could get a little complicated using the joystick for finger multi-tasking retards like me.
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Offline Drighton

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« Reply #25 on: September 29, 2005, 02:33:27 PM »
Quote
Originally posted by SaiKar
I'm sick of supporting Nintendo and getting stuck with really dumb things to support. First the Gamecube minidisks and now this. The HELL?

Screw it, I'm out. Avid fan since the SNES, but if Nintendo wants to go simple and kiddy, I'll just buy a PlayStation.


This is the most hilarious thing I've ever seen.

My buddy and I were having flashbacks to the good ol' days, with Sega and SNES and brought up something I had completely forgot about.

Nintendo has GameBoy. Sega answers with GameGear, first color portable game device. Nintendo fires back with... VirtualBoy. Yes, that neck-spasming, sorry excuse for a... whatever it is. To me, it seems like they were scrambling for an answer to the GameGear, grabbed an old prototype/concept gaming system, and sold it as Virtual Boy.

*shudder*

Anyways, I can't really say much about this controller thingy. I don't like the remote look. To me, they could do more to make it ergonomic, because it looks very uncomfortable to hold for a prolonged period of time.

As to the whole swing the remote and you attack with your sword thing, I say, cool. Its about time someone took a shot at that idea.

When I was younger, it was Nintendo all the way. I settled on PC for a while with Command and Conquer and Warcraft. Then N64 came out, and I was busy with Perfect Dark and Smash Bros. And afterward, again settled on PC. Then the XBox came out and I began playing Halo and KOTOR and Fable and whatever looked cool. And now, I'm back on PC.

Ultimately, I don't see myself paying to buy any of these next-gen consoles, no matter how many processors and crap it has, until it has at least dropped a decent amount in price.
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Offline Moosetroop11

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« Reply #26 on: September 29, 2005, 04:03:24 PM »
I just don't like the look. It's not... Videogamey. Controllers are supposed to be curvy... Currrvy.... *Drools*
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Offline Almeidaboo

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« Reply #27 on: September 29, 2005, 04:18:49 PM »
Quote
Originally posted by SaiKar
I'm sick of supporting Nintendo and getting stuck with really dumb things to support. First the Gamecube minidisks and now this. The HELL?

Screw it, I'm out. Avid fan since the SNES, but if Nintendo wants to go simple and kiddy, I'll just buy a PlayStation.


Wise you.

Thatīs Nintendo for you, ladies and gentleman. Enjoy. If thatīs possible...
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Offline Darkfox

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« Reply #28 on: September 29, 2005, 04:58:13 PM »
I don't care for it, I prefer old style over this... thing O.o... and it's hardly revolutionary. Same with touch screen. It's been around, just nobody notices it until now and they decide to say "OOOH! LOOK IT'S NNNNEEEEWW!" When it's not.

 
Quote
Am I the only one who likes the controller? I think it's neat, and that it could be used in a bunch of unique games. Of course, that's probably because I'm a hardcore Nintendo junkie...


Unique, but will they be the same? Just another gimick to further mutilate the series' we have grown to love... just imagine playing a mario game with this... omg... I get sick thinking about it...

Ugly looking bugger, it don't have a sleek defined look like the N64 controller, I tell you that. And I honestly miss the 8-button controllers as seen on the SNES. This is not what we have been waiting for, a fancied up cheap remote.

This step further kills what we grew up with. Same way they have screwed up Kirby and Mario. Those games are not the same anymore, what, with Mario Sunshine and Paper Mario. They removed the classical feel of games just to suite a newer age? And what is our newer age? Lazy bums who can't handle a simple controller?

What impression does this give you of the world? Touch screens? Remotes? It sounds like less and less physical and more and more simplistic. Oi, sounds like they are monitoring a bunch of pansies afraid of a little thumb burn, heh heh.
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Offline Ace of Spades

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« Reply #29 on: September 29, 2005, 07:15:59 PM »
Meh, PS3, XBOX 360 and Nintendo Revolution are most likely gonna be like 400 or 500 dollars anyway, so I really don't care.
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