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4976
Nintendo Gaming / RE:Will it be called the Nintendo Revolution?
« on: April 13, 2005, 02:50:08 PM »
engh, sony will probably stop numbering their playstaions after 4. By then it'll be Playstation 2020 and Xbox Xtreme.
And Nintendo does have a consistent brand name for their home consoles: 'Nintendo'. They don't need anything else because, unlike Sony and Microsoft, making videogame consoles is the primary thing Nintendo does.
'yes, but Nintendo has negative press surrounding it! They need a new brand name!'  No, they need to change the negative press, which is what I think they're trying to do with Nintendo DS and Nintendo Revolution.


Quote

That's something they should consider doing when they end the current generation in the lead. When there's as much negative stigma associated with your brand name as there is with GameCube it's usually better to start fresh. Otherwise, people who wrote off GameCube as I LOVE HALO 2 might automatically write off GameCube 2.

Except they can't do that next time either because 'Revolution 2: this time 2x as revolutionary!' sounds silly.
Right now it doesn't look like Nintendo wants to create a new home-console franchise name. Nintendo's names are too specific: unless they want to make another cube-shaped system, another dual-screen system, or another 'revolutionary' system, they're out of luck next time around.  

4977
Nintendo Gaming / RE:REV's appearance and marketing
« on: April 12, 2005, 06:10:50 PM »
Back on topic, then.

Quote

Bill said:
Quote

GameCube's official color is now grey.

Wait, hold up........Huh!?

Their commercials emphasize grey.


Quote

Bill said:
This is Nintendo...Humbleness comes first whether anyone likes it or not...

...yeah, I guess that's actually good thing. I think they've found a strategy wherby they go into hyperbole on certain subjects ("this new device is the most innovative, world changing product since sliced bread!") while remaining humble and thruthful on what their systems actually do. Which is good.


Quote

Reggie by way of BlackNMild2k1  said:
One thing the GameCube taught us is the importance of pleasing as many different types of gamers in the market as possible.

I want the Revolution to look more like an appliance and less like a kid's toy. But I don't want the REV to look like a VCR/DVD player. My CD player doesn't look a VCR. My toaster doesn't look like a CD player. My computer doesn't look like my toaster. Revolution should look stylish but still very unique.


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IanSane said:
Kids find adult stuff cool. Adults don't find kids stuff cool. It's just common sense to go for something 100% of the population will tolerate than something that only a part of it will.

agreed.

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IanSane said:
You could paint Sony as an oppresive government forcing us to conform to boring games and then paint Nintendo as the "Revolution" of rebels overthrowing the oppresive Sony and regaining their crown. It's aggressive and promotes Nintendo's innovative game ideas and it's like a call-to-arms for Nintendo fans. We're taking games BACK. That sort of thing.

YES!
See, Nintendo's whole problem right now is they're a bunch of losers. Everyone hates losers. But, somewhat paradoxically, everyone loves underdogs.

Quote

TYP said:
I suggest "Nintendo" is dropped from the title (though that will never happen)

Completley disagree. When your company has bad press surrounding it's name (and Nintendo's bad press is pretty mild...they haven't been spotlighted for doing anything morally wrong, for example) it's always better to try to change the public's perception of your company. IMO, Trying to bury your company's name is a bad idea for a whole number of reasons, not the least of which is that bad name recognition is better than no name recognition.
As for Microsoft not calling xbox "microsoft Xbox", Im fairly sure that has more to do with them  being known exclusively as a software maker, rather than because of any bad press. Notice that, when it comes to software, it's still "Microsoft Windows XP" and "Microsoft Office".



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KDR said:
As an advertisement I'd suggest having thousands of people with identical clothes, shaved haircut, pale skin and a green X tattooed into their foreheads (along with a barcode) sitting in front of thousands of numbered TV screens playing the same game, all in a pretty dark environment (think Matrix real-world scenes) perhaps with CG machines watching over them, then as the camera shows all this show two texts: "Don't be another number in the system" "Take the power back", ending with a "Revolution" logo in the end. Perhaps use that only for the early phase.


Sort-of related: it would be cool if they got Laurence Fishbourne to narrarate Revolution's commercials.

Quote

IanSane said:
One thing I think would be good would be for Nintendo to have multiple brand names as a game publisher. So games like Mario and Pokemon are published by Nintendo but titles that aren't so cutesy like Zelda or Metroid use a different brand name. So "Nintendo" makes the family-friendly stuff and "Triforce" (or whatever) makes the more edgy stuff.

I think creating a seperate company name for mature titles like eternal darkness would be a good idea. But why on earth would Nintendo want to seperate their name from their best franchises? Why would they want to further associate 'Nintendo' with 'tiku tiku tiku!  only'?
I really don't think the answer to Nintendo's image problem is for them to say 'yes! Nintendo actually is tiku tiku tiku! ! which is why we've created a new, non-tiku tiku tiku! , totally cool NEW company to make our new console and all our cool games.'

Finally, I'd like to say something on the touchy apple issue. Apple did something that I want Nintendo to do: they changed their company's image, almost overnight, from a crappy company that makes computers for schools, to a super-cool underdog that makes nothing but great products. They did this by making their hardware look really good, creating really good commmercials, making an outwardly pretty and inviting operating system, and fixing some of their computer's long-standing flaws. Furthmore, they did all this without changing that unique apple 'feel' or sacrifcing their overall more intuitive operating system.
All of this helped make apple computers extremlely inviting to the mainstream, AND didn't really hurt power users.
That's what I want from Nintendo: A massive image change, that doesn't fundamentally change what Nintendo is. And, a game system that is more inviting and more intuitive to the mainstream, while still being just as inviting to the hardcore.

4978
Nintendo Gaming / REV's appearance and marketing
« on: April 09, 2005, 03:43:07 PM »
What do you think Nintendo will/should do this time around with the console's appearance, packaging, and marketing?

Here's what I want:

A bright color for the console itself (that isn't purple).
..to differentiate itself from the Competition. Personally, I'd like a nice Dreamcast white. Though silver would be cool. A reflective top would be even cooler.

The return of the color red.
After GameCube's bright-purple fiasco, Nintendo seems to have gotten the idea that they should try to eliminate all color from its consoles and marketing. GameCube's official color is now grey. This is a bad idea. Everybody hates grey. Case in point: Apple didn't become popular until they switched from dull gray to bright white, light blue, and silver.
Nintendo needs an official color this time around: PS2 is blue, XBOX is green, I think Nintendo should be red. Though they've dabbled with light blue recently (panasonic q, DS marketing), and that would work too.

The return of N-64-style curves.
Boxes are boring. Actually, I'd like the console to be completely round....something like the base of the g4 imac.

Lights!
I loved the lights surrounding the panasonic q, and think this thing should light up wherever possible. Have a light in the console's underbelly that lights up when the console's on. Have a light that surrounds the start button and throbs when it's time to press start. Have lights around the controller ports that throb when a controller needs to be plugged in (if there'll even be controller ports this time around.)

Handle!
If the powermac g5 has a handle, the revolution can have a handle. It just needs to look cool.

Smaller footprint.
Don't get the wrong idea from GameCube. There is nothing wrong or 'uncool' with a console being small and sleek. However, this time around, the box that the console comes in needs to be at least the same size as the competition's (in America).

A mentioning of Japan.
Japan is ridiculously popular right now. Have a 'Designed by Nintendo in Kyoto, Japan' sticker somewheres. And, if you want to get really crazy, use a 'approved by master game designer shigeru miyamoto' sticker.

A mentioning of power.
I don't care how revolutionary the console is, I don't care if it can't render as many polygons as the PS3, on the packaging and in the commericials it needs to be touted as an extremely powerful console.

Good advertising.
I can't really say too much about ads until the console is revealed.
...Early advertising that leads you to believe there's some sort of actual revolution would be cool, though. I'm imagining white text on red background that says "JOIN THE REVOLUTION! www.therevolutioniscomingandyoucantstopit.com"
Later ads should put the console and it's graphics center stage. The console itself should turn heads this time around, so the advertising won't have to hide it.

Thoughts?  

4979
Nintendo Gaming / RE:FORCE FEEDBACK GYROS FOR THE REV---
« on: April 09, 2005, 02:19:02 PM »
Putting it on the console would work. But I don't think it would be that much of a problem to put it on the controller.
Nintnedo spent a lot of time in their patent (link, for those who haven't seen it) discussing an apparently unique way they've discovered for making a retractable cord fit inside a controller, without making the controller too big or too expensive.

But I don't care how they do it....it'd be annoying not being able to play during charges. Especially considering the controller will probably have a much lower battery life than Wavebird and, knowing Nintendo, probably won't have an easily replacable battery.  

4980
General Chat / RE: Newbie Check-In ... right this way!
« on: April 08, 2005, 02:05:23 PM »
heh. Yes. Sorry.

I try to be brief, but the words keep coming...it's like
....ah, I'm doing it again. Must.....stop.....writing...

There we go. 3 paragraphs. It's getting better!

edit: Yes, my screen name is about 3 letters too long. How can I change it?

4981
General Chat / RE: Newbie Check-In ... right this way!
« on: April 08, 2005, 12:42:47 PM »
Hello!
This isn't my first post, but I'm still new. New like games you buy at EB where they say they're new but actually they've been taken out of their case and handled and smudged.

systems owned: ds, gcn, gba, n64, atari 2600.

4982
Nintendo Gaming / RE:What type of games should the Rev launch with?
« on: April 08, 2005, 12:14:26 PM »
I think the launch needs one thing: a huge, new, system-selling game. Smaller games that just show off the system do NOT work, as GameCube and DS proved. Also of course, there also needs to be healthy dose of high-quality smaller games at launch...those will be the x, y and b buttons that surround our glorious, giant a.

The large new game might be:

-a new Miyamoto game that utilizes the Revolution's new capabilities to the fullest. Either a whole new franchise or a new Mario game.

-a new, full length Metroid game from EAD or Retro.

-a new, full length Kid Icarus game from Nintendo or a second party.


The smaller games could be anything, but Nintendo needs, as a lot of people have said, at least one multiplayer game (SSBM, hopefully), lots of 3rd part support (Super Monkey Ball, anyone?), and at least one mature game (exclusive first person shooter from Free Radical?)

I'd also like to see at least one pack-in (preferably built right into the system) that shows off the system's capabilities. I'd want Something similiar to Luigi's Mansion or Metroid Hunters: First Hunt. It could even be the system's token Mario game, if they aren't planning on having a bigger one at launch.

Finally, it would be really, really, nice to have online-ready games at launch. Probably won't happen, knowing Nintendo, but, you never know...

4983
Nintendo Gaming / RE:Let's Talk Controller
« on: April 07, 2005, 10:05:02 AM »
I get it. Very, very cool.

Though now you're controlling 3 things (camera + movement in one hand, gun in the other) with 2 controllers, so, I  that it would be awkward.
Now, if you could control the camera with a VR helmet......

4984
That's what we were just talking about though, the NEC product. (link)
Granted, it's all really far fetched. The REV would have to be able to a) transmit high-quality video wirelessly across great distances b) have the power to transmit video to multiple sources AND c) the REV's advanced new controller would have to be able to transmit wirelessly to the REV right out of the box.

Personally, I'd be happy with just wireless, painless, set-up free LAN, even if you needed multiple revolutions and needed to plug controllers into consoles and consoles into TVs.

But this is much cooler.

edit: BigJim beat me to it.

4985
Nintendo Gaming / RE: Let's Talk Controller
« on: April 06, 2005, 12:18:14 PM »
No, no. I don't think you're getting my point.
I wasn't saying it would be awkard in terms of finger positioning (I thought your controller looked very comfortable, with a lot of thought put into  ergonamics. Though what you're saying now is probably true.)... it's, ah,
Okay. Mario example again. You're moving your right hand around to control your water pack. In your brain, your right hand has essentially become your water pack. Pushing a button on your right hand, your water pack, to squirt water would be fine. Pushing a button on your waterpack in order to jump would be very awkward. That's what I'm saying.

I was suggesting to shift the focus by changing the central cluster of 4 buttons under your right thumb to merely 2. And making the 2 trigger buttons on your left hand more...central. So, essentially, on your right hand you would have a primary button and a secondary button, for performing actions related to whatever you're controlling with your right hand (a waterpack, a sword, a gun). On your left hand, you'd have a primary button and a secondary button as well, for performing actions related to whatever you're controlling with your left hand (your character's body, probably). That's still 4 main buttons, just distributed differently.

On another note, why would you need to control camera and aiming seperatley in an FPS?

On another another note, if both hands are gyro-controlled, which I wasn't thinking, and analog sticks aren't as central...I might be able to realize my crazy dream and create a controller with 6 buttons, 3 per hand, one per finger...must draw...

4986
Nintendo Gaming / RE:Got shafted again...and again
« on: April 06, 2005, 11:23:49 AM »

4987
What if the controller could act as a receiver? (Weren't you the one who said the controller's ability to plug into a tv could be used for multi-tv gaming?)

Imagine. You have 4 players. You say, 'okay, you go to the TV in the bedroom, you go to the TV in the dining room, you go to the TV in the living room, I'll go to the TV in the basement.' You give each player a Revolution controller. They each plug their controller into their TV (like the patent on the 'let's talk controller' thread suggests).

You take your Revolution and your controller out, plug your revolution into a power outlet, and turn the Revolution on (no need to plug your controller in anywhere, your TV already has a REV receiver). You select 'LAN game' from the in-game menu. Nothing else to plug in, nothing else to configure. In the level-select screen, you see 3 other hand-cursors moving around. You all select a level, and the game starts, in glorious full screen.

Gaming heaven.  

4988
Nintendo Gaming / RE: FORCE FEEDBACK GYROS FOR THE REV---
« on: April 06, 2005, 10:30:31 AM »
It could actually be detremental for Nintendo to blow their wad and have Revolution playable. You need people to be saying that playing with the Revolution is an amazing expereince - not a mediocre one (which will most likely be the response with an early build). First impressions are killer. Once people find out that playing the Revolution is mediocre- there's no way to turn back. Then there'd be no more information to share, only spit and polish which will be added, but which won't make headlines.

What they do need is to reaveal the basic control scheme, and show someone (or a video of someone) playing games on the revolution using that new control scheme. Also, they need to reveal that the graphics will actually be good and comparible to PS2/Xbox, reveal that the console will not in fact be purple, and maybe reveal the identity of a single big launch game (I'm thinking Mario or Metroid).

And, if it plays well, and if Revolution is genuinly different than the other two consoles, and not gimmicky but actually revolutionary- it will take the spotlight right off the competition. It will make the headlines - on mainstream newspapers as well as videogame publications. And when CNN reports that 'NINTENDO REVEALS GAMES WILL BE CONTROLLED WITH MOTION IN NEXT-GENERATION CONSOLE' And, as a smaller headline, they report 'Sony and Microsoft unveil next consoles - greater graphics capabilty impresses gamers', we Nintendo fans will laugh and cheer.

4989
Nintendo Gaming / RE: Let's Talk Controller
« on: April 06, 2005, 08:20:26 AM »
Well, as far as getting used to using buttons based on finger rather than position- I thought it would take time to get used to it, but, it also took awhile for everyone to get used used to using analog sticks. I felt like I was re-coordinating my thumb way back then-- and I thought it might be the same sort of experience with this controller.

You guys might be right regarding our ring and pinky not being able to handle it though. (though we can type with them, at least.) And you're definatley right that my controllers couldn't be put together to form one.

--

Don'tHate: regarding the controller being a gamecube controller split in two- all of Nintendo's comments point to the controller being easier/more intuitive to use than a gamecube controller. That, combined with the rumors regarding the end of traditional buttons, lead me to feel like the basic controller button layout would be drastically rethought - taken one step beyond just centering the a-button - while still maintaing the same functionality everybody was worried the revolution would get rid of.
Gyration feels like an added feature that would make certain videogame actions a lot easier, but wouldn't really make a standard controller any more intuitive/less intimidating to the non-gamer.

But- I could be wrong. DS has traditional face buttons, but still has a lot games that use nothing but the more intuitive touch screen. It manages to draw in a lot of casual non-gamers.

Pushing buttons with the gyro hand would still be awkward, though. Imagine you're playing Mario Sunshine and you're using the gyration to control your water pack. Now imagine, as you're squirting and aiming your water pack, you push a button on the gyration controller to jump. It would feel weird.

[edited-in point] Though - on the other other other hand, your 4 triggers (2 buttons for the left hand) help. In your design, I actually thought those were just finger rests - I didn't know you had put triggers in at all, sorry.

--

Regarding the patent: Nintendo might be able to patent a controller that can split in two, but they can't patent gyration or motion-controlled gameplay. Or even a two-handed controller.

It's the N64 all over again: Nintendo made a 3-pronged controller that sony couldn't copy (I don't know if it was actually patented). Nintendo's controller allowed you to switch between traditional digital gameplay and new, analog gameplay. Sony took that, and turned right around and came out with something even better. It still utilized the analog stick that Nintendo themselves didn't come up with and so couldn't patent, and used a new layout that allowed the user to switch between the two control methods in a different way.

--

(edit: readabilty)

edit2:

Sorry, I know this post is too long already. But, I think I've got something here. Throw my design out. Take Don'tHate's design and replace the cube-style 4 face buttons with N64-style 2. Not a huge change - but it shifts the focus, which is important.

In the left hand you've got an analog stick and a d-pad for your thumb. And you've got one button for your index finger and one button for middle finger: the x and y buttons. Now, in the other hand, the gyro controller, you've now got two thumb buttons: the a and b buttons. And a c-stick. And for your left hand's index and middle fingers, you've got L and R. (and for your ring and pinky, you've got a sensor, just to see when your hand is closed around the controller.)

Now, put these two controller halves together and you've got a pretty standard controller. Old school 2 face buttons instead of 4. 4 triggers instead of 2. Split the controller, and you've got 2 primary action buttons for your left hand (x and y), for actions not related to the gyro (jumping in mario, performing context-sensitve actions in Zelda.) And on the other hand you've got 2 primary action buttons (a and b), for actions directly related to the gyro (firing in metroid, squirting a water pack in mario, jabbing your sword or something in zelda).
And, just foir spice, you've got a d-pad, a c-stick, and 2 extra buttons.
You pretty much lose the ability for button-specific rumble, but, that's okay.

(edits 3-4: minor corrections, spelling, clarification)
(edit 5: changed the spelling of 'clarifaction'. Okay, I'm done now.)    

4990
Nintendo Gaming / RE: Got shafted again...and again
« on: April 06, 2005, 07:40:47 AM »
Wow, this sucks.
This is why Rev has to be so insansely great that it crushes the competition on impact....in spite of said competition's massive popularity and huge wallets.
                                                                                                                                                                                                                                                                   
Quote

Well, the new VJ game is styled after SSB.  I guess they figured there's no way they can beat SSBM, which almost everyone already has   I know I wouldn't buy it.

Which is why Nintendo should've approached Capcom and said, 'hey, you know that fighting game you're working on? We've got a better one for you: Super Smash Brothers: Viewtiful Edition.'                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                          

4991
Nintendo Gaming / RE: FORCE FEEDBACK GYROS FOR THE REV---
« on: April 06, 2005, 07:29:13 AM »
If they don't, they're toast.

I think revolution will demo really well. I genuinly think they have something really cool on their hands that when people pick it up and play it, they'll say, 'wow, that's amazing-this controller is amzing! this mario game is amazing!'. They won't think it's just a gimmick. I just hope Nintendo realizes that they need more than that...because that's what the N64 had. Everybody was blown away when they played Mario 64, but... at the end of the day, sony redesigned their controller, had more games, and won.

4992
Nintendo Gaming / RE: Let's Talk Controller
« on: April 05, 2005, 06:48:43 AM »
Sorry to double post. Just finished reading the patent. I think it might invalidate my design, but, that's okay.
Anyway, couple of cool things:

Games can be loaded directly to the controller:

[0106] In addition, in the first embodiment and the second embodiment,      only a case in which the operating apparatus 10 is used by being      connected to the game machine 100 is described. However, if the operating      apparatus 10 is integrally provided with a storage medium (ROM) for      storing a game program and so on, a memory, and a CPU for processing a      program of a game program and so on, it is possible to enjoy playing a      game by directly connecting the operating apparatus 10 to a television      receiver.


The controllers might have a Wireless connection:

[0099] It is noted that although in the second embodiment, the second      housing 16 and the third housing 18 are electrically connected by use of      the cable, there is no need to be restricted thereto. That is, another      method such as connecting via an electromagnetic wave (for example,      electric wave or infrared rays) in a wireless manner may be applied.

Odd that they'd throw that out there when 80% of the patent is spent describing the friggen wired connection between the two controllers, but whatever.
I'm getting really, really excited about this thing.

4993
Nintendo Gaming / RE: Let's Talk Controller
« on: April 05, 2005, 06:05:10 AM »
Well, I would've agreed with you a little while ago. But, I've realised.... 1) if players are using gyro to control sword/gun movements, they might like a choice on whether to use an anolog stick or a d-pad for primary movement, depending on the game. 2) analog sticks and d-pads make good selection tools (for the visors and arm cannons in metroid, for example) 3) while the gyro will add functionality, I don't know if it can really replace the d-pad for fighting games or the c-stick for camera operation and 4) the controlly probably needs to be backwards compatable with gamecube.

4994
Nintendo Gaming / RE:Let's Talk Controller
« on: April 05, 2005, 01:47:25 AM »
Okay, alot of people have been speculating ways in which the buttons might  dynamically change in order to suit different games (by replacing them with touch-screens and such) I've got a different solution: the end of traditional face buttons altogether. A control method that has no bias for any one particular sort of game.
A controller that is more intuitive and more functional that Gamecube's. A controller that will make your mother want to play revolution just as much as you do.

And here it is. My Revolution controller design.
Left controller. Right controller. ANd, the (unlikely but cool) Revolution immersion helmet
Try to ignore the fact that I can't draw.

HISTORY

This is the third or fourth version of the same basic design. I drew this one after seeing don't hate's design: I liked his so much a stole from it a bit. In particular, I added a d-pad and a c-stick, which weren't in any of my previous designs, and also stopped trying to make both controllers usable for both hands.
Those changes aside, I think I came up with the design more-or-less independently.  Back when I came up with my very first design, people were still theorizing that the controller would just be a gamecube controller with gyration, or a single handle with gyration. This didn't make much sense to me: I thought it would be really awkward to move a controller around and, say, push buttons and move an anolog stick with the same hand. So I split the controller in two: one hand controlling the analog stick and buttons, and the other controlling gyration.
The main problem was figuring out how one hand could have that much control. It hit me: give each finger a button. In my original design, one hand held a stick with four buttons along the back, an anolog stick under the thumb, and a start button centered under that. And the other hand wore a gyration glove. The design slowly got better and more plausible after that.

FEATURES

move your character and perform actions with one hand. Experience finely-tuned motion control with the other: depending on the game, you might be able to swing swords, aim guns, or even tilt the entire playing field

left input:
-one analog stick that doubles as a button
-one d-pad
-start button
- four finger buttons to replace GameCube's 4 face buttons. Finger buttons are better than regular face buttons because: 1)there's no bias for or against any particular kind of game, 2) button combos are much easier. Because of that, the 4 buttons can essentially function as 15.

right input:
-one analog stick that doubles as a button.
-fire button under the thumb; alt fire button under the index finger. These buttons are specifically designed for supporting the gyration control. For example: if you are controlling a sword with your right hand, you might push the fire button to do a jab.
-touch sensitive panel for the rest of the right hand's fingers. This panel senses when your hand is gripping the controller. If you release your grip, most games will stop registering your hand's movements (essentially so you can scratch your nose without swinging your sword).

Revolution immersion helmet: headphones that allow you to hear noise from the tv; 3d-glasses; and microphone.

output (not pictured):
-button-specific rumble. Because each finger has it's own button, each finger can have it's own specific feedback. In-game tutorials could tell you which button to push directly without a beginner having to search the controller for that specific button.
-built in lighting. For the buttons that aren't always under a finger (start button, analog sticks, d-pad) there is a circle around each of them that can pulsate with light. Again, this is so beginners can know instantly where to press without having to search the controller for the right button.
-built-in game-controlled resistance for both analog sticks.
-built in rumble for each hand.
-built-in speakers for each hand.
-built-in hot-cold output for each hand.
-built in air(?) output for each hand. This output allows you to feel, at the very least, something moving forward/backward/up/down across the palm of your hand.

Output from unknown location: (either the left-handed controller or revolution immersion helmet). Blows air directly onto your body.

other features:
-10-15 hours of battery life.
-controllers can be plugged into revolution for easy charging. Can be played while plugged in.
-controllers can be stored in the revolution for maximum portability.

GAMEPLAY

Imagine you're playing metroid. You land on the planet, And the moment you step out of your ship your hands turn cold. You can feel pricks of rain.
You move around with the anolog stick,  jump with the index button, and morph ball with the middle button. You move your right arm to look around. You spot an enemy. You scan it with the d-pad first, then you ready your weapon and aim. You hold down the fire button, and you feel your right hand start to warm up and shake. You release, and you feel and hear a powerful blast move down your hand and out into the planet. Your hand cools down.
YOu move into the next area, and can feel the heat as you approach a pool of lava. Suddenly, a monster bursts from the deep. He roars and you can feel his breath on your face. You steady your aim, and press the alt fire button to launch a missile, and can feel it as the monster explodes in front of you.

FEATURES NOT INCLUDED

secondary screen: Already proven useful for a lot of things but: 1) It would make the controller feel too complex. 2) it would be really annoying to have companies force you to constantly look down at the screen in single player games, just to see your health bar or something. Because, if it's there, it WILL be used in every single game.

touch-sensitve buttons: possible; each finger has it's own button. But, it would be annoying not to be able to rest your fingers on the buttons.

button 'rings' that can be pulled as well as pushed: Kind of cool idea, but it would make games way too complex and unintuitive.

8 buttons, 4 per hand; motion sensing in both hands: Again, useful for some things, but otherwise it would be like a giant house with no walls on the inside. Developers (and players) wouldn't know what to do with all that freedom.

all buttons containing the ability to be pushed up, down, left or right, like a d-pad: again, too much complexity.

Even better feedback for right-hand gyration: Even with rumble and everything, the gyro controller is like the DS's touch screen: no feedback. Ideally, there would be something that could stop the gyration controller in mid-air, but I can't think of a realistic way to do that.

POTENTIAL PROBLEMS
controllers might cause serious hand cramps.
Battery life.
playing cube games might be awkward. Still, backwards compatibility shouldn't be the first priority. You can always (hopefully) plug in a classic cube controller into your revolution.

OKay, yeesh, it's late. This post is too long, and probably unreadable. Sorry.

(edit: spelling and such)  

4995
Nintendo Gaming / RE: Let's Talk Controller
« on: March 29, 2005, 12:50:13 PM »
Well, I came up with what I thought was a pretty cool controller design....and now I'm dissapointed to discover it's actually pretty similiar to Don'tHate's (great) design. I'll try to post mine later.

Anyway, I want to say something about output real quick, and the whole rumor regarding you being able to "feel" games. I think the answer is porbably air.
At disney, they use air all the time to simulate all kinds of things. Compressed air is used to simulate the experience of something touching you and moving across your body. Examples: (ride spoilers) In a bug's life, they simulate bees stinging you and bugs crawiling on you. In California's Honey I shrunk the audience, they use air to simulate mice crawling up your legs. (end spoilers)
Disney also blows air on you all the time to, for example, simulate monsters breathing on you, and arrows/other things whizzing past you.

How could they put this into a controller? I'm not 100% sure...But here's what I'm imagining: (1) air holes on the grips that can simulate touch, and (2) places on the controller that blow air directly onto your face/body. (that second one might be kind of hard to implement since people hold controllers in different positions. If it blows air 360 degrees in all directions, though...)

Now combine the air with hot/cold output, built-in-controller speakers, and built-in rumble, and you've got a pretty cool and immersive set up.

4996
Nintendo Gaming / RE:Mario 128 early 06 with a fixed camera - EGM
« on: March 18, 2005, 12:06:31 PM »
Mario Sunshine....it's real problem was a complete lack of imagination. In Mario 64 you could look up at the ceiling and find yourself flying in the clouds. You could follow a rainbow on a flying carpet, ride a gaint penguin or take a ride on the loch ness monster. You could jump into a hole and find a hidden town, or jump into a painting and find a whole other world. Sunshine had some cool stuff, but Mario 64 made your dreams come true.

Anyway, Mario 128. I like nemo's idea about a 2-4 player co-op game. But, call me crazy, the demo from Spaceworld 2000 (is that right?) makes me want massively multiplayer mario. I'm not sure how that would work, exactly.... I have an image in my head of 100 marios on one end of a giant seesaw, all jumping at the same time to make something happen.
if I expand on that, I can imagine a whole world, a giant playground full of marios, with all kinds of crazy platforming puzzles and fun stuff. You could grab a partner and try to climb the treacherous extra-tall-tall mountain, or grab a shell and head out to the vast lava sea. See an item dangling from a distant height? Gather 10 Marios and stack up to create a teetering mario tower of power. Then, cool off in Freezing Cold land by starting an all-mario snowball fight.
It could work.

4997
Nintendo Gaming / RE:Legend of Zelda: 2005 Official Discussion
« on: March 16, 2005, 03:20:29 AM »
Quote

but their databases are always accurate, and for what Ive seen so far imdb isnt the kind of site that would put false information.


eh. imdb is notorious for essentially posting any information/rumors/random guesses they come up with without any confirmation.

I can't imagine Ganondorf not being in this one, though.  

4998
Nintendo Gaming / RE:Portable GC becoming more and more likely?
« on: March 15, 2005, 08:19:47 AM »
2 downsides: 1) there's too many handhelds on the market already 2) Nintendo trying to launch 2 new consoles at once would be utter madness.
I think 2006 is too early.
Christmas 2007, maybe.

4999
Nintendo Gaming / RE:Legend of Zelda: 2005 Official Discussion
« on: March 14, 2005, 01:09:47 PM »
First post, hello.
I had to chime in on the trailer, which was amazing. The thing that's really impressing me is how organic the environments are looking,so much better than WW in that regard. The thing that excited me the most though was Link's boar riding. (Nintendo, if you're listening, I really want to ride a dragon in this one. Or an eagle, if you want to go LOTR on us. Speaking of which...)

To the people who say this doesn't look like it was inspired by LOTR: I don't think it looks anything like Peter Jackson's movies visually/stylistically, BUT, Zelda has never really reminded me of LOTR before, and while watching this trailer, I couldn't help but think of the paths of the dead,the warg battle, nazgul, shelob, and treebeard. (Whoa, run-on sentence).

Also, to the people who say they don't like the idea of the game feeling more lonely, I actually disagree with that too. Mainly because I felt alone in Wind Waker anyway: the NPCs weren't people so much as annoying robots existing solely for Link's benefit. I'd prefer it if they fixed the problem and created complex NPCs of course, but...I can wait for Revolution Zelda.
The question is, why is Link more alone in this one? Maybe the world is more overrun with enemies than normal, with people struggling in isolated pockets rather than living in thriving towns. Maybe the world doesn't have any people at all: nothing but animals, creatures (such as the gorons), enemies and abandoned/overrun towns. Or maybe, in this one, the population considers Link to be an enemy for some reason, with animals being his only ally. That would explain the Goron fighting him.


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