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06-25-2006, 08:21 PM
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Nintendo Wii Post #171 | | Registered User
Join Date: Sep 2007
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bah, sorry for breaking the thread |
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06-25-2006, 08:22 PM
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Nintendo Wii Post #172 | | Joe Blow
Join Date: Oct 2007
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****ING HELL QWEERRTY YOU SPAZ! LOOK WHAT YOU HAVE DONE
HERE COMES THE MAN TO TELL YOU OFF!!!
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06-25-2006, 09:42 PM
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Nintendo Wii Post #173 | | Newb
Join Date: Aug 2007
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So any rumours on the price yet?
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06-25-2006, 09:53 PM
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Nintendo Wii Post #174 | | Registered User
Join Date: Jun 2007
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there are many rumors on the prize. As it stands there are no rumors coming directly from nintendo emplyoees (unless you count a bunch of different forum users who claims the work for nitendo etc as nintendo employees.) the only thing Nintendo has said is that it will be below 250$ and that it will cost less than xbox360 and PS3.
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06-25-2006, 10:04 PM
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Nintendo Wii Post #175 | | Registered User
Join Date: Sep 2007
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Good to hear Red Steel is getting a redesign, I heard it was pretty shonky from most E3 reports.
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06-30-2006, 11:51 AM
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Nintendo Wii Post #176 | | Registered User
Join Date: Sep 2007
Posts: 0
Rep Power: 0 | Quote:
Nintendo Currency?
Pre-paid cards may be on the way...
by IGN Staff
June 29, 2006 - In a recent Wii presentation in Spain, Nintendo again put its new generation system in the hands of the people and opened itself up for questions from the Spanish press. Reported originally from Spanish website Vandal.net, Marketing Director for Nintendo of Spain Nico Wegnez represented the Big N, commenting (among other things) on a small detail regarding the Virtual Console.
Though it is still in a preliminary state, Wegnez stated to press that Nintendo of Spain (specifically) was considering implementing pre-paid Virtual Console download cards as a method for purchasing games online via the Wii. In a system much like the current Xbox 360 point cards, Wii consumers could cash in on pre-paid points as an alternative to using their credit cards. While no confirmation could be made, Wegnez did state that his was one of many ideas Nintendo had for the Virtual Console service.
Please note that each branch of Nintendo handles marketing in a different way, so there is no way to know if the pre-paid cards are being considered for American consumers as well. The system seems to be working great for Microsoft, however, as players are given the option of either buying online or at local game stores.
We'll have more on the Wii Virtual Console as details emerge.
| Quote:
Red Steel Developer Blog #1
Bonjour,
My name is Marie-Sol Beaudry, producer of Red Steel here in the Ubisoft Paris studio. We’re excited to share bits of information here on the ongoing development of this Wii exclusive launch title. Along with me, you’ll get to hear from our creative director, lead designer, art director and others on their areas of expertise.
We were really excited by everyone’s response to the Nintendo Wii at E3 and were thrilled to showcase Red Steel at the Nintendo press conference. After working so long on this project in complete secrecy, it was great to not just show the game but to also let people play it for the first time.
For this initial Blog entry, we want to talk about the Wii controller and how we’re using it to it is fullest.
The challenge for working on a new system, especially one that has such a focus on the interface with the Wii controller is that everything we’re doing in the game is directly effected by the controller. This includes everything from level design, overall game design, movement and storyline. When we first received the controller our imaginations were limitless but then we spoke to our programmers and determined that there were guidelines and rules of which we’d need to adhere to in regard to both functionality as well as game play.
In other words, while the shooting was fairly straight forward, point-and-shoot, it was the sword play that proved to be a true challenge. We quickly learned that wielding a sword and manipulating the controller was a lot of fun, but we didn’t want to force people to become actual professional swordsmen – just have fun. Also, we have to consider the animations of the sword and matching it up with what you see on screen. We didn’t want any delay whatsoever in response to what was happening with the controller and what you saw on the screen.
We’re continuing to tweak the controls to optimize the game and ensure it’s a great experience on all levels, for example keeping the precision and accuracy of the aiming but working on the sensitivity and the stability. Also the sword fighting is going to offer more diversity in movements and couple of special moves I will not talk about this time...
Well, that’s it for now. Stay tuned and see you again in two weeks!
| and cheers to whoever fixed the thread |
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07-18-2006, 01:17 AM
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Nintendo Wii Post #177 | | Joe Blow
Join Date: Oct 2007
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So, any new news?
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07-18-2006, 01:22 AM
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Nintendo Wii Post #178 | | Registered User
Join Date: Sep 2007
Posts: 0
Rep Power: 0 | Quote: Wii Controllers: Unlocking the Secrets
Battery and power specifics, SYNCHRO functionality, rumble motor details, LED secondary purpose and… a camera?
by Matt Casamassina
July 14, 2006 - edThe Big N has been relatively hush-hush about the details of its innovative new Wii console and controller, choosing to release information during major events and then going quiet on the subject. But in official Wii developer documentation obtained by IGN, the company defines many of the hardware specifics and functionalities for its upcoming Wii controllers. We have some of those revelations below.
One of the big questions about the Wii-mote has remained how it will be powered. Official documentation on the topic offers some answers. The pointer will accept two AA alkaline batteries, which will keep it going for a considerable amount of time. If the precision aim functionality of the pointer is being used in games, the device will run for approximately 30 hours. If only the accelerometer functionality is being utilized, the Wii-mote will operate for 60 hours on two AA batteries.
The controller communicates with the Wii console via Bluetooth technology on a 2.4GHz band.
The Wii-mote features 6KB of "non-volatile" memory, whose exact purpose remains a mystery. IGN Wii speculates that this throwaway memory could possibly be used in conjunction with the Wii-mote's recently revealed internal speaker. It's also possible that this memory could enable players to store custom settings for the controller. However, official documentation does not specify one way or the other. In fact, Nintendo is currently offering developers no means to interact with the controller's internal speaker despite showing off games such as The Legend of Zelda: Twilight Princess, which spotlighted the hardware feature at E3 2006 in Los Angeles.
Recent photos of the Wii console's front flap showcase a button called SYNCHRO, whose purpose seems fairly obvious. The SYNCHRO button is, according to documentation, used to identify Wii controllers that can be used with the console. It assigns each controller a wireless ID number. Evidently gamers first press the SYNCHRO button on the console itself and then find and press another SYNCHRO button located inside the battery compartment of the Wii controller. Documentation also suggests that gamers can hold down the 1 and 2 buttons on the Wii-mote to accomplish the same task.
All of the buttons on the Wii controller are digital in nature. This includes (obviously) the D-Pad, as well as A, B, 1, 2, -, +, Power and SYNCHRO. The C and Z buttons on the nunchuk unit are also digital.
The sensor bar that interacts with the Wii-mote must be placed "above or below" the television set. The bar itself is about 20 centimeters in length and features two sensors, one on each end.
The Wii-mote's LEDs serve two roles. The first is to show which player is communicating with the console at a given moment. Player 1 will light up on the far left, Player 2 the next over, and so on. The second purpose is to illustrate battery life. Upon booting up, four LEDs blink when the controller has between 75% and full power. Three LEDs blink to show 50% and 75% power. Two LEDs blink to show 25% and 50% power. And one LED blinks to illustrate anything below that.
The Wii-mote features a built-in rumble motor that can be turned on or off. It does not offer varying degrees of rumble sensitivity. However, according to documentation, more intense vibrations can be simulated if developers rapidly trigger the motor on and off.
Light sources from fluorescent and halogen lamps, plastic, mirrors and more may occasionally interfere with the pointer, based on official documentation. To eliminate this interference, the pointer must identify the sensor bar and mark its two coordinates. When pointing with the Wii-mote, the unit is actually interacting with the sensor bar, which then translates data to the television, in effect simulating a direct aim to the television.
Interestingly, according to documentation the Wii-mote is able to act as something of an eye, measuring coordinates between 0-1023 on the X axis and 0-767 on the Y axis, which means that it is more or less seeing a megapixel image. Whether or not this data can be interpreted into visual information remains unknown, but we're not ruling out the possibility that the pointer could sub as a camera. This is, of course, purely speculative on our part, but stranger things have certainly happened - like, for instance, an internal speaker.
Developers tell IGN Wii that they are expecting to get classic Wii controllers in early September, which suggests that Nintendo is serious about providing this third input alternative for Virtual Console endeavors.
We contacted Nintendo of America for comments on our latest findings.
"There are many details that we've divulged about the console, but there is also more to learn," said the subsidiary's PR manager, Matt Atwood, in a telephone conversation. "However, Nintendo does not comment on rumors or speculation."
Nintendo's new generation console is officially set to launch sometime before the Thanksgiving holiday. However, rumors persist that the machine could debut as early as late October. Nintendo is expected to hold a briefing in September to reveal price and release date. IGN Wii will have more on the system as information becomes available.
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07-18-2006, 01:25 AM
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Nintendo Wii Post #179 | | Newb
Join Date: Oct 2007
Posts: 0
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yes, resident evil info will be out in the next issue of some japanese magazine that i can't remember the name of. probably famitsu though
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07-18-2006, 01:28 AM
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Nintendo Wii Post #180 | | Guest |
Someone cut qwerty<STRIKE>'s page braking post</STRIKE> in half damnit
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