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| SirSnooze |
Posted on Nov 8 2005, 04:39 PM
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Secretary General ![]() Group: G8: Russian Federation Posts: 130 Member No.: 1 Joined: 23-October 05 |
Nope. I was wondering if you were in the market for a cold.
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| Metroid2005 |
Posted on Nov 8 2005, 05:54 PM
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Navi ![]() Group: Amb. from Mississippi Posts: 32 Member No.: 5 Joined: 25-October 05 |
...................>.> what that mean
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| Mario2048 |
Posted on Nov 8 2005, 06:13 PM
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Tricky ![]() Group: Tricky Posts: 1 Member No.: 7 Joined: 1-November 05 |
Nintendo pwns in all glory! I must say that most things I get hooked on get boring after a month, but I've played Nintendo games since I was 7.
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| SirSnooze |
Posted on Nov 8 2005, 07:11 PM
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Secretary General ![]() Group: G8: Russian Federation Posts: 130 Member No.: 1 Joined: 23-October 05 |
That's the integral part about Nintendo. The games are all so very unique, and each one has a life of its own. I was trained on SNES since I was three, and seeing this fine company being drowned out by clones is aggrivating at best.
I love Nintendo for many reasons, not the least of which is tha fact that they do great things with something that was nearly impossible to do so with. Sony wouldn't be able to twist up a LoZ game, for instance. The DS only proves my point. Sony doesn't have the balls to make something as revolutionary as the DS, mainly because they aren't a gaming company. They make TVs (not well, either). Therefore, they are only interested in what's goning to sell, rather than Nintendo providing the greatest entertainment possible. |
| JimD73 |
Posted on Nov 9 2005, 05:24 PM
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Deputy General ![]() Group: G8: Canadian Ambassador Posts: 34 Member No.: 3 Joined: 23-October 05 |
I bought ToS and Cel Damage, and yes I have Metroid Prime (not the original, the one that comes with the Echoes demo).
And competition is always good. Keeps companies working hard. Would the Rev be half of what it is if Nintendo didn't have M$ and Sony to worry about? |
| Metroid2005 |
Posted on Nov 9 2005, 06:54 PM
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Navi ![]() Group: Amb. from Mississippi Posts: 32 Member No.: 5 Joined: 25-October 05 |
Oh crap cause I want original NOT PLAYERS CHOICE
I am a pro sequence breaker and I need ORIGINAL PLZ |
| SirSnooze |
Posted on Nov 9 2005, 09:19 PM
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Secretary General ![]() Group: G8: Russian Federation Posts: 130 Member No.: 1 Joined: 23-October 05 |
I'm joking. I was wondering if you wanted a biological virus (the Cold). I've got one, and was wondering if you would like to have a cold as well.
I was kidding around. I love these things! |
| Metroid2005 |
Posted on Nov 9 2005, 10:03 PM
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Navi ![]() Group: Amb. from Mississippi Posts: 32 Member No.: 5 Joined: 25-October 05 |
DAMN J00 LOL J/K
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| SirSnooze |
Posted on Nov 22 2005, 05:12 PM
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Secretary General ![]() Group: G8: Russian Federation Posts: 130 Member No.: 1 Joined: 23-October 05 |
I know, I'm just evil squared, aren't I?
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| Aero |
Posted on Nov 30 2005, 07:54 PM
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Tricky ![]() Group: Amb. from California Posts: 13 Member No.: 4 Joined: 24-October 05 |
ummm..... Evil cubed perhaps?
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| SirSnooze |
Posted on Dec 1 2005, 04:25 PM
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Secretary General ![]() Group: G8: Russian Federation Posts: 130 Member No.: 1 Joined: 23-October 05 |
Ha ha!!
The rev looks sweet. I read the new stats on another forum, and thought that I'd "borrow" them... Here it is: Prologue... Each generation of video game consoles builds on the past to set new standards for the future. As the company with the strongest heritage of innovation, Nintendo redefines expectations for all next-gen systems by employing a wide-ranging strategy to attract more kinds of gamers to more kinds of games. When Nintendo's new console, code-named Revolution, arrives in 2006, everyone will discover the meaning of All-Access Gaming. "We will show the world what a next-gen system can be. Revolution marries the strongest heritage of innovation to the future of gaming," says Nintendo President Satoru Iwata. "With backward compatibility and the 'virtual console' concept, the stylish, compact body provides maximum gaming power. It will not only take home entertainment into another dimension by expanding the definition of video games, but it also will give you access to the great history of gaming." Some of the system features that wowed the crowd at the Electronics Entertainment Expo (E3) in Los Angeles include: The cool look: The new console boasts high-quality materials and a smart, compact design, approximately the size of three standard DVD cases stacked together. A variety of prototype colors are being showcased during E3. It will come with a silver stand that makes the system a welcome, artistic component of any multimedia setup, whether it's displayed vertically or horizontally. Backward compatibility: The new console plays all games from the current Nintendo GameCube™ generation. But there's more… The secret weapon:The console also will have downloadable access to 20 years of fan-favorite titles originally released for Nintendo® 64, the Super Nintendo Entertainment System® (SNES) and even the Nintendo Entertainment System® (NES). Easy expansion: A bay for an SD memory card will let players expand the internal flash memory. Two disc formats, one slot: Instead of a tray, a single, innovative, self-loading media bay will play both 12-centimeter optical discs used for the new system as well as Nintendo GameCube discs. Owners will have the option of equipping a small, self-contained attachment to play movies and other DVD content. The specs: The system boasts 512 megabytes of internal flash memory, wireless controllers, two USB 2.0 ports and built-in Wi-Fi access. A worldwide network of Nintendo players can gather to compete in a comfortable, inviting environment. Revolution's technological heart, a processing chip developed with IBM and code-named "Broadway," and a graphics chip set from ATI code-named "Hollywood," will deliver game experiences not previously possible. The stars: Introduction of a number of new franchise properties will add to the world's richest stable of stars, including Mario , Zelda , Super Smash Bros., Donkey Kong and Metroid. Wireless freedom: A number of Wi-Fi-enabled launch titles are in development that will employ Nintendo's newly announced wireless gaming service, Nintendo® Wi-Fi Connection. A worldwide network of Nintendo players can gather to compete in a comfortable, inviting environment. Freedom of design: A dynamic development architecture equally accommodates both big-budget, high-profile game "masterpieces" as well as indie games conceived by individual developers equipped with only a big idea. "Our next console proves small in size but big on ideas," says Reggie Fils-Aime, Nintendo of America's executive vice president of sales & marketing. "We're throwing open the doors of gaming to wider audiences, from casual players to hard-core gamers who live for the thrill of defeating an endless army of wireless opponents." Nintendo's All-Access Gaming philosophy covers the spectrum. The next console fits anywhere. It brings together new games and old. It gives people worldwide access through wireless Wi-Fi connections. And it opens the world of video games – to everyone. Software for the new console will even attract people who don't consider themselves players. Adults, kids, men and women around the world will have access to the most popular video game characters, the best game franchises and the most engaging experiences yet developed – only with Nintendo. The system... Nintendo Revolution boasts 512 megabytes of internal flash memory, wireless controllers, two USB 2.0 ports and built-in Wi-Fi access. At the Revolution's technological heart, a processing chip developed with IBM and code-named "Broadway," and a graphics chip set from ATI code-named "Hollywood," *that's what I heard* will deliver game experiences not previously possible. Also features downloadable access to 20 years of fan-favorite titles originally released for Nintendo 64, the SNES and even the NES. There will also be a bay for an SD memory card will let players expand the internal flash memory. Two disc formats, one slot instead of a tray, a single, innovative, self-loading media bay will play both 12-centimeter optical discs used for the new system as well as Nintendo GameCube discs. Owners will have the option of equipping a small, self-contained attachment to play movies and other DVD content. Also a number of Wi-Fi-enabled launch titles are in development that will employ Nintendo's newly announced wireless gaming service. E3 2005: Hands-on Revolution *from IGN* We take Nintendo's next-generation system for a spin. Literally. Impressions inside. by Matt Casamassina May 19, 2005 - Some people can take part in a revolution, but how many can say that they actually touched one? We're feeling pretty lucky this afternoon as we write these impressions, for just an hour ago Nintendo of America granted us access to its Revolution. Following an interview with the company's vice president of corporate affairs, Perrin Kaplan, we were ushered into a small room located in the closed-off upstairs section of its E3 booth. Hidden away in a room guarded by two muscle-bound security guards - we kid you not - were multiple powered-on demo units of Revolution, which Nintendo allowed us to touch, and yes, even caress. Based on our hands-on encounter with the machine, we can safely say that Revolution looks every bit as sleek and modern up-close as it does in photos. A grand total of six Revolution consoles were on display in the top-secret room. On one side, Nintendo spotlighted the platform in five different consoles, including green, silver, white, black and red. Meanwhile, in the middle of the room an additional black system was displayed on a well-lit podium, and it was this unit that we had the opportunity to pick up and examine. On-hand representatives for Nintendo explained that the company is still determining possible colors for Revolution and that the hues of the units on display were by no means final. Still, finished or not, the color choices are already far superior to the toy-purple that the publisher chose to run with for GameCube. We were particularly drawn to the glossy black and white Revolution units. The white Revolution looks like an Apple product, which is just about the highest compliment we can pay an industrial design. The slot-loading drive is slicker than we could have hoped for A lot of gamers complained that the GameCube felt cheap, due to the toy-like nature of the unit's shell. Nintendo has definitely addressed this criticism with Revolution. The console is encased in a high-tech, shiny, reflective shell that's both heavier and sturdier than the plastic used for GameCube. The black console in particular reminds us exactly of the skin for the PlayStation Portable (PSP) from Sony. In fact, we noticed that after we handled the unit for some time, our thumbprints were clearly recognizable on its surface, which is a common problem with Sony's handheld, too. However, given that the machine isn't a handheld, this isn't a factor. On a side note, many of Sony's high-end televisions are encased in the same glass-like plastic, which means that the Revolution will match perfectly with gamers' high-end home entertainment centers. The Revolution rests snugly in an included silver-white base. It can be set horizontally on a flat surface or laid vertically on its side. The system is tiny -- much smaller than PlayStation 2, Xbox or even GameCube. It also weighs less than any of the aforementioned systems and Nintendo says it's only going to get smaller and lighter with the finalized design. The Revolution's GameCube dock station Depending on whether the Revolution is situated horizontally or vertically, its GameCube docking section is located beneath a flap on the right side or top of the unit respectively. The flap is easily raised to reveal four GameCube controller ports and two GameCube Memory Pak slots. This area is of course dedicated to the idea of backward compatibility. Revolution's new controller is likely to be dramatically different from anything we've seen before, and therefore Nintendo needed to include ports for the old pads so that new buyers could continue to enjoy old GameCube software. Software designed specifically for Revolution will make use of its wireless controllers and therefore there are no other ports for such devices on the machine. The Revolution's slot-loading drive is unbelievably gorgeous when viewed up close. It really is striking. The drive is not just illuminated, but surrounded by a sleek blue light, and it accepts both GameCube Optical Discs and new 12cm discs designed specifically for Revolution. The interesting bit is that the drive easily takes both sizes without any fuss. Gamers just drop any GCN or Revolution title in and it automatically works. Nintendo indicated that the drive is one of the first to intuitively do that. Power, reset and eject buttons are located on the front panel of the unit. Meanwhile, a flap on the front of the machine hides the slots for the 512MB memory cards that Revolution utilizes for downloads and game saves. Possible Revolution colors above. Apple-white and glossy black are our favorites What about the back of the unit, though? Tech-nuts want to know, what kind of outputs does the machine have? Well, there are two USB ports and a power connection. The machine features no digital audio out. Instead, it boasts a single proprietary output for video and audio. The output looks exactly like the component out on GameCube. We asked Nintendo's Shigeru Miyamoto if Revolution would play high-definition games and he told us that he wasn't sure if he was allowed to say yet. Still, we expect a bare minimum of 480p support and likely 720p or 1080i, too, given that previous comments from Nintendo execs suggested that the platform would be able to hook up to a computer monitor. There's also a port that beams 3D images directly onto the viewer's retinas. Revolution! Just kidding, but that would be cool. Still, 3D holographs or not, this is Nintendo's best-looking system to date and unlike GameCube, whose toy-like exterior seemed out of place in the living room, the Revolution will be right at home next to any type of high-end electronics. The controller... The controller for Nintendo's upcoming Revolution home console system is a cordless remote-control-like device designed to be used with only one hand. Two small sensors placed near the TV and a chip inside the controller track its position and orientation, allowing the player to manipulate the action on screen by physically moving the controller itself. For example, you could slash an in-game sword by actually swinging the controller from side to side, turn a race car just by twisting your wrist, or aim your gun in a shooter by pointing the controller where you want to fire. *Pic from 1up* An expansion port on the bottom of the unit allows for add-on hardware to compliment this controller like a second controller piece Nintendo demonstrated that comes equipped with an analog stick and two trigger buttons (currently labeled Z1 and Z2, for those of you keeping track). When the two controller pieces are attached, the so-called 'Nunchaku' configuration (the two bits are connected by a short cord) can work similarly to current controllers, just with the second analog stick replaced by actual movement of the Revolution controller. Nintendo also mentioned that the controller stick could be slipped inside other, more conventional controller shells, dance mats, bongos, or other peripherals. A large "A" button sits in the prime spot under your thumb on the face of the controller, with a "B" trigger on the back of the unit for your index finger. Otherwise the button configuration is an interesting mix of old and new: standard D-pad up top, near the power button (to turn the Revolution console on and off), Start and Select in the middle, on either side of the intriguing "Home" button (Nintendo wouldn't go into detail, but sounds like it has to do with navigating system menus, which will be important given the Revolution's promised WiFi connectivity), and two more buttons near the bottom labeled "a" and "b." These last two may seem uncomfortably low for your thumb until you turn the controller 90 degrees and it becomes just like an old 8-bit NES joypad, with the D-pad under your left thumb and "a" and "b" under your right. (Don't forget-Nintendo has promised downloadable versions of their classic games for the Revolution's "Virtual Console. Nintendo mentioned the button names and their exact sizes could still change slightly before production, but what you see here is close to the final design. The Revolution Controller Demos: How It Works... *takem from different websites* Alright, so enough about sticks and buttons and lights-how does this crazy new controller actually work with games? To answer that question, Nintendo's legendary game creator Shigeru Miyamoto (creator of Mario, Zelda, Donkey Kong, Pikmin, you name it) walked specially selected members of the press through a series of hands-on technology demos. These were not real Revolution games (all the names for the demos are ours)-they were super-simple, graphically crude offerings designed solely to show off different aspects of how the controller can work. Here's a rundown of what we saw, along with our thoughts on each: DEMO: BLOCK BUSTER A firing-range-like contest where two players compete to see who can shoot randomly appearing squares first. Aiming is done by pointing the controller itself at different points on screen, pulling the B trigger to fire. IMPRESSIONS: A great demonstration of how intuitive the controller can be-pointing it to aim felt perfectly natural, right from the very first second, just like with a light gun. It always shot exactly where it felt like I was aiming, and was incredibly responsive to even slight wrist movements-I barely had to move my hand at all. DEMO: GONE FISHIN' Grab a pole and lower it into a 3D pond full of fish. Keep the line steady and when you feel a nibble from the rumble of the controller, pull it up quick! IMPRESSIONS: An interesting showcase of the controller's 3D movement detection-you position the fishing pole above the pond by moving the controller forward or back, left or right in actual space, then lowered the hook by lowering the controller. It was a bit difficult to keep it steady in the water, but fliping the controller up when you got a bite, mimicking the motion of pulling up a fish in reel life, was a little thrill that just felt right. DEMO: IRRITATING STICKS Two players guide rotating sticks through a side-scrolling maze of tunnels and moving obstacles, gathering coins and avoiding touching the walls. (A lot like the PS1 game Irritating Stick, and exactly like the import-only GBA game Kuru Kuru Kururin.) IMPRESSIONS: Another demo that needed no explanation, you just "got" it immediately-move the controller in whatever direction you want the stick to go. As a 2D game that requires exact movement (the caves get really narrow in parts), this one reinforced how precise and steady the controller's movement detection can be. Another interesting tidbit-if your controller fell outside the detection "box," the demo had an arrow pointing off the edge of the screen in that direction so you could get it back in the correct space. DEMO: AIR HOCKEY Exactly what it sounds like: Two players each control a flat stick on either side of a rink by moving around their controller, pushing a puck back and forth, trying to keep it out of the goal on their side. IMPRESSIONS: A bit sloppy and more sluggish than the other demos, this one was supposed to show how you could put "English" on the puck by twisting the controller but in practice it didn't work as well as in other demos (and I'm not saying that just cause I kept scoring on my own goal...wait...OK, actually it is partially because of that.). DEMO: BASKETBALL Two players drag or push a ball to their opponent's basket by making the ground under their controller-maneuvered cursor dip (by holding "B") or rise (by pressing "A"). IMPRESSIONS: This was oddly fun-you could try to move the ball by either making a hill next to it and pushing it along, or making an indentation for it to fall into, then using it to drag it across the court. When you got close to the basket, turning an indentation under the ball into a hill suddenly would fling it up into the air. DEMO: WHERE'S WALDOASAUR A simple demonstration of depth perception-the player searches for a particular pokemon on a giant map filled with the creatures (ala Where's Waldo), zooming in by pushing the controller towards the screen and zooming out by pulling away from it. IMPRESSIONS: Nothing much to say here except that, as a Nintendo rep commented, you can see how this might be put to use for aiming a sniper rifle in a first-person shooter. DEMO: PILOT WANGS Manipulate a biplane through the air, trying to fly through rings scattered around the Isle Delfino hub world of Super Mario Sunshine. IMPRESSIONS: This was about all the different ways the Revolution can detect tilting the controller. It was as if the controller was the airplane itself - as long as your movements weren't too sudden, the on-screen action would mimic your movements with very little lag time. After about a minute I was pulling dramatic dives and loop-de-loops, bullseye-ing plenty of rings. DEMO: METROID PRIME-TIME Nintendo saved the best for last. This was the first section of the GameCube game Metroid Prime 2: Echoes, retrofitted to be compatible with the Revolution controller and its analog add-on piece (the "Nunchaku" set-up mentioned earlier). As on the Cube the analog stick controls movement, but instead of holding down a button to look around, you simply point the other controller in the direction you want to aim. IMPRESSIONS: At first, I was standing up and swinging my hand all around to aim - and my arms got really tired really quick. But once I sat down and relaxed, resting my hands on my legs as I would with a normal controller, everything clicked. It wasn't perfect yet - the Revolution controller functionality had just been added recently and wasn't bug tested or polished, so every so often the view would "spaz out" for a couple seconds - but it was enough to get me excited. As odd as it may look holding the two separate controller pieces, one in each hand, looking around felt incredibly natural, even more than my preferred PC-style keyboard-and-mouse setup. I have to wonder about precision and speed in multiplayer games, but for a more deliberate single-player game like Metroid Prime - and the series is already confirmed for an appearance on the Revolution - this setup already has huge potential. Thanks to the site that I lifted this from. It was written by JEDI_KNIGHT_REVOLUTION, if that's the original author. Site: http://s13.invisionfree.com/Nintendo_Unite...hp?showtopic=16 |
| Aero |
Posted on Dec 1 2005, 07:51 PM
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Tricky ![]() Group: Amb. from California Posts: 13 Member No.: 4 Joined: 24-October 05 |
*Scrolls down to look at entire post*
Uh.... maybe later... |
| SirSnooze |
Posted on Dec 1 2005, 10:18 PM
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Secretary General ![]() Group: G8: Russian Federation Posts: 130 Member No.: 1 Joined: 23-October 05 |
Ha ha...
it's actually really cool. |
| Metroid2005 |
Posted on Dec 3 2005, 11:57 PM
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Navi ![]() Group: Amb. from Mississippi Posts: 32 Member No.: 5 Joined: 25-October 05 |
Yep it is
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| SirSnooze |
Posted on Dec 4 2005, 09:47 PM
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Secretary General ![]() Group: G8: Russian Federation Posts: 130 Member No.: 1 Joined: 23-October 05 |
Thanks. I found it from the aforementioned site.
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