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Gaming Forums => Nintendo Gaming => Topic started by: Mario on May 19, 2005, 08:27:22 PM

Title: Revolutionary Controller
Post by: Mario on May 19, 2005, 08:27:22 PM
I was just thinking.. after watching the Reggie interview on Gamespot and reading the Miyamoto interview at IGN, Nintendo is concerned that if they reveal their controller, Sony will copy it instantly. That makes me think it can't be something extremely radical like a VR Helmet, but an IDEA, that could be done easily, but nobody else has thought of it. Let's face it, Sony can't change the whole design of their controller and change the games in development to utilise it by it now, it's too late. Nintendo said they want Sony to have 100% completely finalised all their hardware specs and controller, before they reveal anything about their controller.

This idea Nintendo has for the Revolution controller... it intrigues me to no end.
Title: RE: Revolutionary Controller
Post by: Ian Sane on May 19, 2005, 08:31:19 PM
"That makes me think it can't be something extremely radical like a VR Helmet, but an IDEA, that could be done easily, but nobody else has thought of it. Let's face it, Sony can't change the whole design of their controller and change the games in development to utilise it by it now, it's too late."

That's true.  I just assumed that Nintendo was being insane and paranoid.  Realistically if the Rev's big secret is that it comes with a mouse then Sony could easily copy it and it would be a really great idea even if it's not that creative.  If I was Nintendo that's what MY secret would be.
Title: RE: Revolutionary Controller
Post by: lastexit on May 19, 2005, 08:46:40 PM
SNES had a mouse (Mario Paint).

What many people don't realize is that there is far more going on business-wise behind the scenes affecting the timing of such things than is apparent.  Once Sony and MS seal deals, ship development kits and most importantly, make public promises, show their console, etc, it's locked-in.  If Nintendo wants to show off something real neat tomorrow it's a good time to do so because when Sony or MS try and copy it EVERYONE WILL KNOW.  They will then be able to market from the point of view that you can get the REAL THING or a cheap knockoff thrown together at the last minute by Sony or MS.

Think about it, if Sony and MS had anything else really exciting it would've been shown during E3.  
Title: RE: Revolutionary Controller
Post by: mantidor on May 19, 2005, 08:53:01 PM
The problem is that the public seems to not care at all who got  it first, specially if its something simple and intuitive like the analog stick, and I think that the revolutionary secret is indeed somthing like that. But its a fact that if it catches on, sony will copy it anyway.
Title: RE: Revolutionary Controller
Post by: Ian Sane on May 19, 2005, 08:55:57 PM
"SNES had a mouse (Mario Paint)."

Yeah but it didn't COME with a mouse.  Think of the possibilities.  They could offer near perfect control for PC style games and thus steal one of Microsoft's key selling points.  Imagine Nintendo's take on real time strategy games or Sim City style games.  Plus it allows them much of the same flexibility of the DS touchscreen.
Title: RE:Revolutionary Controller
Post by: Arbok on May 19, 2005, 09:06:14 PM
Quote

Originally posted by: lastexit
If Nintendo wants to show off something real neat tomorrow it's a good time to do so because when Sony or MS try and copy it EVERYONE WILL KNOW.  They will then be able to market from the point of view that you can get the REAL THING or a cheap knockoff thrown together at the last minute by Sony or MS.


That's really bad logic right there, unless you actually assume that every gamer tunes in to stuff like E3 and what not, beacuse I can assure you only a small % actually do. Also, think about that, let's say Sony does steal it and releases their console before Nintendo's Revolution. The average gamer is going to think that Nintendo copied Sony if that were to happen.
Title: RE:Revolutionary Controller
Post by: DiscoStu on May 19, 2005, 10:31:58 PM
Ok I have 2 guesses about the controller.  But before I begin; one premise:  a consistent message about the controller was presented in the pre-E3 conf, the Reggie interview on GSpot, and the Reggie interview on G4 regarding the controller.  A reference each time was made regarding the importance of using the control to play NES, SNES, and N64 games (in addition to Rev games) with the same controller and that this info should give everyone a clue about the controller and it's revolutionaryness.  I thought this was odd since you can still plug a GC control in to the system.  Also some of this has been mentioned by others on this site, or at least others around here have made comments pre-E3 even that have influenced my theories.  

My ideas:
!) The control uses a touch screen of some sort, like the DS.  Obviously N has been experimenting with such tech.  The DS didn't come out of nowhere, there have to be guys working on the touch screen tech at N (I forget the division that came up with the concept but Iwata I believe worked closely with that division before the promotion).  My major problem with a touch screen displaying the controls negates the idea of pressing a button, that tactile knowledge of ones finger running over a button.  With any touch screen type system one will always have to look at it to know they are pressing the right button until they become an expert with the controls; this alienates the casual user.  So could there be some sort of system that allows the developer to aromatically recognize an area pressed on the touch screen but also makes that area an impression on the touchscreen and allows th developer to determine the amount of depression by the player

2)  The controllers are actually also portable systems.  With N's knowledge of small screens could the Rev's controllers that allow you to walk away from the system and still be playing a game.  So completely uniting the portable market with the console market.


(btw controller is an interesting word to dissect and apply to videogames, try it at your next social gathering especially if there's a bunch of engineers around)
Title: RE: Revolutionary Controller
Post by: ThePerm on May 19, 2005, 10:50:27 PM
my idea is the controller can be taken apart in various ways and modified depending on the particular games....but thats just me
Title: RE: Revolutionary Controller
Post by: PaLaDiN on May 19, 2005, 10:51:58 PM
Hedorah's right.

How many people know or care that rumble started with the N64?
Title: RE: Revolutionary Controller
Post by: ruby_onix on May 19, 2005, 11:04:07 PM
Quote

Let's face it, Sony can't change the whole design of their controller and change the games in development to utilise it by it now, it's too late.

Sony changed their PSone controller to copy Nintendo's innovations. After it was out on the market for a year. Twice.

Quote

They will then be able to market from the point of view that you can get the REAL THING or a cheap knockoff thrown together at the last minute by Sony or MS.

When Sony copied the Rumble Pak, they took a moment to refine the idea, putting two motors in instead of one. (Actually, they didn't. But it looked like they did.) Nobody cared that Nintendo was "first". They just knew they could get better quality by going with Sony.
Title: RE: Revolutionary Controller
Post by: ezaphlix on May 19, 2005, 11:43:22 PM
Come to think about it, the means of control for the NES and SNES games could very well be right in front of our noses.  Now what was it called again..........  Oh yeah!  The DS.
Title: RE:Revolutionary Controller
Post by: Dryden on May 19, 2005, 11:52:15 PM
Nintnedo's history of controller innovation:
1. D-Pad (now industry standard)
2. Start/Select buttons (now industry standard)
3. Shoulder L/R buttons (now industry standard)
4. Analog Stick (now industry standard)
5. Rumble feature (now industry standard)
6. Good Wireless (now industry standard)
7. ????  (soon to be industry standard)

Yeah, maybe they should keep it under wraps for a while.
Title: RE: Revolutionary Controller
Post by: RABicle on May 19, 2005, 11:54:51 PM
Going back to Reggie's comments that the controller ahs to be able to play all prior games, lets put togethor what we know it must include to emulate.

At a bare minumun the controller must include but not nessisarily be limited to:
6 face buttons
1 D pad
2 shoulder buttons
1 trigger
1 thumbstick
1 select button
1 start button
1 memory card slot.

So already it's more complex than the N64 pad. Thinking of the N64 pad, it's more than possible that Nintendo could opt for a 'three legged' style controller again. Other features that we can assume it will feature include a second thumbstick and a second trigger, to add more imput and make the system more port friendly. So now, with all this there still has to be a revolutionary part to it.
Title: RE:Revolutionary Controller
Post by: nemo_83 on May 20, 2005, 12:05:30 AM
perhaps these slightly fresh concepts will get your gears going.

http://img.photobucket.com/albums/v695/nemo_83/ne5xy.jpg

http://img.photobucket.com/albums/v695/nemo_83/ne5.jpg

Why would they package in a mouse?  It has two USB ports which opens the door for you to use any kind of controller setup you can mod up.  But who is to say Nintendo doesn't create the ultimate gaming mouse?  A mouse with traditonal pad functions would be leaps ahead of what Sony and MS are offering.  Also one in each hand.  No keyboards.  There are a lot of peripherals for PC controls.  Flight sticks, trackballs, gyration, and haptics.  What is important here is not just that Nintendo has a big idea.  What is important is that Nintendo is the one leading the pack on decisions.  If Nintendo put a glowing vibrating falice on the front of the console so would Sony and MS just to make sure they are standardized.  If Nintendo does dual flight sticks, they will try to copy that directly.  If Nintendo does gyration they will try there best to copy that.  If Nintendo just slaps a touch screen on they'll make it optional.  If Nintendo puts a trackball on their controller so will Sony and MS (but not until Nintendo does).  You see where I am going with this?  MS and Sony are not going to do anything new until Nintendo says a certain technology is the best idea.  Nintendo does not have some secret technology.  It is just they are the only ones who can think on their own.  They're the only ones with the forsite and imagination to see the potential in these technologies.  You ever wonder why Sony, MS, or Sega didn't try to compete with Nintendo's analog revolution with the N64 by making their controllers for the PS2, Xbox, and Dreamcast analog flight sticks or include simple functions like a scroll wheel at least to have something unique about their controllers?  The best idea they could come up with was to have the joysticks click.  I think Nintendo can do this.  Even if it is as simple as having a gyro in their controller, that gyro would allow players to control the game through tilting and turning the controller (no mice can do that, especially in the air) while still using dual analog control.

I personally think the feeling rumor will be the one that comes back to haunt us.  Haptics can be implemented into any number of things.  What if the analog sticks have force feedback?  What about the triggers?  There are ways to use force feedback without teathering a gamer to a desk or table.  You could hold a neutral prong/handle in one hand stabalizing the device and in the other hand you control the haptic arm attatched to another prong/handle.
Title: RE: Revolutionary Controller
Post by: Michael8983 on May 20, 2005, 02:10:04 AM
At this point, I'm convinced it's going to be a motion sensitive controller.
Nintendo has already been playing around with it for years with Kirby's Tilt and Tumble, that strange Gamecube tech-demo that has appeared at a few shows, and now Warioware Twisted and the new Yoshi game.
It would also be perfect for Metroid Prime 3 which was strangely emphasized at the conference and would certainly allow for the new types of gameplay and genre Nintendo has been hinting at. Most importantly it's something that could seamlessly be added to a somewhat standard looking controller capable of playing old-style games.
Title: RE: Revolutionary Controller
Post by: Spak-Spang on May 20, 2005, 05:23:54 AM
Hmmm.  

I still wonder about Gryoscopic controls.  In some aspects it offers great freedom, but it also offers problems, like what happens if your friend pushes you because you just beat him.  Now your character falls off a cliff.  OOPS.

I seriously think that whatever it is.  The competition WON'T copy it until they know it is a good idea and that the public has embraced it.  Then they will rush to make a similar product.  

The issue for Nintendo showing anything this year is that it at least allows the competition to evaluate what Nintendo is doing and try to judge if the public will like the new controllers.  If Nintendo had demos, then basically E3 would have been market research for the competition by reading what the journalists wrote.  A year is a long enough time for Sony, and even this late in the game Microsoft to come up with a new controller.  

However, right now the mystery means Sony and Microsoft would have to invest money in market guesses as to what Nintendo is actually doing.  They probably don't feel it is worth the expenses.  Specially when they can just see what Nintendo has in a year and copy it if its good.  

But, that gives Nintendo at least a year's time of innovation.  At least a year's jump in designing games for the idea.  And that means Nintendo's second generation games with the controller will be out when Sony's and Microsoft's First generation games are.

Title: RE: Revolutionary Controller
Post by: couchmonkey on May 20, 2005, 06:02:49 AM
According to IGN's hands-on with the Revolution box, the system has to use Gamecube controllers because the new controllers won't be backwards compatible.  Now, I don't know if they heard that from Nintendo representatives or made it up in their boggled brains, but if it is true, I'm a little concerned.  Will there be any room for traditional games on this system?  Even if Nintendo allows developers to make games that use Cube controllers, will the critics and gamers pan them for not using the system's revolutionary features?

As for other companies copying Nintendo, I agree that it's a concern, but I hope Nintendo delivers something worthy of hiding, as opposed to some of the games it released this generation.
Title: RE: Revolutionary Controller
Post by: Artimus on May 20, 2005, 06:13:00 AM
Couchmonkey, if the controller can do NES->N64 then it can obviously do normal games. And IGN says 'likely' not 'that is why'. A ton of people here wanted GCN ports, and since the new controller is wireless it's a sensible thing to do. I think it's safe to assume thye're not going to try and sell GCN controllers for the Rev to play the old games.
Title: RE: Revolutionary Controller
Post by: jasonditz on May 20, 2005, 06:29:59 AM
My take is that the cube controller ports were required for functionality that backwards compatibility requires (connectivity with the GBA, Bongos). But then its interesting to see how they'll handle peripherals for NES/SNES games.

Surely there's no simple way to play Duck Hunt with the new controller. Or maybe you can aim with the gyroscope? Then it becomes like some kind of weird, retro FPS?


Title: RE:Revolutionary Controller
Post by: Arbok on May 20, 2005, 06:47:52 AM
Quote

Originally posted by: jasonditz
Surely there's no simple way to play Duck Hunt with the new controller. Or maybe you can aim with the gyroscope? Then it becomes like some kind of weird, retro FPS?


Unless Nintendo releases a light gun for the system to play Duck Hunt and all those Super Scope games, hell, I wouldn't mind... My Super Scope got trashed anyway (RIP), and it's a area that Nintendo hasn't done much in.
Title: RE: Revolutionary Controller
Post by: slingshot on May 20, 2005, 06:53:07 AM
The REV has ports for the CUBE controllers.  We read it on IGN- and it was announced.  They are under the flap- also under the flap is where you put the CUbe memory cards.  Since you can use the old controllers, you can play all the old games- because the Cube controllers have a d pad, and a and b buttons- that goes all the way back to the nes.  Cube controllers also have all additoinal buttons that ALL preceding controllers had- plus extras.  

My money is still on gyros.  NOT just for some easy control features- but I really think that NINTY has found a way to give US feedback through the gyros.  Like you r controller feeling bouyant on the water in WAVE RACE.  OR feeling the moguls under your skis in a ski race game- or when you play a skateboard game you feel the controller dip down and then rise up (breif weightlessness, and then another plummet down)  We are not just talking about tilting the controller around to emulate the analog stick- this is going to be really big.  After all- we have heard many times that playing is key here.  My faith is in the big N.  Simplification has to come from gyros, but also the type of feedback that I mentioned is possible- I know they have done it.

Title: RE: Revolutionary Controller
Post by: Ian Sane on May 20, 2005, 07:28:42 AM
"Come to think about it, the means of control for the NES and SNES games could very well be right in front of our noses. Now what was it called again.......... Oh yeah! The DS."

The DS can't play N64 games though.

"Cube controllers also have all additoinal buttons that ALL preceding controllers had- plus extras."

No they don't.  Again you can't play N64 games with a Cube pad.  You can play some of them but not all.  The N64 has six face buttons but the Cube only has four.

I think people are coming in inane conclusions about the Cube controller ports.  Do you know why Nintendo added those? Because it was a nice thing to do.  The Cube ports ensure 100% backwards compatibility.  If they didn't put them on there you couldn't play Donkey Konga or Four Swords Adventures.  It's called being user-friendly and being on the ball.  It's not evidence that the Rev controller is a worthless piece of crap that can't play traditional games.

I think the controller itself is normal and the innovative thing is either just added on to existing controller design or is something extra that's included like how the NES came with a light gun.
Title: RE: Revolutionary Controller
Post by: Artimus on May 20, 2005, 08:16:03 AM
For once Ian is the voice of sanity
Title: RE: Revolutionary Controller
Post by: OptimusPrime on May 20, 2005, 08:23:59 AM
Maybe this would cheer some people up. In the Gamespot interview with Reggie, Reggie stated that the Rev controller is so designed you can perfectly play NES, SNES, N64 and Cube games with it. So it is capable of controlling traditional gamedesign....yeaaaah!
Title: RE: Revolutionary Controller
Post by: Pale on May 20, 2005, 08:40:09 AM
The more I think about it, I really think its going to be gyroscopics like everyone has expected.  The revolutionary part will be in how they are used.

1. people can use it for basic character control.  This has been done before and isn't really that intuitive, so I don't think it will be it.

2. You could use it in place of the c-stick in many instances.  For example, looking in a game like Metroid prime.  You control with the stick, but the way you tilt the controller decides where you are looking.  I think this could be a cool bonus feature.

3. The key feature (much like the mouse idea) is you use as you would a touch screen.  I offer this link as an example. http://www.gyration.com/ultragt.htm  Using a system like that, people could play games like RTS with a really inuitive feel.  Make the controller break in half (with the gyration part coming off) and it could make for really comfortable, laid back, one handed gaming.  Perfect for turn based rpgs and strategy games, as well puzzlers and 'non-games' that will help pull in the non gamer.


If Sony or MS hear that Nintendo is putting a gyroscope into their controllers, they could throw one in really quickly.... Even if it isn't as sophisticated a plan as Nintendo's, it would still take the uniquness away from Nintendo's console.

How much you want to bet I (and the many others with a similar idea) am right.
Title: RE: Revolutionary Controller
Post by: Luffy1Piece on May 20, 2005, 12:39:29 PM
 Here's a pic I made of what I think it will most likely look like.


http://i4.photobucket.com/albums/y136/Luffy1Piece/nrvcont.png
Title: RE:Revolutionary Controller
Post by: Rellik on May 20, 2005, 01:20:07 PM
I totally agree about the gyroscopes, by the way.  I've been speculating about this for a long time - it's not only the most intuitive form of control, but it's also a much more effective method of force feedback.

I doubt that the controller will into separate parts.  It's probably possible, but more trouble than it's worth.  Would they put separate wireless ports on each section?  Wouldn't that suck if you lost half of it?  Isn't that a huge complication when they're aiming for simplicity?

Anyway, even if Nintendo's controller doesn't utilize an internal gyroscope for the purposes of tactile control and force feedback, I hope this kind of controller will be developed someday.  The tactile control available with a gyroscope is much more advanced and precise than that available with a Tilt 'n Tumble-type tilt sensor; even just one embedded gyroscope would be able to cause smooth resistance to tilt, and another configuration could conceivably do all sorts of things with it.

If this isn't the wave of the future, I don't know what is.  It's kind of an *OF COURSE* that the controller should be able to convey tactile information back to the player - and Rumble is only the very first tiny step towards that.
Title: RE: Revolutionary Controller
Post by: Ian Sane on May 20, 2005, 01:42:17 PM
"it's not only the most intuitive form of control"

Can anyone explain to me why moving my arms around (and getting fatigued as a result) to swing a sword is more intuitive than pushing a button to swing a sword?  With any sort of motion control I have to be precise.  A movement that to me makes sense might not work because the developer thought differently.  That doesn't happen with buttons.  I push the button and it works.  The developer doesn't have to take into account that I move goofy compared to the rest of the world.

It's like typing.  A lot of people say that using a microphone and dictating what you want to write is more intuitive.  It's not.  You have to pronounce everything perfectly and you don't have as much freedom to change what you want to write in the middle of sentence.  The program has to guess whether you want "there", "their" or "they're" depending on the context.  There's no error with pushing keys.  I type "t-h-e-r-e" I don't get "their".  It's the same with motion control.  I push "A" to do a horizontal swing and I push "B" to do a vertical swing.  I don't have to worry about waving my hand in a vertical fashion and having the program interpret it as horizontal.

The precision of pushing buttons crushes motion control like a grape.  With most games these days if I do the wrong thing it's because I screwed up.  You throw motion control in and now I can lose because the game screwed up. I think "jab", I "jab" with my hand, the game throws an uppercut because I was a millimetre off.  LAME.

I agree though that the possibilities for force feedback and very nice.
Title: RE: Revolutionary Controller
Post by: wandering on May 20, 2005, 02:01:35 PM
Well- it depends on what you're doing in the game. You're right that having to use hand gestures to indicate actions would be annoying. But imagine if-instead of swinging a gyro controller in certain ways to trigger pre-set actions, imagine if instead the sword moved on-screen exactly as you move your hand. Imagine a view screen that moves around to the precise movement of your hand instead of the imprecise movement of an analog stick.
Title: RE: Revolutionary Controller
Post by: Ian Sane on May 20, 2005, 02:05:41 PM
"imagine if instead the sword moved on-screen exactly as you move your hand. Imagine a view screen that moves around to the precise movement of your hand instead of the imprecise movement of an analog stick."

The problem with that approach is that I'll suck at the game if I'm a lousy swordsman.  Which I am since I'm not a warrior and this isn't the Hyborean Age.  That kind of thing is cool but it's not better or more intuitive to button pushing.  It's just different.
Title: RE: Revolutionary Controller
Post by: jasonditz on May 20, 2005, 02:15:08 PM
For someone who hasn't played a lot of video games before, swinging a sword by swinging your arm and feeling feedback when you connect is definately more intuitive than remembering which button to press. If done properly it also offers a lot more control.

I demand in the name of decency that somebody make a first person Star Wars game (maybe using the Jedi Academy engine) in which you can fight online lightsaber duels in this manner
Title: RE: Revolutionary Controller
Post by: Rellik on May 20, 2005, 02:15:57 PM
That isn't what I meant, Ian Sane.

That kind of control would be unbelievably unintuitive!  Not what I'm invisioning.

Gyroscopic control detects tilt.  In that sense, it's like a Tilt'n'Tumble.  It's just much more advanced, precise, and can be used in different configurations for more dimensions of control.

You still hit the button to swing your sword.  The gyroscopic control would more likely be used to control movement or camera.

I think you can invision how the control could act as a steering wheel or joystick with gyroscopes, so let me pose this: image you're playing Zelda.  To walk forward, instead of using an analog stick (which we're all used to but non-gamers and newly acquired gamers have a hard time picking up) you just tilt the controller slightly away from you.  Not anything drastic - you feel the controller push back at you as you move it forward.  If there's a wall, the feedback will be harder.  You want to turn, so you tilt the left or right side slightly downard - it's simple, intuitive, like riding a bike.

I guess I should probably be more clear about what a gyroscope is.  A gyroscope is a device that utilizes the laws of classical mechanics to stay stable.  It spins around, and the faster it spins, the more it resists to you tilting it.  If you do tilt it, it is sensable in the change in speed of the gyroscope.  Gyroscopes can be used in different configurations (it could be just one, or it could be one on the left and one on the right, it could be 4, I'm no expert, so I don't know which one would be optimal) to have the capability to register various types of motion and to be able to exert certain types of feedback.

So there you have it, Ian Sane.  It's more like riding a bike than swinging a sword - subtle movements control motion on-screen, and action on-screen controls the force the gyroscope exerts on the controller which is the force the controller exerts on your hands.  You must have seen small children try to tilt the controller to get the character to move, twisting it, turning it - that's the way we tend to think.  Analog sticks are great, if you're used to them - but gyroscopic control is more accessable to non-gamers while being a possibly more functional variety of control and definitely more capable of adding another dimension to the gamer's experience.
Title: RE: Revolutionary Controller
Post by: wandering on May 20, 2005, 02:50:04 PM
"The problem with that approach is that I'll suck at the game if I'm a lousy swordsman.  Which I am since I'm not a warrior and this isn't the Hyborean Age.  That kind of thing is cool but it's not better or more intuitive to button pushing.  It's just different."                                                          

Well...I sort of agree with you that getting too realistic or too physical might be a bad idea. But simulating experiences you wouldn't normally experience...that's part of the fun of videogames. I'm not a general but I enjoy RTSs. I'm not a pilot but I enjoy arcade flight sims. I'm horrible at multi-tasking but I enjoy Pikmin. Actually, I think I learn new skills from videogames all the time. You just need to find a good balance between realism and fun.

There's a game at disneyquest where you swing a stick around and, inside your vr helmet, your lightsaberalike moves exactly as you move your hand. But to kill enemies all you have to do is hit them...you don't have to know anything about sword fighting. Maybe not any more intuitve than pushing a button, but certainly a lot more fun.

And I think a gyro COULD make certain things more intuitve. If someone wanted to make a game revolving around realistic sword fighting, swinging a gyro might be more intuitve than learning button combinations. What you're saying is that putting realistic sword fighting in a game in the first place might make the game less intuitve , which I'd agree with. But, if a designer wanted a game where you can do more complex things, like controlling a sword, piloting a plane, commanding an army, or looking around in first person mode, a gyro might make those things easier.  

[edit]
"You still hit the button to swing your sword.  The gyroscopic control would more likely be used to control movement or camera."

I'm still not entirely convinced that titlting would be better for movement than an analog stick (unless you're playing super monkey ball or something). I guess if the feedback is good enough, it would work. Though I doubt it would be as precise.  
Title: RE:Revolutionary Controller
Post by: nemo_83 on May 20, 2005, 05:30:13 PM
Let us assume someone was playing on one end of the line with a traditional controller.  Better yet one of the controllers from either the 360 or PS3.  The other person is using a REV controller with either gyros or haptics along with most traditional button functions on the controller (I'll post some more concepts later tonite most likely).  Lets us say the person with the 360 pad though is a person in Japan who is a master at kicking ass and he has been doing it for twenty years with these button pads.  We'll say the game is Soul Calibur 3, since its the best sword fighting series.  So the person with the 360 is faced with a list of moves that he can put together to create other moves and combos.  He swings at the person using the REV controller and the guy using the REV controller spins his sword throwing the other guy's sword out of the ring and then he cuts off the 360 user's head off.  That is about how things would go.  It would be like the best robot warrior ever made going against Anakin Skywalker.  The robot to say the least is fucked.

Blocking could be done in real time or programmed for a button or to be automatic.  It all depends on how good you are yet.

What all this brings to us is a real revolution.  It is like the difference between drawing with your hand planted on the canvas and painting with a long caligraphy brush with your entire arm and body at a distance from the canvas.  Sword fighting and painting have a lot in common.  

As far as how a gyro works, it is very simple.  It is like how if they do a special effect in a movie.  If someone is being filmed in front of a blue screen in a space ship the ship will have three guys controlling it.  Each guy would be controlling a seperate aspect of the special effect.  One guy would control the tilting left to right.  One guy would control the tilting forward and backwards.  And one guy would control the turning left to right.  The gyro allows for you to control all three of those with one hand and you can do it in 3D space inside a virtual world.  With a tilt sensor you are only able to tilt it.  A gyro is spinning so it can be used like a floating trackball inside the controller that you never have to manuver with your thumb.  A trackball is okay to use if you are using it like a mouse rolling it alone up, down, left, and right; but a trackball is hard to spin with your thumb.  A gyro is already spinning and delivers resistance.

What really matters though is how they use it.  One gyro in one two handed controller, two gyros in a one handed controller that can seperate into two, a single gyro in a vr helmet, gyros used with haptics, muliple gyros inside each handle of the controller, etc.  Sony and MS probably know what technology Nintendo is going to use, but they don't know how they will use it and neither do most developers.

"Maybe this would cheer some people up. In the Gamespot interview with Reggie, Reggie stated that the Rev controller is so designed you can perfectly play NES, SNES, N64 and Cube games with it. So it is capable of controlling traditional gamedesign"  I was going to bring that up.  It can't be that hard to put traditional button functions onto the REV controller.  But I am mainly concerned about whether or not I will also be able to use the revolutionary aspect to control these old games a bit more abstractly.  That would be called replay value.  
Title: RE:Revolutionary Controller
Post by: MarioAllStar on May 20, 2005, 06:21:04 PM
I believe the top two candidates are motion-sensory and force feedback. I'm hoping it's force feedback--not too different, no learning curve, but more realism. As long as the force isn't too strong I don't think we need to worry about carpal tunnel syndrome or any other health concerns.

If Nintendo takes the route of gyroscopes, I hope it is only for tilting. To use Ian's example, I don't want to get tired when I'm playing Zelda from swinging my arm the enire time. The only way I could see it being beneficial to the game experience is to control the camera, as some one has pointed out.

Also, I'm really glad it's not so radical that it can't play traditional games.
Title: RE: Revolutionary Controller
Post by: jasonditz on May 20, 2005, 06:28:10 PM
Personally I find the prospect of having actual online sword duels using gyroscopic controllers pretty exciting.

Obviously for a single player mode such a game needs to start very easy and have mutliple difficulty settings so its not totally offputting to someone that sucks at it.
Title: RE: Revolutionary Controller
Post by: nickmitch on May 20, 2005, 07:20:38 PM
That idea could bring back my school's fencing team.
Title: RE: Revolutionary Controller
Post by: Pale on May 20, 2005, 07:28:25 PM
Yeah, I was victimi to picturing people flailing arms around, but that definately won't be what its like...  Grab a controller and hold it... Now move it around only with yours wrists...Gyroscopes are that sensitive...it only takes very slight movements to register.
Title: RE: Revolutionary Controller
Post by: trip1eX on May 20, 2005, 07:32:11 PM
I just had a frickin brainstorm.  And I think I put two and two together.  

Here's my theory...  

The new Revolution controller and Nintendo's way-back backwards compatibility next gen are no coincidence.
  You will be able to play the old games a new way!!!  
Title: RE: Revolutionary Controller
Post by: RABicle on May 20, 2005, 07:34:01 PM
Quote

If Nintendo takes the route of gyroscopes, I hope it is only for tilting. To use Ian's example, I don't want to get tired when I'm playing Zelda from swinging my arm the enire time. The only way I could see it being beneficial to the game experience is to control the camera, as some one has pointed out.
To all the people who are thinking along this route, don't you realise that a gyroscope can't pick up movements along a hozrizontal (or vertical for that amtter) plane? The gyro has to be tilted.
Title: RE:Revolutionary Controller
Post by: nemo_83 on May 20, 2005, 08:08:28 PM
If you have a gyro inside the device for every joint in your arm, three that is, then you can plausibly raise the sword over the character's head and anything else you can do with your arms.  As you move your wrist slightly only one gyro detects the movement, but as you continue to move it further the other gyros start sending information to the console telling it that the next joint in the arm has been bent and so forth.  

Though gyros may be able to do the input work of a haptic arm all inside the controller they cannot create the same surgicaly precise force feedback that haptics can.  
Title: RE:Revolutionary Controller
Post by: jasonditz on May 20, 2005, 08:14:45 PM
Quote

Originally posted by: RABicle
Quote

If Nintendo takes the route of gyroscopes, I hope it is only for tilting. To use Ian's example, I don't want to get tired when I'm playing Zelda from swinging my arm the enire time. The only way I could see it being beneficial to the game experience is to control the camera, as some one has pointed out.
To all the people who are thinking along this route, don't you realise that a gyroscope can't pick up movements along a hozrizontal (or vertical for that amtter) plane? The gyro has to be tilted.


And most of the moves required for a decent sword-fighting sim are in the wrist, thus tilt would be what it needs to be able to read.

But if Nintendo did have an idea that required being able to read vertical motion for example, there are plenty of ways to accomplish this.
Title: RE:Revolutionary Controller
Post by: nemo_83 on May 20, 2005, 08:56:22 PM
Actually all this talk about just using the wrist is what is going to lead to carpel tunnel syndrome.  The point of being able to use the controller like a sword is because you are going to get your best performance from making broad strokes.  On a small scale, if there were only one gyro, you could just use your wrist but still you find it best to actually involve your arms and body in this.  It will make gaming fun again.
Title: RE:Revolutionary Controller
Post by: Rellik on May 20, 2005, 09:48:40 PM
So basically, what you're suggesting, nemo_83, is a suit with embedded gyroscopes?  Not a whole-body suit, obviously, but more like a sleeve.

I would be extremely skeptical of this kind of controller being reasonable.  It's an intriguing idea for the future, like flying cars and such, but the fact remains that the Revolution is supposed to be MORE accessable to people.  An object that people can pick up and drive like a steering wheel or a bike is intuitive - a sleeve you have to configure and fit on and then dance around wildly is a fun idea but ultimately much less accessable.

The gyroscopic-tilt system should be more accurate than the analog joystick type system that we use today.  Of course, both will be available - it would be stupid to eliminate the analog stick completely from the controller.  Remember, gyroscope is not the same as Tilt'n'Tumble style - it's far more accurate and "solid" feeling, since it has (variable) resistance to change.
Title: RE:Revolutionary Controller
Post by: pudu on May 21, 2005, 12:06:54 AM
Below is another excerpt from Reggie talking about the Rev's controller:

“…we have not unveiled our controller…once that comes out it’s really going to help frame in total how we’re driving the innovative story.”

“We announced the ability to download and play the best NES games, SNES games, N64 games, in addition to Revolution games and Gamecube games.  If you put those controllers all lined up together they’re all very different.  So think about what kind of device is going to allow you to play all those different types of games?”

-Quote taken from G4Tv’s E3 2005 Reggie Fils-Aime Interview I got from IGN (link)


What is strange to me is why they would include cube controller ports if it can do a good job of controlling cube games supposedly.  One guess is it has a D pad and buttons to sufficiently control NES and SNES games but it doesn't have an analogue stick in favor of some other form of control mechanism.  This would be why they are offering the option of using gamecube controllers so you could use their analogue sticks.
Title: RE:Revolutionary Controller
Post by: nemo_83 on May 21, 2005, 02:36:21 AM
http://img.photobucket.com/albums/v695/nemo_83/stick.jpg

Basically the same mechanic I used earlier with the trackball button surrounded by a wheel with three flat round rotatable disk buttons.  Also a floating analog stick to the side.  Not pictured, the trigger wheels, middle finger z buttons, optional cord jack, or internal gyros.

Now though I made half the controller a haptic flight stick which could be detached and each handle could be used specifically for it's internal gyro.
Title: RE: Revolutionary Controller
Post by: anubis6789 on May 21, 2005, 04:01:47 AM
I like the way Rellik explains the gyroscope idea, but one problem keeps poping up in my head, the issue of centering.

I am sure we have all ran into the problem of what happens when an analog sticks is pushed in a direction upon start up of the system, if you don't properly calibrate a light gun, or properly calibrate the DS screen. How will the gyro device find its center? Will it self center or will the player decide what center is?

Which brings up another problem, comfort. Try holding a controller and twisting it around, front back,side to side, and see how easy or hard it is to hold it in that position, or press buttons in that position. Comfort really does not become a problem until you reach your wrist's extremes, but what if a game called for you to do so? What if the center, if decided for you, is unintuitive and unnatrual in feeling to the player?

This is all assumeing that there is a gyro in the REV's controller. It also does not take into account the fact that Nintendo is usually very good at picking out these kind of bugs and making a new control system intuitive. I am just playing around with the idea in my head and these were somethings that came to mind.

*EDIT: added my question about the comfort of the center.*
Title: RE: Revolutionary Controller
Post by: jasonditz on May 21, 2005, 07:34:23 AM
I'd assume a configurable center. There's no good reason not to do it.

Actually though as I think more about it, you could probably do just as efficient a sword-fighting sim with a collapsable plastic sword and something like an updated version of the old Broderbund U-force
Title: RE: Revolutionary Controller
Post by: Rellik on May 21, 2005, 09:55:44 AM
The centering question is a good one.  Lots of little details and feasibility and comfort issues come into play when designing a new type of control - it's all part of the testing and development process.  At some point, it stops becoming fun to speculate because you start getting into the work of actually designing the controller I'd say leave it to Nintendo to make the controller comfortable and come up with a good calibration scheme - that's not our job!

I think we can assume most of the smaller issues can be dealt with via good design and good planning - IF Nintendo is actually going for a gyroscopic controller.  Since we don't know, I don't see any reason to speculate beyond general application and applicability.

Although I will say this: Nintendo has experience with comfort and calibration in designing their Tilt'n'Tumble and Twisted systems, so I don't think it would be an issue they couldn't get around.

Ok, I said I wouldn't speculate, but I am.  The controller could use a gravity sensor (a tiny hanging pendulum) to know which way "down" is, and calibrate the gyroscope off of that absolute reference [assumably the Revolution is not meant to be played in outer space...]
Title: RE:Revolutionary Controller
Post by: nemo_83 on May 21, 2005, 02:50:49 PM
Speaking on the subject of the Revolution in an interview yesterday, Nintendo's President, Satoru Iwata, told Reuters that "We plan to give details on when we will launch it, what the price will be, what the controller will look like and how games can be played on it by the end of the year."

Iwata then reiterated Nintendo's position on making games simpler and more appealing to a wider audience. "Right now, game consoles are important for the game fan, but for the rest of the family, it's just a piece of nuisance that's loud and eats up electricity... We want to create games for people who haven't played games but are curious about them."

He also stated that the Game Boy Micro would be an addition to the Game Boy Advanced, not a replacement and that the pricing for the Revolution's download game service had yet to be decided. But said that Nintendo could charge per game, sell pre-paid cards in stores or possibly give games away for promotions.

Source: Reuters


has anyone posted this?
Title: RE: Revolutionary Controller
Post by: KnowsNothing on May 21, 2005, 03:21:20 PM
Prepaid game cards sounds like an awesome idea.  I mean, a counter-top rack of such an odd thing would attract attention at store.  Kids would find it cool, and parents would be like "Hey, I remember playing these games as a kid I think mine would love them oh hay let me buy MORE MORE MORE."

One thing concerns me though....There's going to be a TON of games up for download, but only a limited space to store them.  Now, I can't see myself buying enough games to fill up the internal memory and an SD card, especially since I'd be geting mostly NES and SNES games, but what if I had to delete a game to make room for another one?  I should be able to download that game again for free if I wanted to play it again.  I can't think of a non-crackable way to do this, but then again, I'm not Nintendo
Title: RE: Revolutionary Controller
Post by: Caliban on May 21, 2005, 03:46:22 PM
I wish the Rev controller has a DS-sized touch screen so that I don't have to pause/interrupt the game every time I want to equip some new item or drink some potion, I want to do all that on the fly.
Title: RE: Revolutionary Controller
Post by: ThePerm on May 21, 2005, 03:50:13 PM
. "Right now, game consoles are important for the game fan, but for the rest of the family, it's just a piece of nuisance that's loud and eats up electricity... We want to create games for people who haven't played games but are curious about them."

what? honestly...most game systems arent in living rooms..their in individual bedrooms which also serve as multimedia centers for the gamer

http://theperm.tetrametrics.com/Images/GameRooms/Patsroom/
http://theperm.tetrametrics.com/Images/GameRooms/AlexOldRoom/
http://theperm.tetrametrics.com/Images/GameRooms/AlexsCats/
Title: RE:Revolutionary Controller
Post by: Grant10k on May 21, 2005, 04:05:55 PM
Quote

what? honestly...most game systems arent in living rooms..their in individual bedrooms which also serve as multimedia centers for the gamer


What? Source? I don't think that's true at all. Any family with say...two brothers who both play video games will rarly put a console in a bedroom, but Mom, Pop, And Sister still think it's another TV that becomes disabled for a few hours at a time.
Title: RE: Revolutionary Controller
Post by: KnowsNothing on May 21, 2005, 04:14:34 PM
My family loves the GC so much that I've got one in my room, but we've got another one in the living room.  Our Genesis and N64 were in our living room too.  Everybody I know keeps their consoles in the living room.  
Title: RE: Revolutionary Controller
Post by: Pale on May 21, 2005, 05:00:59 PM
As far as the filling up your space issue, I do worry about that.  I also worry that breaking your SD card can cost you so much money.  I hope to god Nintendo puts these worries to rest and makes it so your Nintendo account remembers what games you bought.  That way you can erase one knowing you can redownload it for free.  That would be uber-nice.
Title: RE:Revolutionary Controller
Post by: nemo_83 on May 21, 2005, 05:40:20 PM
screw SD cards, I want a harddrive so I can ultimately download as much as I want.
Title: RE: Revolutionary Controller
Post by: Artimus on May 21, 2005, 06:21:11 PM
My GCN is in the living room (best TV) but all my older ones are in my room on the icky tv.
Title: RE:Revolutionary Controller
Post by: ib2kool4u912 on May 21, 2005, 06:42:45 PM
Quote

Originally posted by: PaleZer0
As far as the filling up your space issue, I do worry about that.  I also worry that breaking your SD card can cost you so much money.  I hope to god Nintendo puts these worries to rest and makes it so your Nintendo account remembers what games you bought.  That way you can erase one knowing you can redownload it for free.  That would be uber-nice.

But then how would Nintendo know the difference between erasing a game, and moving it your friends SD card so he can have it? I figure they will prevent copying, im just saying i doubt they'd give you unlimited amounts of downloads once you buy it.
Title: RE: Revolutionary Controller
Post by: jasonditz on May 21, 2005, 10:11:43 PM
They could do the same thing Apple does with iTunes and allow a certain number of copies.

OTOH, it wouldn't be too hard to give each system a unique identified and keep the ROMs from playing on a system other than the one it was purchased for. But that might be a bit too heavy handed for nintendo's taste.
Title: RE:Revolutionary Controller
Post by: nemo_83 on May 22, 2005, 12:15:27 AM
Basically Nintendo is saying they are going to practicly give these old libraries away to get us to buy the REV to increase their console sales and generate new third party support for old and new engines.  It truly is the ipod of video games.  360 and PS3 will never have the number of games the REV will have the first day it launches.
Title: RE:Revolutionary Controller
Post by: Pale on May 22, 2005, 05:40:47 AM
Quote

Originally posted by: ib2kool4u912
Quote

Originally posted by: PaleZer0
As far as the filling up your space issue, I do worry about that.  I also worry that breaking your SD card can cost you so much money.  I hope to god Nintendo puts these worries to rest and makes it so your Nintendo account remembers what games you bought.  That way you can erase one knowing you can redownload it for free.  That would be uber-nice.

But then how would Nintendo know the difference between erasing a game, and moving it your friends SD card so he can have it? I figure they will prevent copying, im just saying i doubt they'd give you unlimited amounts of downloads once you buy it.


By requiring a login to authenticate yourself before you play the games.

Or they could just make every download free...then there wouldn't be an issue.
Title: RE: Revolutionary Controller
Post by: Stimutacs Addict on May 22, 2005, 07:19:32 AM
i hope other developers allow us to download their retro games via the REvolution. That would essentially capture the tail end of the market: gamers that lost touch with this new tecnology can have a $200-$250  console that plays new games in simple yet dazzling ways along as allowing them to cheaply download the games they have loved for years. Nintendo's gonna get some tail
Title: RE: Revolutionary Controller
Post by: wandering on May 22, 2005, 02:12:16 PM
Back on topic....

Here's a controller layout that would, I think, allow you to play most games from the NES to the gamecube.

It has 6 face buttons (a button, b button, and c buttons), start button, thumb stick, c stick, and d-pad. 2 of the four c buttons double as the x and y buttons.
Not shown: 4 trigger buttons for your index and middle fingers.
Thoughts?
Title: RE:Revolutionary Controller
Post by: Epitaph on May 22, 2005, 07:37:34 PM
My best guess is that its gyroscopics since they invested heavily in a company that produces such devices.

My other guesses

its either a touch pad much like on the apple ipod, either covering a entire surface or just a small surface

A combination gyroscopic orb with touch sensitive cover. So you move the ball around and your hands over it tap it and such to operate the games.

Combination gyroscopic, eyetoy, microphone and such every possible control people knew about.

or a controller with fully customisable buttons that pop out depending on the game. Basically it utilises a number of pins much like on those toys I guess you can call em that can take the inprint of your hand or face or whatever you place in them. So these pins could potrude to the hight and dimensions the developer wants creating a whole new controller experiance.
Title: RE: Revolutionary Controller
Post by: Don'tHate742 on May 22, 2005, 08:00:42 PM
Wandering: You and I are on the same page. We both want to see it break apart to allow for gyration, as well as keep every essential button along with both joysticks. It should also be egornomical.

It would become the perfect controller.  
Title: RE: Revolutionary Controller
Post by: Ian Sane on May 23, 2005, 01:03:46 PM
"To walk forward, instead of using an analog stick (which we're all used to but non-gamers and newly acquired gamers have a hard time picking up) you just tilt the controller slightly away from you."

This only makes sense if you were controlling something that could roll.  Otherwise it's completely illogical.  Plus it would so impresise and awkward it's not even funny.  Ever play that labyrinth game where you have to tilt the board to get the ball to the exit without it falling in the holes?  You're suggesting THAT as the ideal control scheme.  It's not.  It's ridiculously awkward.  I've never met anyone who can beat that game and realistically you would have to to be able to amount to anything in a game where you have to tilt just to move.

I figure if you can't control games as they are you're either a complete idiot or you've just decided games aren't for you and don't feel like putting in the effort.  My Dad doesn't play games but he can drive a car and use a PC.  Both of those things require a knowledge of using abstract buttons and such so gaming is really no different.  If you can use a PC, drive a car, play the piano, use a fishing rod, use a microwave, use a camera etc. you can control videogames provided you put in a little effort and by that I mean like a few hours or so.
Title: RE:Revolutionary Controller
Post by: Flames_of_chaos on May 23, 2005, 05:17:17 PM
The only game that would really work with gyroscopes in the line of Super Monkey ball, Marbles and Mercury. I really believe that the revolutionary thing is a whole new type of force feedback.

EDIT: I think the only reason they invested in gyroscopics is because of the gyroscopic GBA carts.
Title: RE: Revolutionary Controller
Post by: TheYoungerPlumber on May 24, 2005, 12:13:10 AM
"This only makes sense if you were controlling something that could roll. Otherwise it's completely illogical."

Yeah, and pushing an analog stick makes a WHOLE lot of sense to someone who hasn't played a game before.  If you think it does, then I retort that people are just as familiar with tilting as pushing buttons and levers: who hasn't poured something in their lifetime?  You sound unwilling to try a new interface, and rag on anyone unable to play games "as God meant it."  Seriously, you remind me of an old programmer uninterested in even considering working with O-O in spite of its success (granted, tilt technology is hardly standard right now).

If Nintendo is able to create a "lock" feedback mechanism for the center of gyration/tilting like they have for analog sticks, the problem is solved in my book.  I know I have trouble telling if I am pushing directly forward on an analog stick, so I hardly consider the analog stick to be the most precise input device possible.  I understand your concerns, especially over ridiculous arm motions, but tilting seems more intuitive to me for sublte camera control than flicking the C-stick and for F-Zero machine tilt than shoulder buttons.  
Title: RE: Revolutionary Controller
Post by: Ian Sane on May 24, 2005, 07:35:24 AM
"Yeah, and pushing an analog stick makes a WHOLE lot of sense to someone who hasn't played a game before."

It's a little joystick.  Joysticks have been in videogames forever.  Plus joysticks are used for machines and those crane games and stuff.  They're reasonably common in the real world.  Literally nothing aside from a few marble games use tilting for controls.  Plus with an analog stick if I want to stop moving I let go of the stick.  There's a clear frame of reference for not moving.  With any sort of motion control there is no obvious frame of reference.  How do I stop moving?  Do I level the controller back?  What if I overcompensate and tilt too much in the opposite direction?
Title: RE: Revolutionary Controller
Post by: Pale on May 24, 2005, 09:19:33 AM
So now you are arguing against innovation Ian?  Jesus man....

Nintendo should stick with the same exact controller....

Now please argue against that too.
Title: RE: Revolutionary Controller
Post by: vudu on May 24, 2005, 09:31:20 AM
Quote

Literally nothing aside from a few marble games use tilting for controls.
How about a flight simulator?  Such as Pilot Wings?
Title: RE: Revolutionary Controller
Post by: OptimusPrime on May 24, 2005, 10:46:48 AM
And Racing games...i would like Wave Race with some good tilting controls. Oeh and steatlh games too, not those metal gear or Splinter cell bullsh!t but some real Ninja-like stealth where you climb on everything and stuff, lockpicking with some good tilting controls! And think of all the new tilting puzzles they can add for platformers or a new Zelda.
And lets not forget...aiming in FPS'en by tilting... can it be more accurate and faster? In third person shooters you can have perfect dual gun aiming if you have those plit apart controllers.
Title: RE:Revolutionary Controller
Post by: Rellik on May 24, 2005, 01:16:25 PM
Exactly as YoungPlumber put it -

The key to the usability of the gyroscopic motion control is the self-stabilization/clever use of variable resistance to movement.  If it just tilts, THEN it's like the game with the marble and the labyrinth.  But the resistance to movement makes it entirely different.  It basically stays all but directly upright, and senses when you apply a torque.  It would basically FEEL like a really nice joystick with force feedback, except you hold it in your hands, it can be used as a labyrinth-marble-style controller when desired (all the game has to do is lower the resistance to movement), and you have your hands on all the buttons of the normal controller, etc.

I don't guarantee that this sort of setup is even possible (although someone else on the boards may know) - I just argue that it would be an EXTREMELY intuitive and EXTREMELY accessable form of control, if you really picture it and give that mental image a chance.
Title: RE:Revolutionary Controller
Post by: Epitaph on May 24, 2005, 01:40:36 PM
Gyroscopics could be used for many things if done right as others have mentioned flight sims, marble madness like game and racing games. Racing games you could use the controller as a steering wheel. Once thing i do agree on is that they wont compleatly illiminate the analogue stick in fps, adventure games and such. But they will allow for the same sort of use the cstick currently has for many games controlling tilking for the perception and characters abdomens. The only other option I could see for gyration is for a characters swing in a game like golf, fishing, tenis, zelda type sword swinging.
Title: RE:Revolutionary Controller
Post by: Cap on May 24, 2005, 04:10:18 PM
http://www.immersion.com/industrial/touchscreen/

this looks interesting.
Title: RE:Revolutionary Controller
Post by: Don'tHate742 on May 24, 2005, 04:16:26 PM
Rellik: I never thought of it that way. That could be brilliant.

To be honest, before you mentioned it, I never thought gyroscropes could completely illimate joysticks. Like Ian, I didn't think they could work as flawlessly as joysticks do. However, with resistance involved, it would be exactly like twisting a door handle.

That would be extremely accessible to people; even more so than a joystick. Still....illimating joysticks is a very bad idea. I'm sure Nintendo knows that.

And one more thing...Ian....you mentioned in another thread how you hate gyration, and the possibilities surrounding it. I admit...sword-swinging as Link would suck ass. I would never forgive Nintendo for that because that's not what Zelda is about.

I wouldn't mind, however, if they used it in another game. It doesn't neccessarily have to be an adventure. A stand-alone would be just fine....I actually prefer it.

That's what Gyration is about. Introducing ideas, but not forcing them.  As long as they don't dominate games controls where joysticks would be better, I'm fine with it. Even if they do, how hard would it be to come up with an alternate control scheme without gyration? And don't even say that the controllers might not have joysticks to begin with, because Reggie already mentioned it will play every generation thus far.

It doesn't constrict any pre-existing game, but instead, enhancing them while making completely new games that can't be recreated. TPS's are popular, but how insanely popular would a TPS be with gyration controls. Think Max Payne except you directly control his arms.

Sports games would be changed forever. How many sports require arm movements? Exactly.....They could finally recreate a bowling game, and not to mention a more realistic boxing and archery game. It would make these games much more accesible.

Even puzzle sports games, that don't require specific arm/wrist movement (PunchOut!), could be made more accessible. A joystick would do fine, but what about Gyration Punch Out? People who suck at boxing could have fun because of its focus on timing and not technique. So instead of making you emulate punches, you could just move your wrist a few inches forward; unlike Gyration Boxing which you'd have to punch exactly how you'd want to punch.

Anyway, imagine pressing the "super punch" button that Super Punch Out introduced. Only this time, instead of just holding the button down as you wait for Little Mac to punch; you hold it down and see a meter at the bottom slowly charge as you hold the button. If you let go, it dissapears. You must punch as you hold the button to use what has charged, but the problem is, if the meter reaches the top, it starts over at the bottom. So for you to use the real super punch, you'll have to time your physical punch perfectly.

Little things like that could add more interactivity to pre-existing games. Metriod is the perfect example. Actually....come to think of it....what type of game wouldn't be able to use it in some way?

The only one I can think of is Fighting games like Street Fighter or Smash Bros.  
Title: RE:Revolutionary Controller
Post by: IceCold on May 24, 2005, 07:19:31 PM
Yea - its not for 2D games - definitely would work for 3D ones though

Ian, don't tell me the first time you used an analogue stick you felt that it was as if everything in your dreams came true, because that's bullsh!t. Analogue sticks aren't even close to being "true" controls. But we adapted. We adapted and now it's second nature to us. However, it took a while for us to truly get used to them. WIth the potential of gyroscopics, you could pick the controller up and just play, with true and intuitive controls. Stop being so damn conservative and recognize the potential of them. It's another thing if you don't think that they can be implemented properly, but at least give them a chance/
Title: RE:Revolutionary Controller
Post by: PaLaDiN on May 24, 2005, 07:55:56 PM
I hope that by "force feedback" you guys mean "rumble". There's really no restoring force in gyros... seems like some of you are chasing a pipe dream.
Title: RE: Revolutionary Controller
Post by: Don'tHate742 on May 24, 2005, 09:48:34 PM
By  force-feedback I mean resistance. Resistance given in a certian velocity....

If that isn't possible, then say good-bye to the gyroscopic dominating games.
Title: RE:Revolutionary Controller
Post by: nolimit19 on May 25, 2005, 09:36:45 AM
all i wanted was an xbox s-type controller....hahaha, but htere are some pretty interesting ideas. having a mouse and key board would be awesome...but how to do it...i havent read the whole thread, but if nintendo could incorperate a mouse into its controller, there would be no need for me to play FPS on the PC anymore.
Title: RE: Revolutionary Controller
Post by: Don'tHate742 on May 31, 2005, 07:21:37 PM
You should get a DS....
Title: RE: Revolutionary Controller
Post by: nickmitch on May 31, 2005, 07:51:06 PM
The mouse could be an add-on like the SNES Mario Paint mouse.
Title: RE: Revolutionary Controller
Post by: Stimutacs Addict on June 04, 2005, 09:59:59 AM
i think force feedback/haptics contained within the controller (specifically the analog stick) would be friggin dope.  imagine trying to run uphill and actually feeling the analog stick supply a reactionary force proportional to the slope of the hill/difficulty of the terrain.

or I'd like an analog stick that can be depressed into the controller (akin to the ps2 and xbox clicks).. but make it analog. I really dont know why that sounds cool, but damn i want one
Title: RE:Revolutionary Controller
Post by: Ian Sane on June 07, 2005, 02:44:54 PM
Rev controller not yet finalized according to Gamespot.

I think it's kind of a bummer that it's not done yet because it suggests they don't really have a grand plan for their controller.  I was kind of hoping that the controller design would be more calculated, like Nintendo has had this brilliant idea for years.  What kind of games are they making if they're still tinkering with the controls?  It would seem to me that one can't make a game to sell a new controller concept if the concept isn't finalized.  Though it could just be that the really unique part of the controller is done and they're just tinkering with minor stuff.  I just hope this isn't another connectivity routine where Nintendo has a really good idea in theory but no actual good game concept to go with it.

Though this does suggest a very flexible controller like they thought of everything they could possibly throw on the thing and they're trying to find a good balance by removing and adding stuff.  It also suggests that the controller is not that weird or they wouldn't be able to fiddle with it this much (or play N64 games on for that matter).  But they've got to hurry up because they can't wait too long or third parties won't have time to make Rev launch games.  I assume you have to be pretty specific about controller design when giving out dev kits.

I find it kind of cool that there are currently four Rev related stories on Gamespot's news page right now.  Who would have thought that a lack of provided information would result in more news?  Perhaps there is something to this "mystery creates hype" thing.
Title: RE: Revolutionary Controller
Post by: thepoga on June 07, 2005, 02:56:46 PM
When they say not finalized, it hopefully means the look, shape, and a minimal-cost design. I agree with Ian that they need to finish the final controller design so we won't have another DS launch line-up like situation. Battery life is also going to be considered now into the controller design. If it turns out it does have some sort of gyroscopic techonology, how much power will that consume? I just hope that it feels good in my hands. I heard that the Xbox 360's controller is one of the best controllers yet, and it really feels good. PS3 controller will hopefully suck with that boomerang design. It looks like one of those cheap ones you see for computers. Can't really say anything until I hold it though.
Title: RE: Revolutionary Controller
Post by: KnowsNothing on June 07, 2005, 03:13:01 PM
Yeah, Miyamoto said the the idea for the Rev was rock solid, but reports are saying that it's not finalized.  It probably just means that they need to find the best way ergonomically to mold the controller or where to put the buttons.  The big aspects of the controller have probably been finalized for quite some time, now they're just trying to put it in the best and least intimidating design they can think of (and also the best way to design the controller for easy multiplatform next gen titles)

Quote

I just hope this isn't another connectivity routine where Nintendo has a really good idea in theory but no actual good game concept to go with it.

I don't think this is the case, what with the name "Revolution" and all.  Nintendo is putting a lot of money on this, and they're really confident that it will revolutionize gaming.  While they did make a big deal about connectivity, they weren't really putting too much stock in it,  This is different.

For the record, I love connectivity and think it's a great idea.  While it could have been fleshed out some more, we got games like Four Swords Adventures and FFCC multiplayer was fun >=o), and I believe it gave Ninty the idea for the DS, so I'd say it was worth it.
 
Title: RE: Revolutionary Controller
Post by: thepoga on June 07, 2005, 03:24:30 PM
oh yeah one more thing. I think another reason why Nintendo didn't show it is especially of the look of it not being finalized. The models they have right now probably don't look appealing, and with Nintendo's more image-concious-gamers approach, want it to look good when they finally reveal it. And they don't want to say what it can do, with people not seeing what it looks like at least. The Nintendo DS prototype model was ugly. And it appeared on a lot of magazines which led to a lot of people thinking that it was what it looked like. Nintendo probably doesn't want that to happen with the Rev.
Title: RE:Revolutionary Controller
Post by: Dirk Temporo on June 07, 2005, 04:05:08 PM
I remember an interview with Shigeru Miyamoto a little while ago, where he said that the controler was finished, in terms of control style.
Title: RE:Revolutionary Controller
Post by: mantidor on June 07, 2005, 07:53:45 PM
yup, it was on IGN, the one on one interview with Miyamoto, he said that it was "set in stone", so needless to say I was left with a weird feeling after reading the news at gamespot, specially since I considered Miyamoto and Nintendo for that matter as the epitome of integerity, but now it sounds like they were just lying.
Title: RE:Revolutionary Controller
Post by: Talon on June 07, 2005, 09:05:10 PM
Quote

Originally posted by: mantidor
yup, it was on IGN, the one on one interview with Miyamoto, he said that it was "set in stone", so needless to say I was left with a weird feeling after reading the news at gamespot, specially since I considered Miyamoto and Nintendo for that matter as the epitome of integerity, but now it sounds like they were just lying.


Or maybe Gamespot was bending the truth??
Title: RE:Revolutionary Controller
Post by: pudu on June 07, 2005, 10:45:53 PM
I'm sorry if this has already been discussed somewhere but:

I wonder how much this "revolutionary" controller will cost and if this is why they are trying to keep the console on the more "cost effective" end of the spectrum?  

Could this be the first conroller released starting at around $50?

If the controller makes the system and is as incredible as we all hope it will be then I say by all means don't hold back due to price!  I'd gladly fork over 50 or more if it meant finally taking the next step in conrol and user interface.
Title: RE: Revolutionary Controller
Post by: Mario on June 07, 2005, 11:05:05 PM
I have some speculation about Revolution i've finally decided to share here

A new rumor has popped up saying something about a light gun type thing built into the Revolution controller, I don't know or care if it's legit or not, I just heard someone mention it, it reminded me of an idea I had a while ago.

Imagine how cool it would be if we had the power in real life, to point to something, and make it fly across the room. Imagine you're walking through the jungle, clearing obstacles out of the way by pointing at them and brushing them to the side from a distance. Imagine if there was something across the room you couldn't reach, but you just point to it and make it fly over to you.

Now, incorporate that into videogames! Light gun games, I haven't played them all, but I don't think they were previously able to do this, because they only detected the gun when you pull the trigger (i'm just guessing this). Take that a step further, take away the "gun" part, and make it so the screen can detect you dragging the thing across the screen, and it's like you're using a stylus for DS... but from a distance, and you don't need to touch the screen.

Of course, this won't be the only part of the controller. This sensor type thing can perhaps go on the top of the controller where the cord normally sticks out. This would be an advanced way to control the game from the DS, eliminating the hassle of using the stylus and pressing buttons at the time, making it MUCH easier, because you wouldn't need an extra hand for the "stylus", you're already holding it with two hands and all your fingers are free to press buttons. First Person Shooters would be revolutionised, Real Time Strategies would be finally possible on consoles, new gameplay opportunities will arise.

Things that actually point to this being plausable:
- Nintendo stated DS is a hint of things to come
- It's actually possible
- It would be cheap to implement (rather than a billion dollar VR helmet)
- It's an example of an idea prevailing over big budget, something Nintendo has emphasized
- It's simple, just point the thing at the screen
- This allows for both simple games, and large adventure game masterpieces to be created
- How would you play Duck Hunt on Revolution?

Now, what could be on the face of the controller? Will this look like a traditional controller? Will it even have buttons? Will it be custom made, buildable yourself like lego blocks? Will the controller have some kind of feedback in it, that lets you feel things? An advanced form of rumble? Will it emit smells? I don't know, maybe someone else could speculate on that, but I KNOW there's another innovative way to control games, either instead of the one i'm thinking of, or in addition to. Think about it, a Wario Ware title for Revolution using this control system would be almost exactly the same as Wario Ware Touched, so there has to be other ways.

I know I know, gyro this gyro that, but i'm sick of the gyro idea, it's been discussed to death. Gyros + this idea could mean a unique kind of duel analog control, without the analog, but... I don;t know.

Sticking too many things on the controller will make it look too complicated though... so that complicates this speculation somewhat, i'll leave it at this for now. Thoughts?
Title: RE:Revolutionary Controller
Post by: MrMojoRising on June 08, 2005, 02:56:03 AM
Mario:  That would be freaking awesome for FPS...you could move around with an analog stick and aim with your controller (like you could see the cursor moving on the screen)...now that would be some percise aiming!  This could also coincide with people saying the controller is/can be two pieces.  One piece is esentially used as a real "gun."  Off the top of my head I can't think of any other really practical uses for this...but that would still be bad ass.
Title: RE: Revolutionary Controller
Post by: Talon on June 08, 2005, 03:38:07 AM
I think any controller that is specifically tailored to one genre would be quite easy to design.  However designing a controller that could function for not only multiple genres but also multiple systems that each have their own unique controllers is going to be in itself revolutionary and extremely difficult for nintendo to do.  That being said what mario suggested with the light gun is quite plausible but really is only geared towards PC style games (ie FPS, RTS and light gun games).

If Nintendo wants to keep the cost of their controllers down I doubt that they would put light gun technology, gyros, wifi, rumble all in the one controller?  It doesnt seem to be inline with their business model of having affordable products, but I could be wrong.
Title: RE: Revolutionary Controller
Post by: mantidor on June 08, 2005, 07:16:21 AM
"Or maybe Gamespot was bending the truth??"

Its probably something more like that, since the controller not finalized wasnt mentioned in the IGN version of the news, and knowing Matt, he wouldve point it out inmediately. Maybe it was some mistranslation, and Iwata and Miyamoto were refering to the past when they were making the controller and not the present.
Title: RE: Revolutionary Controller
Post by: Ian Sane on June 08, 2005, 07:58:18 AM
"Will it even have buttons?"

Why does this get brought up a lot?  Of course the controller will have buttons.  It would be a completely worthless hunk of sh!t if it didn't.  If the controller had no buttons I guarentee you the console would completely bomb.  That's just far too restrictive.  The DS has buttons so why not the Rev?  Plus the lighgun pointing idea could still work with an otherwise normal controller.  Just imagine the Cube controller only for some games you wave it around.

I'm starting to wonder if the controller isn't really the revolutionary part of the console or if it's not really the main part.  Nintendo keeps talking about how small the console is, how quiet it is, and how little power it uses.  It also only uses wi-fi.  Who cares how much power a home console uses and why such a focus on wi-fi when the thing is likely going to sit in someone's living room?  I'm thinking that perhaps Nintendo is trying to bridge the gap between the portable and console market by providing one system that works as both.  A Gameboy is a lot like a PDA in that it's pocket size but it doesn't use the same software or have the exact same functionality as the home model (console or PC).  The Rev however would be like a laptop in that it's not pocket size but is still portable and it doesn't sacrifice the features of a home model.  Nintendo could offer an optional screen and battery pack.  This would explain why the Rev can attach to PC monitors and why there's such a weird emphasis on power consumption.  This would also explain why they're so focused on wi-fi.  The Rev is tiny and with a screen attached you could probably quite easily put the whole thing in your lap and play it on an airplane.  This would be why Nintendo is releasing another GBA and why the DS focuses on being different instead of just offering the console experience on a portable like the PSP tries to do.  The existence of the GB Micro and the DS is puzzling if a new 3D Gameboy comes out.  They make perfect sense though if no Gameboy EVER comes out because Nintendo's home console is portable and thus the GBA, DS, and Revolution are three very different portable products.  The GBA has scaled down games in exchange for a pocket friendly size while the DS offers innovation and the Rev sacrifices pocket size to provide an authentic console experience on the road.
Title: RE: Revolutionary Controller
Post by: jasonditz on June 08, 2005, 08:47:23 AM
I'm with Ian, it better have buttons. At the same time, I fully expect the revolutionary aspect to lead to at least a couple of titles that don't require the use of buttons.

Kind of like how you really need buttons for Mario 64 DS, but you don't need them for Pac Pix or warioware
Title: RE:Revolutionary Controller
Post by: mantidor on June 08, 2005, 10:10:32 PM
why do you people always forget the Rev is completly backwards compatible... of course it will have buttons.
Title: RE:Revolutionary Controller
Post by: Dasmos on June 08, 2005, 10:16:03 PM
But the gamecube controllers can play all previous games.............there are ports for the GC controls on the rev.....so maybe the rev control will need no buttons...and to play previous games you need to purcahse a GC control
Title: RE:Revolutionary Controller
Post by: BlackNMild2k1 on June 08, 2005, 11:13:30 PM
a couple of things here

for one, if you have gyros in the controller is there a need for a light gun, especially if you are putting a cursor on the screen.................?

The Rev contoller will have buttons, unless you are calling Reggie a liar...........
(didn't he say something along the lines of "imagine a controller that can play all the games, old and new")
Title: RE:Revolutionary Controller
Post by: Dasmos on June 08, 2005, 11:16:31 PM
Yeah I do remember something along those lines.....................although he could mean that they have designed some sort of shapeshifting putty controller. I could change into any controller available!!

It's possible believe me
Title: RE: Revolutionary Controller
Post by: Nephilim on June 09, 2005, 02:23:44 AM
the thing is that the gamecube control would easly play n64, snes and nes games
but thinking about it, the n64 control could be used to play most games on gamecube

I believe the whole backwoulds thing wont be revolutionary
weither it be touch screen, giro, lcd display (I would like) or whatever
Its going to have to be good, or its going to be way over hyped and let people down
Title: RE:Revolutionary Controller
Post by: Spak-Spang on June 09, 2005, 05:34:28 AM
Reggie actually said the REVOLUTION controler plays all games from all systems quite well.

Then he went on to explain how it is amazing to think of a single controller that can play games from so many systems so perfectly.

So you won't have to use Gamecube controllers to play old games.  The Revolution Controller will do it fine.

Though I do expect to see 3rd party developers releasing classic controllers to play N64,SNES and NES games with that classic feel.  Oh course the controllers will be wireless.


Title: RE:Revolutionary Controller
Post by: mantidor on June 09, 2005, 07:04:04 AM
Lets not forget that the GC controller doesnt have a select button, I know its a very minor inconvenient, but is a real one nonetheless.
Title: RE: Revolutionary Controller
Post by: Ian Sane on June 09, 2005, 07:34:35 AM
"the thing is that the gamecube control would easly play n64, snes and nes games"

Does no one remember that the N64 has six face buttons while the Cube only has four?  Even if you use the z-button the Cube is still one button short and DON'T give me that "use the c-stick" crap.  That works sort of okay for Zelda but you would not be able to play other N64 titles with that method.  The Cube controller would work okay for the NES and SNES though since you could just map select to Z.

Logically Nintendo has to have a controller with at least 6 face buttons, two shoulder buttons, an analog stick, and a d-pad in order to properly play all N64, SNES, and NES games.
Title: RE: Revolutionary Controller
Post by: KDR_11k on June 09, 2005, 08:12:15 AM
You forget this is Nintendo, they probably would tell you to use the C stick.
Title: RE: Revolutionary Controller
Post by: Ian Sane on June 09, 2005, 08:39:38 AM
IGN's latest Rev news from Iwata says "Backwards compatibility for GameCube goes beyond just the software. You'll be able to use all controllers (Wave Bird included), memory cards, the Mario Party microphone, the Dance Dance dance pad and even the Donkey Konga konga controller."

That to me suggests that the Cube ports were added for the very reason I thought they were added: user friendliness.  A lot of people are assuming that the Cube ports justify the existence of same insane wacky Rev controller that is incapable of playing traditional games.  If Sony or MS had backwards compatible controller ports on their console would you assume the standard controller would be weird?  Stop thinking about Nintendo as the goofball who does everything different for no reason.  Nintendo can change and likely has with the Rev.  Note how the Rev is ONLINE and how it has DVD playback and it doesn't look like a toy.  The Rev so far suggests that Nintendo is learning from some of their mistakes and being user unfriendly and inflexible is one of their mistakes.  Having the Cube controller slots on the Rev makes sense because it ensures 100% backwards compatibility.  Think of it using normal logic instead of insane E3 2003 Nintendo logic.

I will be very surprised if the Cube controller is required to play the classic games.  It would just totally kill the download feature and making such a weird controller would be suicide.  Nintendo does some dumb stuff but I don't think they're THAT dumb.  I've been quite impressed so far with the little Rev info we know.  So far the Rev is nearly perfect.  Now there are some pretty negative rumours (like the weak hardware rumour) but of the facts we know Nintendo hasn't done anything really stupid with it yet.  It would be very odd for them to be so competent so far and then ruin it all with some weird powerglove controller.
Title: RE:Revolutionary Controller
Post by: mantidor on June 09, 2005, 11:52:58 AM
"Stop thinking about Nintendo as the goofball who does everything different for no reason."

That, coming from you, almost made me cry

Seriously, the d pad in the GC controller suck simply because Nintendo until now has always focused in the future,  as opposite to sony and its outdated controller, I think they see the dpad as something outdated for games of today, and I agree, its only useful for fighters which are a niche genre which would be stale if it wasnt for Super Smash Bros, which uses the analog stick perfectly. Thats why they gave the Dpad other uses instead of movement, like the visors in Metroid Prime.

But now that they are bringing the games of NES and SNES we can be confident Nintendo has come up with a solution to play these games flawlessly, remember that for Nintendo gameplay is everything, and they would never release a controller that doesnt work for games, or at least for their own games. Something like the philosophy of sony of making poorly responsive buttons because they wanted a big screen as seen in the psp would never happen with Nintendo.  
Title: RE: Revolutionary Controller
Post by: vudu on June 09, 2005, 12:04:31 PM
Quote

That, coming from you, almost made me cry
Shhh!!  If you make fun of Ian for saying something good about Nintendo, he might go back to being cynical.  Just nod and smile...nod and smile....
Title: RE: Revolutionary Controller
Post by: Mario on June 09, 2005, 06:19:51 PM
I hope the GC controller is at least an option to play old games, because i'd use it, and I wouldn't mind using the bongos to play some old NES games
Title: RE:Revolutionary Controller
Post by: nemo_83 on June 09, 2005, 06:47:28 PM
The new news about Nintendo not making Cube controllers including bongos, DDR pad, and Mario Party Mic speaks to me that Nintendo is not thinking.  Its time for some negativity, some tough love.  Nintendo must be crazy.  The Cube controller doesn't stack up to the present controllers let alone next gen controllers with even more buttons.  I thought this new controller would be REV so you could play all games with it, that is what Reggie said.  I thought the new controller was going to make it so you only had to have one type of controller, this news just defeated the glorry of the new controller.  This shows Nintendo's lack of confidence in their new controller and their inability to get the fact through their thick skulls that their REV controller needs to be able to do what the other next gen controllers can do (it shouldn't be that hard since all they did was add more buttons) and there is still plenty of room for innovation.  What Nintendo is doing is undercutting their own efforts to release a new standard.  There will be no standard on REV.  They are not even pushing a new microphone, they want us to use the Mario Party Cube mic.  

I am adding this to my complaint list now consisting of no real world broadband internet port, why the **** we need USB ports for k/m when the REV controller is supposed to be the shite, and why in the hell Nintendo is afraid a kid will break a harddrive so they don't want to put one in the REV.  Yeah, a kid can break a GPU if he toses the console around enough; should we leave that out too?  What about that fragile CPU?  I guess analog sticks shouldn't be put on the controllers cause some dumb **** might break one.  

As I've been saying recently, Nintendo needs to say f*ck em to the mainstreme.  If people can't take care of their system enough so they won't break the harddrive it is likely it won't be long before they scratch their disks or the laser inside the system.  This latest excuse from Nintendo on the harddrive sounds more like, "we're just stuborn as f*ck, so lick it, we're cheap and we are using flash memory; and Sony doesn't have either for PS3 so that makes it okay."  Just because Sony does or doesn't do something does not make it okay.
Title: RE: Revolutionary Controller
Post by: Mario on June 09, 2005, 06:53:17 PM
Quote

The new news about Nintendo not making Cube controllers including bongos, DDR pad, and Mario Party Mic speaks to me that Nintendo is not thinking.

What on earth are you talking about? Who's not thinking again? You're complaining after that doesn't even make SENSE. Nintendo are letting us use the bongos and all that jazz, and why woudl't they? They fit in the GC controller slots.
Quote

I thought the new controller was going to make it so you only had to have one type of controller, this news just defeated the glorry of the new controller.

The obvious news that bongo drums would fit in the GC controller slots made you come to this conclusion? STOP, and THINK.
Title: RE:Revolutionary Controller
Post by: nemo_83 on June 09, 2005, 08:24:16 PM
Quote

Originally posted by: Mario
Quote

The new news about Nintendo not making Cube controllers including bongos, DDR pad, and Mario Party Mic speaks to me that Nintendo is not thinking.

What on earth are you talking about? Who's not thinking again? You're complaining after that doesn't even make SENSE. Nintendo are letting us use the bongos and all that jazz, and why woudl't they? They fit in the GC controller slots.
Quote

I thought the new controller was going to make it so you only had to have one type of controller, this news just defeated the glorry of the new controller.

The obvious news that bongo drums would fit in the GC controller slots made you come to this conclusion? STOP, and THINK.


Reggie said to think about a controller that can control all games between NES and Cube, as well as the revolutionary REV games.  I would think it would be possible to use gyros to emulate the bongos for example or even the light gun in Duck Hunt.  
Title: RE: Revolutionary Controller
Post by: Mario on June 09, 2005, 08:38:57 PM
What?
Title: RE: Revolutionary Controller
Post by: Infernal Monkey on June 09, 2005, 08:41:24 PM
"The truck have started to move!"

Guys, the Revolution controller will be a bowl of jelly. It is REVOLUTION.
 
Title: RE:Revolutionary Controller
Post by: BlackNMild2k1 on June 09, 2005, 08:41:35 PM
then we can throw the Rev controller on the ground and 'jump' on it repeatedly to play DDR Mario Mix?

how would the gyros emulate the bongos? I'm not seeing what you were thinking here.
Title: RE:Revolutionary Controller
Post by: nemo_83 on June 09, 2005, 09:01:27 PM
Youl could shake the two hemispheres of the controller like rattles or drum sticks.
Title: RE:Revolutionary Controller
Post by: BlackNMild2k1 on June 09, 2005, 09:09:37 PM
what about when you have to hit both drums....
lean the controller forward/back?

or clap into the microphone......
make clicking sounds by mouth?

or you have to do it all in a really fast sequence of movements.....
have a heart attack!!

I don't see it working out too well, even with a HUGE bottle of asprin around.
Title: RE: Revolutionary Controller
Post by: RABicle on June 09, 2005, 09:20:18 PM
Reginald said that the controller would include the functions of all the previous console's controllers, not that it would be able to play every game.

Light gun games are dead anyway, HDTV killed them.
Title: RE:Revolutionary Controller
Post by: BlackNMild2k1 on June 09, 2005, 09:27:49 PM
Quote

Originally posted by: RABicle
Reginald said that the controller would include the functions of all the previous console's controllers, not that it would be able to play every game.

Light gun games are dead anyway, HDTV killed them.


But gyros could bring them back(with the added help of a cursor on the screen)
Title: RE:Revolutionary Controller
Post by: nemo_83 on June 09, 2005, 09:38:25 PM
I swear to god I read at some point that the gyro could detect shaking and not just all the tilting and turning things.  So you would have a half of a controller in each hand and you would shake them or sling them like drum sticks.
Title: RE:Revolutionary Controller
Post by: BlackNMild2k1 on June 09, 2005, 09:57:05 PM
well if you were able to split the controller in half (which i don't think will happen, but what do I know....?) then I guess that might make sense. But until thats known as possible, then I just don't see how it's gonna work.  I still think that 2 independent controllers may be a little too radical for the casual gamer and especially the non-gamer when it comes to handling the controller, as lots of gamers depend on one hand or the other to support the controller while the other hand does some specific task (such as mash a button as fast as possible, rotrate a joystick really fast or just reach the start button to pause the game), but its all speculation at this point so............
Title: RE:Revolutionary Controller
Post by: MrMojoRising on June 09, 2005, 11:58:33 PM
Quote

Originally posted by: nemo_83
The Cube controller doesn't stack up to the present controllers let alone next gen controllers with even more buttons.  I thought this new controller would be REV so you could play all games with it, that is what Reggie said.


First of all, Nemo, you have officially gone crazy, I reccomend some strong medication to settle yourself down.  Second, I don't think that the cube controller has any trouble stacking up to present controllers...do you mean because it has one less button...because the little black on white buttons on the X-box controller aren't even used that much anyways.  And the Revolution controller will at best be just that, a revolution...it's not going to cook you dinner or make out with you...it CAN'T DO EVERYTHING!
Title: RE:Revolutionary Controller
Post by: Nephilim on June 10, 2005, 04:58:57 AM
Quote

Originally posted by: Ian Sane
"the thing is that the gamecube control would easly play n64, snes and nes games"

Does no one remember that the N64 has six face buttons while the Cube only has four?  Even if you use the z-button the Cube is still one button short and DON'T give me that "use the c-stick" crap.  That works sort of okay for Zelda but you would not be able to play other N64 titles with that method.  The Cube controller would work okay for the NES and SNES though since you could just map select to Z.

Logically Nintendo has to have a controller with at least 6 face buttons, two shoulder buttons, an analog stick, and a d-pad in order to properly play all N64, SNES, and NES games.

I didnt think it was that bad, nintendo copyed sony with using the c-stick
tony hawk 1 used the dual shock stick as a face buttons also, way before cube
I believe that the rev emu system with have button layouts anyway, because te buttons in some games might not work, much like megaman collection for cube
Title: RE:Revolutionary Controller
Post by: nemo_83 on June 10, 2005, 02:12:27 PM
http://di-links.com/link1614.html#null

Sony may know something we don't.  You have to go to that link and check out this new video.  Once, a while back I was joking about how Nintendo would use touch screens.  I threw out an idea that took me a whole of two seconds to come up with.  I thought it would be the only way to sell such a controller to me; but I also thought that idea is so out there it isn't possible this generation.  Basically I was talking about having clear plastic button mechanics like my scroll wheel ideas for the face of the controller being placed over touchscreens.  You'll have to see the video to know how that would work on top of a touch screen.  

PS I wasn't able to get this address to link for some odd reason.    
Title: RE:Revolutionary Controller
Post by: pudu on June 10, 2005, 06:04:44 PM
Hmm what the heck is going on there?  Couldn't that be done basically with one of those lcd/tablet screens or a screen on a tablet pc?  It would just have to recognise each square when it's placed on the screen and light up that portion.  I'm sure a lot more than this is going on here but I don't see the point yet of these litte squares.  I'll post more if I make some sense of it (or atleast I think I do).
Title: RE:Revolutionary Controller
Post by: BlackNMild2k1 on June 10, 2005, 07:06:26 PM
Nemo also mentioned this in another thread "PGC Forums" to which I already replied but, It appears that each square has a specific function, as can be seen by the little black bar at the bottom of each little square.  Which is also why you can see the controls on the screen before it is lit up.  You would have to find the correct window for the correct function and that is too much of a hassle.

As of right now I don't see any practicle function for any of this tech in its current form, but something that you didn't know, is that this video is from 2001.  Which means that we may be seeing something that came from this research in a  couple of years time.
Title: RE:Revolutionary Controller
Post by: Kairon on June 10, 2005, 09:42:38 PM
The C buttons on the N64 controller were replaced by the C-stick, which can easily take over the C button functionality.

Carmine M. Red
Kairon@aol.com
Title: RE:Revolutionary Controller
Post by: nemo_83 on June 10, 2005, 11:38:10 PM
clicky
Title: RE: Revolutionary Controller
Post by: KDR_11k on June 11, 2005, 12:05:52 AM
Kairon: Many games used the c-buttons as buttons, not a directional control. While that still can be done with a stick to some degree (not if it requires you to press multiple buttons), it's really awkward.
Title: RE:Revolutionary Controller
Post by: Dasmos on June 11, 2005, 12:13:35 AM
I always used the C-Buttons to jump in SSB, it would no doubt feel awkward with the GC control now i think of it.
Title: RE:Revolutionary Controller
Post by: BlackNMild2k1 on June 30, 2005, 10:49:43 PM
I found this over at N-Sider forums and thought it was interesting enough to post over here too.
Quote

New Email from the Revolution Engineer
I have recieved a new email from the Revolution Engineer, A.K.A 19D.O.R.Evolution:



19D.O.R.EVOLUTION
----------------------------------------------------------------
this is what i saw in japan:

the controller prototype i've used was a single piece
conventional-shaped one with a rather large plain
rectangular space in the middle of the butterfly design
portion. the rectangle was made of semi-transparent
plastic that at first look resembled polycarbonate but it
has a slightly gummy surface.it had conventional buttons
and stick and a microphone too.just a bad shaped
unfinished prototype assembled only to show us how it
worked.

during the bowling demo the hologram of a little bowling
ball appeared just a two or three centimeter below the
plastic surface and came up a half centimeter above, just
like it was emerging from the water.
then a japanese engineer told me to take aim using the
conventional controls or built-in gyroscopes (two in-line
- left and right side for dual feedback) and to blow on
the ball in order to make it fly into the tv screen. i did
it and the that ball had an acceleration mouvement toward
the big plasma screen, being holographically displayed
above the plain surface until it reached the front edge of
the same, then disappeared from the controller and almost
instantly re-appeared bigger on the tv screen and
...strike.
the acceleration curve of the object was calculated on the
noise level recorded by the microphone a bit like it is on
the nintendo ds, but, i think, in a more sophisticated
way.
obviously it was only a demo controller setup with several
features not yet implemented for example those regarding
tactile control and haptics.
the holographic projector features a very cheap high
resolution lcd holo-display developed in japan by nintendo
with the help of sharp using licensed nasa technology.
several arrays of smd high-bright white leds (gallium
nitride/indium-gallium nitride) under the above-mentioned
very thin display provide holographic projection of 3d
shapes in the air.

think about the ability to visualize items, characters,
and other objects or simply a control panel, and change,
swap,select and other actions by voice commands or by
touching them.

the other interface i saw (but not tested) featured a two
piece controller shaped like guns (only a gyroscope each
one) and i heard that holographic projection could be used
too with it but only via a separated projector box add-on
that was non shown that day.

by the way, i don't know which kind of controller has been
chosen or which features will be included and which not in
the final design, due to marketing reasons. maybe two
interface versions for different continental markets (i.e.
the cheaper one for countries such as india,china and
south-east asia) but this last one is only a personal
speculation.


that's all i can say about.
working there is like watertight compartments.
enough?
----------------------------------------------------------------

and following that was a link th the NASA website and a quote from the site

http://sbir.gsfc.nasa.gov/SBIR/successes/ss/7-043text.html
Quote

$300,000 of support from Japanese company to develop for game applications

I know that none of this is confirmed, and may be downright fantastical, but I do still find it interesting.  
Title: RE:Revolutionary Controller
Post by: MrMojoRising on July 01, 2005, 12:07:11 AM
Quote

Originally posted by: BlackNMild2k1 and may be downright fantastical, but I do still find it interesting.


Whether that is true or not it's definately fantastical!...but yeah, probably BS.
Title: RE:Revolutionary Controller
Post by: Toruresu on July 01, 2005, 03:52:34 AM
That really sounds interesting.

So from touch screen control we now have 3d holographic control.

Wait for a big let down when Nintendo shows a regular (but great) controller and that the DS will also function as a controller via wireless connection.  
Title: RE:Revolutionary Controller
Post by: Shift Key on July 01, 2005, 04:29:22 AM
You're all on drugs.
Quote

Light gun games are dead anyway, HDTV killed them.

AT THE GOING DOWN OF THE SUN
AND IN THE MORNING
LEST WE FORGET

R.I.P CRT technology


And no, Duck Hunt will not rise up from the ashes, Mario. NO LIGHT GUN.

Quote

I didnt think it was that bad, nintendo copyed sony with using the c-stick

Blol, dual analog is hardly revolutionary. DUUUUUUAAAAAAL!

"HAY GUYS, WHAT'S OUR NEXT BIG THING?"
"HOW ABOUT ANOTHER ANALOG STICK? THAT'D BE THE BEES NEES! IT COULD EVEN BE USEFUL FOR SOMETHING"
"YAY! PAY RISE TIME!"

Quote

As I've been saying recently, Nintendo needs to say f*ck em to the mainstreme. If people can't take care of their system enough so they won't break the harddrive it is likely it won't be long before they scratch their disks or the laser inside the system. This latest excuse from Nintendo on the harddrive sounds more like, "we're just stuborn as f*ck, so lick it, we're cheap and we are using flash memory; and Sony doesn't have either for PS3 so that makes it okay." Just because Sony does or doesn't do something does not make it okay.

Are you lost? You must be looking for the HDTV drama thread. We're talking about controllers here.
Title: RE: Revolutionary Controller
Post by: Spak-Spang on July 01, 2005, 05:23:55 AM
I am beginning to believe the controller will be more traditional and conventional instead of this way out ideas.

Reggie keeps on making it sound like the controller itself is CONFIGURABLE...to become the best controller for whatever game you are playing.  That would be revolutionary...but also sounds impracticle.

I am totally lost with what Nintendo is trying here, but it is very exciting.

Title: RE: Revolutionary Controller
Post by: kirby_killer_dedede on July 01, 2005, 05:29:03 AM
Somehow I get the feeling that after all this hype we're all going to be immensely disappointed.
Title: RE: Revolutionary Controller
Post by: Spak-Spang on July 01, 2005, 05:54:08 AM
Kirby_Killer_dedede:  I expect some will, definately.  I am not looking for much.  I just want something to play my games off of.

Nintendo has sold me on the backwards compatiable, because I got rid of all my gaming systems except the portables, and my Cube.  

Title: RE: Revolutionary Controller
Post by: trip1eX on July 01, 2005, 08:00:18 AM
I've always thought it will be like the DS.  The tech isn't going to be something we've never heard of.

The configurable things seems to lead towards a touchpad of sorts that could be programmable.  Maybe a controller that breaks in two and comes wtih different right and left sides.

Also here's another brainstorm.  Have you guys seen that keyboard for the pc that is basically a blank slate which comes with a set of keys that stick onto to the slate?  YOu can arrange them however you want.  They are also removable and have a tactile feedback like a key on a regular keyboard.   Perhaps a tech like that will be in the controller.

Title: RE: Revolutionary Controller
Post by: NinGurl69 *huggles on July 01, 2005, 11:12:06 AM
BWUH?

Nasa getting support money from a Japanese company and the US army, and cooperating with Ford motor company?

WHAT ARE THEY DOING?!

THE MAN-EATING OPTIMUS ASIMO TRANSFORMING CAR SOLIDER WILL SOON BE UNLEASHED

HIDE YOUR KIDS
Title: RE: Revolutionary Controller
Post by: Spak-Spang on July 01, 2005, 11:14:36 AM
I'd buy that for a dollar.

Title: RE: Revolutionary Controller
Post by: nickmitch on July 01, 2005, 11:28:17 AM
Wouldn't holograms kill thet battery.
Title: RE: Revolutionary Controller
Post by: KirbySStar on July 01, 2005, 05:51:43 PM
Not if Nintendo has invented some kind of perpetual motion machine that can fuel more energy into the controllers merely by existing.  That'd be real rad.
Title: RE:Revolutionary Controller
Post by: nemo_83 on July 01, 2005, 06:42:07 PM
This Nasa stuff will probably turn out to be for the arcades.
Title: RE: Revolutionary Controller
Post by: Spak-Spang on July 01, 2005, 07:01:05 PM
Nemo:  That would be great if we can get technology to make arcades significant again.  I miss going to the arcades and playing really fun and special games.

Now the arcades are really pathetic.

I miss the entire gaming scene of the late 80s early 90s actually.

Title: RE:Revolutionary Controller
Post by: Shecky on July 01, 2005, 07:03:37 PM
Quote

Originally posted by: Professional 666
BWUH?

Nasa getting support money from a Japanese company and the US army, and cooperating with Ford motor company?



Actually that would be illegal, NASA can't get money from a company - they can't compete with them either.... this is a SBIR, where the SB stands for Small Business.  This was a proposal by the Physical Optics Corporation.  *They* would be getting the support along with $$ from NASA.  
Title: RE: Revolutionary Controller
Post by: UncleBob on July 01, 2005, 08:08:19 PM
Dude, the idea of a "Lego Controller" would be great (although it would never work).  Piece together whatever buttons, sticks and whatnot to make the controller the way *you* want it.  And different games could come with different pieces (Like a Vaus Paddle piece for a Breakout-type game, etc)...

Like I said, it'd never work... but it'd be neat.
Title: RE:Revolutionary Controller
Post by: MrMojoRising on July 02, 2005, 01:37:29 AM
I'm getting to a point where it's just getting overhyped...by the time they freaking show the thing I'll have the same reaction of "finally!" whether it's a GC controller with an R logo or a hollogram weilding gyro using thing-a-ma-what's it.  I'm probably wrong, I'll probably be amazed by whatever they do because I'm a total fanboy like that...but seriously this hype is killing me.
Title: RE:Revolutionary Controller
Post by: KirbySStar on July 02, 2005, 12:15:59 PM
Quote

Originally posted by: Shecky
Quote

Originally posted by: Professional 666
BWUH?

Nasa getting support money from a Japanese company and the US army, and cooperating with Ford motor company?



Actually that would be illegal, NASA can't get money from a company - they can't compete with them either.... this is a SBIR, where the SB stands for Small Business.  This was a proposal by the Physical Optics Corporation.  *They* would be getting the support along with $$ from NASA.
Then explain the Tempur-Pedic Swedish Mattress which uses NASA's memory foam?  How is that not illegal?
Title: RE: Revolutionary Controller
Post by: nickmitch on July 02, 2005, 12:57:18 PM
They may not be able to get money, mattresses is another story. . .
Title: RE:Revolutionary Controller
Post by: Shecky on July 02, 2005, 04:59:19 PM
Quote

Then explain the Tempur-Pedic Swedish Mattress which uses NASA's memory foam? How is that not illegal?

They may not be able to get money, mattresses is another story. . .


Ummm, that's different and is one of the reasons NASA is there.  "For the benefit of all."  What your thinking of is called "technology transfer."  You won't see NASA making it's own mattresses anytime soon, and that special foam can be licensed out further if it really is a NASA tech.  (On a side note, I've been wanting to look up what the really story is behind that mattress... they always seem to word that part of there infomercial *very* carefully).  Also, NASA didn't get money from Tempur-Pedic in order to make a nice mattress.

NASA can get into space act agreements (SAA) in order to cooperate with other entities, and I'm not saying that working with outside countries is a no-no either (we worked with others on the International Space Station).

There are a *lot* of things that NASA technology has played a roll in.  A lot of which you probably use regularly - and a lot of which is probably already in video games and hardware.
Title: RE: Revolutionary Controller
Post by: UncleBob on July 03, 2005, 04:57:13 AM
Tang, for example!
Title: RE:Revolutionary Controller
Post by: SgtShiversBen on July 03, 2005, 11:36:02 AM
And Duct Tape!!  N.A.S.A. rocks.
Title: RE:Revolutionary Controller
Post by: nemo_83 on July 03, 2005, 03:29:02 PM
I love taking text out of context.

"you can stick it (the Revolution's controller) in your pants"

-EGM  
Title: RE: Revolutionary Controller
Post by: nickmitch on July 03, 2005, 03:44:39 PM
What was the context?!?
Title: RE: Revolutionary Controller
Post by: Edisim on July 03, 2005, 04:18:57 PM
the lego controller isn't really that difficult to make work, but it just wouldn't be worth it... can you imagine casual gamers and nongamers looking at that and giving a damn?

maybe the revolutionary aspect this time around won't be any single feature on the controller itself, but rather that nintendo is getting rid of the idea of any single standard controller that is supposed to work for all game genres, and is instead releasing multiple controllers up front, including a keyboard/keypad/remote control (for the dvd, web/downloading, etc..), and maybe a headset for voice command (for, if nothing else, a very user-friendly interface for the revolution's menu systems)
...thinking about the cube's controller, there wasn't really anything terribly innovative aside from the digital click of the shoulder buttons (yawn). the ergonomic styling was great, and wavebird was nice, but there wasn't a lot in terms of innovation there, hardware-wise anyway... though even without anything terribly innovative, just the layout/placement of the buttons and pads and sticks and so forth WAS put to great use in games like metroid prime and rogue leader..
Title: RE: Revolutionary Controller
Post by: Edisim on July 03, 2005, 04:42:38 PM
you know, we all keep thinking that nintendo's new revolutionary controller is for normal games and normal gamers... but let's not forget that they are releasing weird "nongames" like electroplankton and nintendogs...

"change the way people interact with games"... could be that the "revolutionary" aspect of the controller/control-interface is designed more to draw in nongamers and casual gamers more than it is to satify/dazzle normal/core gamers... and you don't necessarily need new/innovatice hardware to change the way people "interact" with games. animal crossing is a game that uses a standard controller (doesn't even need a microphone), but you definitely didn't play that game the way you would play a normal game. you could only "play" animal crossing for ten or twenty minutes a day, and you didn't even necessarily play any time any day you wanted--there were specific dates and times that you had to be there...

gameboy micro. nintendo's philosophy/spiel behind that seems to be: whenever you've got five minutes, here and there, waiting for a bus or a friend or whatever, you could take it out and play. that's not really something that can be done with most games--if you want to make progress in that game. but it's a whole different idea with the micro; it's not about conventional gaming in that you're playing to necessarily finish the game, you just play when you want, when you have time, because it's fun..

i think that core gamers aren't necessarily the primary target nintendo is aiming to please with their new controller/interface. we might be pleasantly surprised, or we might be initially disappointed until we see how it works with conventional games...
Title: RE:Revolutionary Controller
Post by: nemo_83 on July 04, 2005, 04:21:32 PM
Quote

Originally posted by: TVman
What was the context?!?


"Some say..."
Title: RE: Revolutionary Controller
Post by: stevey on July 04, 2005, 04:46:41 PM
"you could only "play" animal crossing for ten or twenty minutes a day,"

No I play for day on end with no stoping. I think it's a normal controller with something to make it revolutionary in it but it still normal so it can play nes snes n64 games.
Title: RE: Revolutionary Controller
Post by: couchmonkey on July 05, 2005, 02:06:52 PM
I agree with Edisim on lego controllers and configurable controllers in general: the concept is too complicated.  Especially if you're looking at Nintendo's supposed "nongamer" segment...a whole heck of a lot of nongamers don't know how to use their VCR remotes, and don't want to learn either.  Asking these people (or casual gamers or even a lot of hardcore gamers) to build their own controller is like asking people to assemble their own furniture: some people would think it's fun, but even more people would be willing to pay extra to have it done for them.

What could work is a controller that transforms automatically based on a signal from the game, so no extra work is required from the user, but even that would probably confuse most people.  I think the idea of configurable controllers is nifty, but not really what Nintendo is aiming for.

Edit / P.S.: All those moving parts would make the controllers pretty delicate and expensive, too, I imagine.  
Title: RE: Revolutionary Controller
Post by: nickmitch on July 05, 2005, 03:55:18 PM
Transforming controllers would turn away the casuals and 3rd parties wouldn't use it.
Title: RE:Revolutionary Controller
Post by: Darkheart on July 05, 2005, 06:10:12 PM
Transformers more than meets the eye, transformers, robots in disguise. . . . . .
Title: RE: Revolutionary Controller
Post by: nickmitch on July 05, 2005, 07:03:15 PM
Somebody's ready for the Transformers: Cybertron premier. . .
Title: RE:Revolutionary Controller
Post by: Darkheart on July 05, 2005, 07:10:56 PM
Lol no ive never been into transformers, just always loved their theme sonG!


Anyways you know transformers love playin the Ds anywhoo http://www.vgcats.com/comics/?strip_id=138
Title: RE: Revolutionary Controller
Post by: nickmitch on July 05, 2005, 07:33:37 PM
And yet all their game come out on PS2. Sigh. . .
Title: RE:Revolutionary Controller
Post by: kirby_killer_dedede on July 06, 2005, 11:27:07 AM
Can someone link me to this Gamespot interview with Reggie?  
Title: RE:Revolutionary Controller
Post by: nemo_83 on July 06, 2005, 04:57:35 PM
"I work in the video game industry and wanted to contact you about the Rev and what it would be. I am not some stupid bulls%&^$ I am 100$ legit and am too old to make false claims please use this info discreetly. I have received an updated version of the Rev. dev. Kit at my workstation two days ago and I am proud to announce that everyone even Microsoft and Sony fan boys may very well be switching sides when everything is confirmed. I do not necessarily agree with Nintendo strategy in the next-gen war because I believe that competition is what keeps everyone honest and fresh and willing to push the boundaries. Nintendo’s next-gen plan according to what I have seen from the new dev. Kit is that they are aiming to create a single dominant console from a consumer and developer standpoint. First I will go into the questions about cube-mapping: is it really that great, hasn’t it already been done before, is and how will the Rev. use it? Well, cube-maps have been around for quite some time but they are not very similar at all to the technology Nintendo patented called “cube-mapping” it is a new revelation and step forward for all game development to come. The patent Nintendo filed calls for the games graphic designers to pre-render the entire game environment of the whole game along with the NPC’s pretty much everything except the main interactive character/characters and basically converts it to real-time gameplay with no graphical fidelity loss whatsoever and allows a completely dynamic camera. The word “cube-mapping” stands for basically converting pre-rendered to real-time in an instant. This technique is actually dedicated to the hardware along with many other techniques that aid in this being accomplished. The dev. process on the Rev. is a revolution in and of itself in my opinion simply because of the cube-mapping and AI chips that help extensively with working out bugs to creating a world based of concept photos without a huge team and high production costs. In example a premiere game on the Rev. might cost $5 million on the Rev. and cost $80-100 million on 360 or ps3 at the exact same graphical fidelity. By the way my team at factor 5 is NOT committed only to ps3 but all consoles. Of course certain games will be exclusive to certain systems but the Rogue Squadron game that I’m working with will be multi-platform. Next generation also will represent the end of the straight port, every system next-gen will be special at something and that version will allow something completely different than the others. I believe this will become rule of thumb next-gen.
The dev. Tool that will be available to the consumer will not be an actual dev. Kit that will require programming to realize a game. It will draw on the virtual console as a basis for game-editing and creating from scratch brand new experiences based on old-game mechanics, graphical art styles and environment. It allows one to stripe away a previous game world to the basics and start new while implementing anything you want. It is hard to describe until you see it in action but rest assured it IS real and will be an astonishing feature that will make Rev. one of a kind. With the spec alone without the addition of dedicated cube-mapping just pushing polys the Rev. will be about a quarter more powerful than the 360 at its highest graphical limit. And w/ cube-mapping implemented it WILL exceed PS3’s fidelity through lower spec although it is a cheat it is effective nonetheless. Oh, and a couple new SSB characters will be from what I’ve heard, Link with the Fierce deity mask will be an unlockable and pikmin with olimar,
Now for the controller the way the two pads will be connected will be through a magnetic lock where you put one piece into another with magnets inside and the magnets lock them together. Then to release the two pads you will hold down a small button and twist them and they will come back apart. Everything about the controller I mentioned is 100% true they will feature depth mapping, haptic force feedback, weighted gyroscopes, a built-in mic and heat/cool sensors. All combine to create a very impressive experience, by the way if “Wintry_Flutist” is really Reggie Fils-Aime ask him he knows. Another feature that has been dedicated to the Rev. hardware is a technique called “texture-synthesis” whereas it allows developers to create VERY true to life, up close and personal textures and lighting. Where developers used to have to tile the same texture over a huge area of the environment and then wrap that repetitive texture to the gray map and then light it. It now allows the texture to be a part of the gray map with little effort thanks to the dedication of the technique and coupled with the cube-mapping. By the way, the ON video was created in partnership with Nintendo no matter what anyone says, but the technology being that vid is VERY real and will be included as a peripheral for Rev. I got the miserably cool experience to get one of my Japanese friends to let me get another look at the game Ichi the Killer and the playable part that I played really shows in a horrible way what the controllers will do. In the sequence some guy name Kakeehara I think I spelled it right was torturing a man while holding his hand in a bath-tub filled with hot-oil. The trick was to keep him from having a heart-attack by “talking to him kindly” with the mic on the controller. You would place either his arms or legs or sit him down in the oil and you could feel the force feedback from his body twitching as he apparently was minutes from going into shock from the pain. You would move one of the pads in a slapping motion to wake him back up and talk to him “gently” to try and get his heartbeat down so you could interrogate him more. The object of that sequence was to keep him alive and in pain for as long as possible and to get needed info out of him. It was THE MOST disgusting thing I have ever seen but truly magnificent in the way it was executed through the controller features.
Mr. Iwata has already begun to lead into revealing that through the dev. Tool the Rev. will allow the entire back library of old games to be redone independently by the consumer to offer an infinite replay value through the dev. Tool and controller features. He has already stated that Rev. will “enhance” old games just wait and see if I’m not right about how much it really will enhance the games. Just keep your ears and eyes open. As a developer I am excited about Rev. but also see that if Nintendo does in the next-gen take back market dominance like it is trying to do that will be the end of competitive game development in a way. So I kind of hope that at least one of the other companies stays in the business to keep us all honest and competitive and always innovating in some way. Because without competition the only people who lose in the end are the consumers. Right now I am hard at work on the 360 version of RS4 and even though I as a consumer would prefer a Rev. version I am proud of the work I am doing on the version that I am working on. I grew up as a kid on Nintendo’s products and I think in the end Nintendo will probably be the last in the business and will survive anything. It is nice to see that all you people on the forum appreciate all the work they have done through the years and video games’ rise in general. Stay well and we’ll be in touch."

 
Title: RE: Revolutionary Controller
Post by: nickmitch on July 06, 2005, 05:17:40 PM
Where'd you get that from?!?
Title: RE: Revolutionary Controller
Post by: Zach on July 06, 2005, 05:29:21 PM
WOW!!!  That is really cool information (I really hope it is true, but I will try not to get my hopes up).  This only fuels how much I desperatly want a revolution.  If it is true, it is no wonder why Nintendo is keeping the controller such a secret, all of the "depth mapping, haptic force feedback, weighted gyroscopes, a built-in mic and heat/cool sensors" are really amazing, but it makes me wonder what the price point for the controller would be.  As for Olimar on SSB, I wonder how that would be set up, would he get about 5 pikmin that would follow him around (ala ice climbers), or maybe pick them out of the ground and throw them at people.  Also, I hope all of the ways they would make it easier for developers would help get us some third parties (even if it hasnt in the past).

Fingers Crossed that all of this is true!!  
Title: RE:Revolutionary Controller
Post by: nemo_83 on July 06, 2005, 06:22:06 PM
I found it at nintendo.com.

I am most intrigued by the game editing ideas.
Title: RE: Revolutionary Controller
Post by: Spak-Spang on July 06, 2005, 06:44:41 PM
Nemo_83:  Although interesting...once again that sounds too fake.  

1)The guy is leaking NDA material and he throws out where he works and also information about games he is working on that probably also have NDAs.  That isn't professional.

2)Once again the controller describtion is just a collection of other rumors put together as one unit...and what a drastically expensive unit.

3)People need to stop including the Nintendo ON video as fact or even possible fact...if you are going to be a new fake rumor don't refer to other people. Like he also did in...

4)Name dropping with Wintry_Flutist just sounds stupid.  If this guy is Reggie he will deny it...if he isn't Reggie then he will probably play along with the rumor to get attention.

5)Cubed-Mapping?  Hasn't this already been discussed?  What he describes doesn't make sense...specially the designing your own maps/skins/maps/levels using Revolution technology.  Why?  You hurt your own sales by doing making a potentially limitless game.  

6)Finally the 2 extra characters in Smash Bros. Rev.  We know where he works, why would he have access to see everything new about the game, or new characters.  The predictions of the characters are boring anyway.  

It was fun fantasy...but again just fantasy.

Title: RE:Revolutionary Controller
Post by: nemo_83 on July 06, 2005, 07:13:57 PM
mercy
Title: RE:Revolutionary Controller
Post by: IceCold on July 06, 2005, 07:16:10 PM
"Everything about the controller I mentioned is 100% true they will feature depth mapping, haptic force feedback, weighted gyroscopes, a built-in mic and heat/cool sensors."

". By the way, the ON video was created in partnership with Nintendo no matter what anyone says, but the technology being that vid is VERY real and will be included as a peripheral for Rev. "

I don't think so... He did a good job of summarizing all of the rumours in his description of the controller, but I highly doubt it's true. And ON as a peripheral???

"...get another look at the game Ichi the Killer and the playable part that I played really shows in a horrible way what the controllers will do. In the sequence some guy name Kakeehara I think I spelled it right was torturing a man while holding his hand in a bath-tub filled with hot-oil. The trick was to keep him from having a heart-attack by “talking to him kindly” with the mic on the controller. You would place either his arms or legs or sit him down in the oil and you could feel the force feedback from his body twitching as he apparently was minutes from going into shock from the pain. You would move one of the pads in a slapping motion to wake him back up and talk to him “gently” to try and get his heartbeat down so you could interrogate him more. The object of that sequence was to keep him alive and in pain for as long as possible and to get needed info out of him. "

And we're supposed to believe that Nintendo made this game? Not bloody likely.
Title: RE: Revolutionary Controller
Post by: KnowsNothing on July 06, 2005, 07:35:45 PM
Well, I read most of both those articles, and I don't believe either of them.  In fact, I haven't believed one word about the Rev that has sprung forth from anybody but Reggie, Iwata, Miyamoto, or whomever can actually be proven to work at nintendo.  While some of this may and up being true, we're all better off just not believing it.

The first one, from Nintendo.com, is bull.  Why would someone who's leaking this info reveal where they work?  Why would someone at Factor 5 know about SSB?  There were other loopholes and fallacies in there, but I forgot them when I read the second article, the blog one that nemo posted the link to.

It seems that whoever wrote this took all of the complaints about other fake leaks and made excuses for them; I don't speak english, I can't be bothered to use puncuation, I'm pressed for time so I'll be vague, etc.  There were some lines in there that seemed just....amature-ish, or something.  Also, his name, Gemini.....hmmm, does that name relate to "Aries" in any way?  Wait, aren't they both signs in the zodiac? *  Also, it seems that whenever a new piece of "leaked" info comes out, there are a few other "sources" with that same new info that just showed up.  When did the post at nintendo.com show up?

They both seem to build off of other rumors, except that second one was done much better.  In terms of the technology both of them described, it all seems to be a bunch of gobbledy-gook, but I leave the rest of that to the more tech oriented forumers (feel the pain anywhere in your body?  Seems...ehh...)


*The time frame that Aries showed up and the time frame of this here Gemini roughly match their astrological counterparts, however both of them seem to be a sign early.  Just thought I'd point that out
   
Title: RE:Revolutionary Controller
Post by: IceCold on July 06, 2005, 07:45:09 PM
The second one that nemo posted is fake, that I am  sure of. He says that Nintendo made the ON movie themselves, and Sony knew that it was real, so they paid the Pablo guy to say that he made the clip, because they wanted people to think it was fake. LOL! Why would Nintendo release that clip secretly, and let Sony know their revolutionary feature, if they could just make it public by showing it at E3??? And why would they let everyone believe that it was fake if the cat was already out of the bag and Sony knew about it? IF the competition already knew about it, then why wouldn't they just tell the public?

Other loopholes, like calling it NOJ instead of NCL etc.
Title: RE:Revolutionary Controller
Post by: Caterkiller on July 06, 2005, 07:49:51 PM
Hmmm, I don't know what to say. I'd love for most of this to be true, but I am sooo not going to get my hopes up super high.
Title: RE: Revolutionary Controller
Post by: KnowsNothing on July 06, 2005, 07:51:29 PM
Ice: Ahaha, that must have been in the paragraph I skipped  (there were a couple actually, it was quite long and boring).  Upon going back and reading it, he did mention at the end that that was all guesswork, but it's just all so stupid.  
Title: RE: Revolutionary Controller
Post by: nickmitch on July 06, 2005, 08:03:57 PM
Wasn't the Pablo guy from Spain? Why would he try to join NOA instead of NOE?
Title: RE:Revolutionary Controller
Post by: BlackNMild2k1 on July 06, 2005, 08:28:08 PM
because NOE sux.

But anyway I take all REV info with a teaspoon of salt and a cup of water.  I niether want to be hyped up or let down, so I sit in a gray area.  Only in the official unvieling will color be added so that reality may set in.

to anyone that wishes to join me, here is a seat, a spoon, and a cup.
*provide your own salt and water*  
Title: RE: Revolutionary Controller
Post by: nickmitch on July 07, 2005, 03:06:12 PM
If you live near the ocean then you've got 'em both right there!
Title: RE:Revolutionary Controller
Post by: nemo_83 on July 08, 2005, 09:25:20 PM
a new concept

nice effort

Title: RE:Revolutionary Controller
Post by: MrMojoRising on July 08, 2005, 11:21:38 PM
I think blue lights that match the system on the controller would be really cool...though they would probably drain the battery much faster and make the controller more expensive, which is why we probably won't see them on the real controller.  But here's hoping they figure out an inexpensive non-power killing way of making the controller have badass lights.
Title: RE: Revolutionary Controller
Post by: nickmitch on July 09, 2005, 02:49:58 PM
I don't know about y'all but I like my controllers cheap. But I'm confident that the rev's controller will be economically friendly and still have all the bells and whistles.
Title: RE: Revolutionary Controller
Post by: kirby_killer_dedede on July 14, 2005, 02:59:13 PM
I hardly see adding bells and whistles to a controller as a revolution.

Jebus, TVdude!