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Post by Link on Sept 15, 2005 21:09:28 GMT -5
I'll be making new posts here when as news arrive from Satoru Iwata's speech at the TGS 2005. Current sources: IGN, Gamespot, Nintendo
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Post by Link on Sept 15, 2005 21:17:25 GMT -5
Iwata says Nintendo has built a bigger game population in three ways: Famicom Mini (shows commercials). GB Micro. Promises more shipments next week. Then he mentioned it was Mario's Birthday week. Miyamoto stands up. Number three, Iwata says, is Nintendo DS. Iwata mentions "touch generation" games such as Nintendogs and Brain Trainer. ImageNintendogs has topped one million units shipped in Japan already, according to Iwata. 60% of Nintendogs buyers picked up the game with a DS, according to Club Nintendo statistics. Iwata begins topic on how to build game population going forward.
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Post by Link on Sept 15, 2005 21:34:22 GMT -5
Giant Wi-Fi logo on screen in background. Iwata says he will reveal much more on next-generation Wi-Fi this October. Image
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Post by Link on Sept 15, 2005 21:40:13 GMT -5
# Iwata speaking about Revolution controller # Iwata unveils Revolution controller # IGN will post high-resolution pictures, hands on impressions, feature breakdowns, roundtables, and more at 7:50 PM -- fewer than 15 minutes.
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Post by Link on Sept 15, 2005 21:45:44 GMT -5
# Revolution controller looks like futuristic television remote. # Glossy white design. # Looks Apple iPod inspired. # Controller is held in one hand. Attachments in the other. # Attachments connect to the bottom of the controller. Iwata shows analog stick attachment. # Thinking about packing Revolution with the main controller and attachment, Iwata says. # Controller acts like a mouse in real-space 3D. Pefect for FPS games! # Future attachments planned. # Nintendo showed a video designed to higlight the features of the controller. Footage offers viewers a view from inside a television looking out. See people playing the Revolution controller. # Footage shows them using the device in various ways. Playing instruments. Cutting sushi. Making Mario jump by tilting the controller up. Slashing a sword. Using the remote as a light gun. Performing surgery. It showed an older couple conducting a concert with two remotes. Four girls catching bugs with remotes. Even showed a single person playing with two remotes. # Audience loved it. # No demos shown. However, Shigeru Miyamoto previewed tech demos to IGN behind-closed-doors. Read our full report on the front page. # Praise for Revolution controller from Hideo Kojima and Square Enix. Image 1Image 2
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Post by Link on Sept 15, 2005 21:48:48 GMT -5
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Post by Link on Sept 15, 2005 22:15:01 GMT -5
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Post by Ricky on Sept 15, 2005 22:24:54 GMT -5
Wow Thats awsome!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Its a new form of control!!!
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Post by Link on Sept 15, 2005 23:16:46 GMT -5
Revolution Controller at a Glance Just want to know what it does and how it works? Click here. Pictures included. by Matt Casamassina
September 15, 2005 - Nintendo on Thursday unveiled the formerly top-secret controller mechanism for its next-generation console, codenamed Revolution. The device bucks the conventions of previous controllers in favor of an entirely new interface -- one that's destined to for good or bad separate the Big N from its competitors once and for all. Personally, we think this thing has a lot of potential and we can't wait to see what Nintendo does with it.
Naturally, the big question on everybody's mind is, what exactly makes the Revolution controller so unique? Here's the answer. Revolution's controller is a slick, cleanly designed device that looks like a cross between a futuristic remote control and an Apple iPod. The unit is held in one hand. It interacts with included motion sensors (which are placed on the left and right sides of televisions) to become a virtual conductor, of sorts. It detects motions, angles, directions and depths in a realistic manner, offering more freedom and precision in games than ever before. Imagine sticking your hand in a 3D box and being able to input all of your movement in games and you've got the basic idea. The bottom of the controller features an expansion slot, by which a number of add-ons are possible. Nintendo demonstrated an analog stick, held the opposite hand, which is sure to help maker first-person shooters more intuitive than they have ever been before on any home console.
Features at a glance:
* Remote control design: constructed to appeal to a wide variety of potential players * 3D Pointing: Sensors understand up, down, left, right, forward and backward. * Tilt Sensitive: Controller can be rotated or rolled from side-to-side. * Buttons Included: Has a trigger on its backside, face buttons, and a D-Pad. * Multifunctional: Has an expansion port which can be used with different types of controller peripherals. Analog stick with two trigger buttons planned for left hand. * Wireless: Totally wire-free. Currently there are no details on the max distance, source or power, or otherwise. * Rumble Built-in. Included standard in all the controllers.
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Post by Link on Sept 15, 2005 23:17:50 GMT -5
Revolution Controller: The Possibilities We take in an-depth look at Nintendo's next-generation controller and examine how it will work with established videogame genres. by Matt Casamassina and Peer Schneider September 15, 2005 - The Tokyo Game Show 2005 is an event that won't soon be forgotten by Nintendo fans. The company's president, Satoru Iwata, used his anticipated keynote speech as a forum to publicly unveil the top-secret controller for the Big N's next-generation console, still codenamed Revolution. The device has been the subject of overzealous speculation ever since Nintendo revealed that it would provide the so-called "revolutionary" element to its vision of gaming in the future. And indeed, one look at the peripheral is all it takes to know that the Iwata and company have something very unconventional on their hands, literally. The Revolution's main peripheral, shaped like a stylized remote control, acts like a quasi-virtual wand. Motion sensors packed with the unit are placed atop the player's television screen and the device's every movement is ready and interpreted in the games. The pointer, as we've dubbed it, can influence positioning, targeting, depth and motion in Revolution software. Meanwhile, secondary attachments such as an analog stick can be plugged in for added functionality in tomorrow's hit Nintendo titles. By now, readers have undoubtedly gleaned all the details about the controller from Iwata's keynote speech and have likewise combed over our hands-on impressions of the device. But even so, it's hard to imagine exactly how the peripheral will function without actually seeing it interact with and direct next-generation games. It is with this thought firmly in mind that we've set out to apply everything we know about the way the controller functions to practical game scenarios and environments. We think readers will be excited by the possibilities. Click here to read more
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Post by Link on Sept 15, 2005 23:21:13 GMT -5
Developers Comment on Revolution Controller Nintendo pulls back the curtain on its off-the-wall and yet oddly intriguing new controller. What do pubs and devs think? by Matt Casamassina
September 15, 2005 - During the Tokyo Game Show 2005, Nintendo president Satoru Iwata unveiled the company's refreshingly original and slightly scary new Revolution controller, and likewise stated the philosophy behind it.
"Every gamer who plays. Every one who used to play. Even those who have yet to play. Nintendo is your bet."
The Revolution input mechanism, which is as far from a conventional controller as could be possible, more resembles a television remote with a touch of Apple style. The white, glossy device interacts with motion sensors on television to enable players unexplored full 3D freedom of movement in games. By pointing and manipulating the controller, gamers can do everything from run, jump, spin, slide, shoot and steer to accelerate, bank, dive, kick, throw and score in "… a way never experienced in the history of gaming," according to the Big N.
"The feeling is so natural and real, as soon as players use the controller, their minds will spin with the possibilities of how this will change gaming as we know it today," explains Satoru Iwata, Nintendo president. "This is an extremely exciting innovation - one that will thrill current players and entice new ones."
"Nintendo has long been a trailblazer, and this controller design reinforces that reputation," said Brian Farrell, president and CEO of THQ. "We enthusiastically support Nintendo's next console because we believe their approach of continual innovation is very much in line with our own strategy of creating unique and innovative games for the next generation of hardware."
"What we're seeing from this controller is the same thing we saw with Nintendo DS," said Chuck Huebner, Head of Worldwide Studios, Activision.. "It's a system that's designed with an eye on enticing new players to the video game industry, and that's something we firmly support."
"Game control is essential - it's the area where perhaps the most game-play improvement can be made," said John Schappert, Sr. Vice President and General Manager of Electronic Arts Canada. "While our portfolio represents a full array of titles across all genres, I think our sports titles might be the first to immediately take advantage of what this novel 'freehand' type of control has to offer."
"We were among the first publishers to see the control design in action," said Serge Hascoet, Chief Creative Officer of Ubisoft. "We're excited about the new controller and are looking forward to taking advantage of its innovative aspects."
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Post by Link on Sept 15, 2005 23:31:10 GMT -5
SPECIAL REPORT: Miyamoto unveils Nintendo's Revolution controller Legendary game designer gives GameSpot an early look at the key to Nintendo's console and offers a taste of the unique peripheral's promise.
Though the Nintendo Revolution was partially unveiled at this year's Electronic Entertainment Expo, its controller is the final piece of the venerable hardware manufacturer's next-generation puzzle. Speculation about the device has run rampant, because its manufacturer has made a point of keeping it well hidden. Nintendo has chosen only to drop hints that it would be an integral part of the Revolution's unique gameplay experience.
Today, in his keynote address at this year's Tokyo Game Show, Satoru Iwata touched on those themes again, giving further clues about Nintendo's vision for the future. But while Iwata's speech offered a bit more clarity on what Nintendo is aiming to offer gamers with the Revolution, he was vague about exactly how its controller will fit into the company's grand plan.
Thankfully, GameSpot had the chance to gain a better understanding of what Nintendo is going for with the benefit of a visual and tactile aid--a working prototype of the Revolution controller. Yes, we touched it. Yes, we used it. But is it a "revolution"? It just might be.
Our guided tour of the Revolution controller was led by none other than Shigeru Miyamoto, the industry legend whose talent has been one of the driving forces behind Nintendo's success. But, as always, he was his humble self, emphasizing that the day's presentation was about the possibilities of the controller and not his own upcoming projects. With that disclaimer, Miyamoto and the assembled Nintendo Japan reps unveiled the long-awaited controller, a modest-looking device that is low on flash, but big on functionality.
Miyamoto noted that the impetus for the controller design came from Nintendo's desire to do something "different" after hearing user feedback on consoles. The company felt the current generation of machines was coming close to overwhelming players by taking up too much space in their living rooms and creating briar patches of cables that must be navigated. As a result, Nintendo wanted to offer a solution that starts simple but supports expansion and that offers accessible experiences for casual players and more intricate experiences for hardcore gamers.
The form factor on display wasn't the absolute final design for the Revolution controller, and Nintendo reps noted that it is still a work in progress. That said, it was enough to give us an idea of where the company is headed. The controller itself bears no resemblance to the myriad fan-generated renderings purporting to be the real deal. The unit basically looks like a slim, ergonomic television remote that's about as long as your hand.
As can be seen in the images released today, the controller features core elements along with some you wouldn't expect. A power button at the top left of the unit appears to let you power the Revolution console on or off. An old-school digital D pad rests just below the power button. A large GameCube-controller-style A button is prominently placed below the D pad. Its counterpart B button is located on the opposite side of the remote, like the Z button on the Nintendo 64 controller. Directly below the A button is a series of three buttons: select, home, and start. While it's easy to guess what they do, Nintendo reps offered no details on their exact function.
Below the select, home, and start buttons is another set of vertically aligned buttons labeled X and Y. On some of the prototype controllers we looked at, the X button had a small "B" next to it and the Y button had a small "A" next to it, indicating that the controller can be held sideways to approximate a classic NES controller. Directly beneath those buttons is a horizontal row of colored lights that indicate which controller slot the owner is using--1 to 4 are planned at the moment. The plan is for the controllers to include built-in rumble packs and to run off of batteries, à la the Wavebird for the GameCube.
Finally, the base of the controller features a unique plug that lets you make use of a wide variety of peripherals. One such peripheral is an analog stick attachment with two shoulder buttons. Though it gives the combined items an odd, nunchaku-like appearance (which is actually Nintendo's tongue-in-cheek nickname for it), the add-on demonstrates the controller's versatility. While Miyamoto didn't say much else about what other attachments were in the works, he did note that it's theoretically possible to have entirely different configurations plug into the port--which got us thinking about SNES and N64 controller attachments.
One of the most interesting features of the peripheral is tied to its functionality as a "pointing device." A glossy section of the top of the controller houses a transmitter--much like any remote would have--that was used extensively in the demos we saw. The signal from the unit is picked up by sensors you'll place near your television, which will then reflect your actions on the screen. Based on the responsiveness of the demos that we tried, this feature has the potential to turn the entire base controller unit into a new kind of pointing device. It also has great potential applications for sports games, such as laser-pointer-style play calling.
Overall, despite its unorthodox appearance, the Revolution controller has a comfortable feel. The assorted demos on hand also indicated that playing Revolution games will be a more active, physical experience than playing current-generation games. Whether you're using the pointer mechanic to actively control onscreen action or using two hands to take advantage of attachments, the Revolution controller will likely change how games are played.
Will the change the Revolution heralds be successful? It's too early to say for sure. But given Nintendo's well-documented history of breaking new ground in gaming (such as the DS) we're game to see just how this all pans out. The potential for a revolution is there; Nintendo just has to lead the way with software.
Come back to GameSpot for more on the Revolution controller and system in the coming months. For a more-detailed breakdown of Nintendo's demo of the Revolution controller, visit GameSpot Hardware.
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Post by Link on Sept 15, 2005 23:38:52 GMT -5
TGS 2005: Hands-on the Revolution Controller We take Nintendo's innovative new peripheral for a joy ride. Find out why it could change the way we play games forever. by Fran Mirabella and Matt Casamassina
September 15, 2005 - It was a rare opportunity. Yesterday, just outside of Tokyo, Japan, Nintendo invited us to experience the Nintendo Revolution controller for ourselves. Joined only by Shigeru Miyamoto and a few executives, we attended a sort of schooling on the controller, the centerpiece of the Big N's next-generation platform. It has long been speculated on, but now it's actually something tangible that we can understand -- or, try to understand anyway.
For months, years even, we've been hearing Nintendo reiterate that it does not want to be part of the same battle that Sony and Microsoft are deeply entrenched in. However, with a system like GameCube, the comparisons are inevitable. With Revolution and its one-of-a-kind approach to the controller, drawing these parallels just became a lot more difficult. This was an important message from Nintendo in our meeting. It wants to explore uncharted waters, be a blue ocean company, and not find itself sailing the bloody waters where the competition resides.
Revolution guarantees this. The main source of input is nothing short of unexpected and untraditional. It is essentially a wireless, square remote that works something like a computer mouse would in 3D space. Imagine sticking your hand into a virtual box and having your TV understand how it's moving in there. Now you're getting the idea.
Main Controller Features
* 3D Pointing. Sensors understand up, down, left, right, forward and backward. * Tilt Sensitive. Controller can be rotated or rolled from side-to-side. * Buttons Included. Has a trigger on its backside, face buttons, and a D-Pad. * Multifunctional. Has an expansion port which can be used with different types of controller peripherals. Analog stick with two trigger buttons planned for left hand. * Wireless. Totally wire-free. Currently there are no details on the max distance, source or power, or otherwise. * Rumble Built-in. Included as a standard in all the controllers.
To show off its features, Nintendo designed a series of crude gameplay demos. Since it did such a good job of helping us understand how the controller works, we'll describe them in detail in the following paragraphs. None of them ran on the Revolution graphics hardware. They were strictly to demonstrate certain features.
Demo #1: Point and Shoot Like a laser pointer, the main controller was used to move a simple cursor on the TV screen and shoot square blocks for points. It was simple, merely colored lines in 2D, but effective. It was easy to get a feel for just how sensitive the device is -- it responded to all the movements quickly and smoothly. We did feel the need to use two hands, however, to steady it and improve accuracy, but that only lends to the idea of just how sensitive it is.
Demo #2: Fishing Much more advanced than just a simple cursor, this revealed how the controller can navigate a 3D space, moving an object on the TV screen not only left, right, up, and down, but also forward and backwards with depth. Users simply use the hand cursor on the screen to pick up a fishing pole and dip its line into a pond full of fish. Like nearly all of the demos, this was very crude, so don't go imaging even fishing on the Ocarina of Time level -- this was like a coloring book with flat fish in the water. The visual medium wasn't the point, though. It was pretty intuitive to just reach forward with our virtual hand, pick up the rod, and then dip the hook into the pond and dangle it there. When a fish finally bit, the remote rumbled, which was the cue to tug back on the controller to catch it. As it was only a prototype controller, it was wired because rumble was not in the wireless versions yet.
Demo #3: Shock Stick Like the first, this was to show how you can point and move something. It was a bit like the board game Operation, only instead of navigating tweezers you navigated a rotating stick through a two-dimensional cave. The skill was to keep a steady hand, collect coins, and don't hit the walls. Small springboards on the side would change the direction of the spin of the stick, which aided in creating a strategy for navigating around things.
Demo #4: Air Hockey This blended basic pointing with something new: twisting. As you might imagine, players hit a puck back and forth by maneuvering their "hockey sticks" with the controller. The catch was that by twisting your wrist, left or right, you could angle the stick to send the puck in another direction. Twisting, in addition to hitting was actually pretty difficult in this demo. It worked to a point, but it also lacked the intuitiveness that a real table would have. It seemed mainly aimed at familiarizing us with the notion of twisting the remote to turn things.
Demo #5: Basketball Again, this focused on laser pointer style controls. The game was to simply move a basketball around on the court, not by bouncing it, but instead dragging it by pressing the B-trigger in back of the remote to create an indent. The ball rolled into the crevice, and you could drag it towards the hoops. Then, with the A-button, you could reverse the indent, creating a hill and pop the ball upwards toward the hoop. It was a simple two-player game, but worked to show off the sensitivity of the cursor and how it was interacting with another player in the same space. Surprisingly, it was easy to keep track of where you were on the court, allowing for blocks and steals.
Demo #6: Toy Plane Set in the watery hub of Mario Sunshine, this demonstrated that not all controls are created equal. The remote could be held like a toy airplane, fingertips support its base, which allowed the player to tilt it forwards to dip down, back to gain elevation, and twisted left or right turn. The objective was just to steer the plane through rings in the sky. Of course the first thing that came to mind was Pilotwings, so it's easy to see how these simple applications of the controller could be grown into something more complex. It was pretty intuitive to pull off dips and quick turns. Miyamoto joked that you could have a controller peripheral shaped like a toy plane to really make it interesting.
Demo #7: Where's Pikachu? One of the crudest demos, the screen displayed a flat map with many Pokemon characters crowded together on it. It was a spoof on Where's Waldo, the famous find-the-needle-in-the-haystack illustrated book. The controller lent the ability to look left and right by just pointing the cursor across the map, but also zooming in by moving towards the screen (or zooming back out by moving away). One can imagine how a sniper rifle in a first-person shooter might take advantage of those kinds of controls.
Demo 8: First Person Shooting So, we lied -- not all of the demonstrations were completely crude graphics. For the final demo, the one that most represented how a game might feel with the Revolution controller, Nintendo displayed what was apparently a test by the team at Retro Studios for what they could do with Metroid Prime 3. They stressed it was just a test, quickly thrown together in just a few weeks. For this, the analog control stick peripheral was used. We held it in our left hand to control the forwards, backwards, and side-strafing motions, as well as having access to triggers in back for scanning; meanwhile, the right hand used the main Revolution remote control to behave just like a mouse on a personal computer. It was a very natural application and felt pretty smooth, but since it wasn't a polished game it did feel a bit awkward at times, making us wonder what kind of things a developer could do to calibrate these kinds of controls for users. Nonetheless, the potential is huge for the FPS genre.
A Bold Move This concluded the demonstrations. At which point a mix of excitement and confusion set in. This is a bold step for Nintendo. It will seemingly exclude the Revolution from a lot of third-party release. They'll all have to be tweaked if they hope to work well at all. So, this creates a rather large uphill battle for supporting the system with a consistent flow of content. However, the exciting part is that most games that are actually made for Revolution will be very unique and that's what Nintendo is aiming for. Unfortunately, as the DS has proven, unique doesn't always equal better gameplay. Nintendo will have a lot to prove when it finally chooses to reveal real, polished software that's supposed to represent how Revolution will play. That is going to be the crux of Revolution entirely, because without a consistently fluid experience, this could also easily be a flash in the pan or something altogether frustrating. We have to wonder how it might be holding your arm in the air for an hour or more, and if that will cause any frustration.
On the flipside, though, the demos set our minds abuzz. It's easy to imagine why Nintendo is so heavily invested in the idea. There is such great potential to do so many unique things. Playing a real-time strategy game like Starcraft would be extremely fluid and intuitive. Mario Party, we're sure you can guess, will finally be a completely new experience. What of Zelda or Mario? No word yet, but imagine swinging your sword in Zelda instead of pressing buttons. Or, in Mario, imagine having to grab blocks and build platforms. Also, since the controller flips on its side to work very much like a NES pad, it would be interesting to mix up gameplay and throw in an old-school challenge.
This doesn't even explore the possibility of accessories. Nintendo wasn't making any announcement, but as an example Miyamoto commented you could hook it up to bongo drums or something else. Everyone agreed a Samba de Amigo would be perfect as well, to which Miyamoto-san confirmed, "Mr. Naka [at Sega] really likes this controller." What if you could use two controllers at once for Fight Night or a new Punch Out? How about if Namco release a gun peripheral for a new Time Crisis, where you moved with the left analog and lifted, aimed, and reloaded your gun as if it was real? The list could go on and on, but we're sure you're already starting to gather your own ideas.
Finally, you'll want to take some time to examine the main remote. We got to handle this prototype, which Nintendo says is pretty close to the final design. It feels very comfortable and, as you can see, looks sleek too. Nintendo was unwilling to comment on what the "Home" button does, but it's likely a place to manage classic games you've downloaded, online games, and hopefully much more. Also, if you're wondering, there's no set limit on the distance one can use the remote yet, but Nintendo has tested it on up to 80"-100" screens and says it works fantastically. It can be used on tubes, LCDs, plasma, projection or any kind of screen because the sensor is connected like a flat antenna under the display. They are still working on the details of what kinds of options users will have for placement. So, there's also no reason HDTV wouldn't work with this technology -- here's hoping Nintendo decides to support it in the final system.
It's all about real games, though. Nintendo itself has always said that it's the software that's most important. We'll take the optimistic side and assume that Nintendo has really nailed the technology. If it has, playing Revolution should be unlike anything else out there. Mario will never be the same. But it's going to be up to these real games -- like Super Smash Bros. -- to prove why this is a revolutionary step and not just a way of being different. At the very least, starting right now, the development community is going to have a lot to think about. Whatever games are on Revolution, they are basically guaranteed to provide a totally different experience. And for that, we're beaming with anticipation.
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Post by Link on Sept 15, 2005 23:40:35 GMT -5
Nintendo Reveals 'Revolution'-ary Controller in Keynote Speech Sep 15, 2005 Innovation Key to Broadening Games Audience TOKYO, Sept. 16, 2005 – Every gamer who plays. Every one who used to play. Even those who have yet to play, Nintendo is your bet. As the cornerstone of his speech today at the Tokyo Game Show’s annual event, Nintendo President Satoru Iwata elaborated on the theme of the company’s aim and proven ability to broaden the population of video game players. Two shining examples highlighted in his keynote include the smash-hit sales of the highly innovative Nintendogs game for the portable Nintendo DS system, and the new controller that will be central to the company’s upcoming console system, code-named Revolution. Nintendo breaks with more than 20 years of video game history by abandoning the traditional controller held with two hands and introducing an all-new freehand-style unit held with one hand. The intuitive, pioneering interface allows players to run, jump, spin, slide, shoot, steer, accelerate, bank, dive, kick, throw and score in a way never experienced in the history of gaming. “The feeling is so natural and real, as soon as players use the controller, their minds will spin with the possibilities of how this will change gaming as we know it today,” explains Satoru Iwata, Nintendo president. “This is an extremely exciting innovation – one that will thrill current players and entice new ones.” When picked up and pointed at the screen, the controller gives a lightning-quick element of interaction, sensing motion, depth, positioning and targeting dictated by movement of the controller itself. The controller also allows for a variety of expansions, including a “nunchuk” style analog unit offering the enhanced game-play control hard-core gamers demand. The response from all major publishers worldwide has been extremely positive. Beyond its other innovations, the new controller gives third parties flexibility, allowing them the option to use as many or as few of the controller features as they desire. In addition, incorporated technology will easily allow games from the NES, SNES, N64 and Nintendo GameCube generations to be controlled in familiar fashion. Nintendogs for the DS, a virtual and sophisticated dogfest, has taken the gaming world by storm, already selling more than 1.5 million units in Japan and North America combined. The game, just as Iwata believes the Revolution controller will do, is exciting current game players and attracting hordes of new consumers into the playing world. # # # A webcast of Nintendo President Satoru Iwata's keynote address at the Tokyo Game Show will be available Friday morning, September 16, 2005 at the following address: www.irwebcasting.com/050916/03/index.html
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Post by Link on Sept 16, 2005 0:04:04 GMT -5
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