Nintendo Revolution Controller Revealed


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it looks like... nope im not even going to say it.. ill just laugh when you get shot and it starts the rumble effect in your hand. or when the very close minded parents/congresspeople start advocating against it based on what it looks like :x

O.K. after watching the keynote. Things are starting to be put together.

Iwata claims that hardware and software sales are going down overall. With down sale's equals a threat to the gaming industry. The answer to fixing it is to try and get people who don't game anymore to game again. and try getting new gamers.

How to do this? ask them. same goes for normal people who never played before.

Iwata claimed that because it looks like a remote, it doesn't look 'scary' to pick up. Its very easy going, and simple to play. Iwata also made one statement that stuck out. He said that if you don't like the direction Nintendo is going, Go with the direction you choose. aka, don't like the controller? don't play it. - I am sure that what he meant by that is. Play what controller/system you want. Iwata's goal is to get new blood into the gaming industry. If he looses customer's he's still happy because you found your gaming system of choice and you are still supporting the gaming industry.

With interesting facts about Nintendog's and such, the puzzle peaces are starting to be put together. Oh yea, the gameboy micro was made for those people who don't play games but have cell phone's. Its the size of a cell phone, and has simple but fun games to play. If this works. This will be interesting in the end. I am very impressed with the Revolution controller. I can't express my feelings toward it because it took me by surprise.

-------------------------------

My opinion? - well. Personally. The controller is amazing, Will I buy the revolution on launch? Of coarse not. but when it gets good games, of coarse i'll pick up a revolution. I was sold by the controller bigtime. - now they got to finally make the duck hunt sequel :p

HEEEELLLL Yes this could be so damn cool. Just imagine how much more 'into' the game you would be with this thing :) You'd be like swing a controller yourself and whatnot. Who knows what the possibilities are.

One thing and least Nintendo didn't fricken copy and paste their system with better specs. :yes:

that being said i'm still refreshing IGN like mad to see the full keynote. and I'm interested in the xbox 360 keynote as well,. Anybody know when the PS3 keynote is?

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I believe only Nintendo and Microsoft are holding one(they just had theirs). Sony isn't going to have one :(.

Seriously dude, every time you post here it's condescending in some way, you are a real nintendo fanboy I can see.. I know I'm more of an athlete than you'll ever dream to be, so don't even get on the subject of using your muscles. :rolleyes:

Seriously dude, every time you post here it's condescending in some way, you are a real nintendo fanboy I can see.. I know I'm more of an athlete than you'll ever dream to be, so don't even get on the subject of using your muscles. :rolleyes:

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That's because you make post that make no sense at all. I'm a Nintendo fan yes, not a fanboy. I have an degree in training management so I know about muscles so don't you worry...

I don't see how it would be any different holding these controllers like those we have now. I'de like you too explain that please.

How can you not understand me? Have you even watched them use the thing yet. In a fighting game swinging your arms around for hours and hours would get tiring no matter how trained you are. Playing an FPS and moving your wrists around constantly as with your arms would get them stiff and tired.

NOBODY should post in this topic before watching that video and reading the game idea articles (ie, the 'examples' article in the first post). Period.

I'm thinking that Nintendo if they play it right may be able to pull it off. But FPS, etc, I don't see how they'll be good with this new controller:||

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"How it might work: Using Nintendo's controller to navigate first-person shooters is going to be an amazingly empowering, freeing experience. We know this because Nintendo demoed a modified version of Metroid Prime 2 Echoes using the new peripheral, and the potential is undeniably jaw-dropping. In the demo, players could move Samus through the environments with the attached analog trigger. The need to lock-on to enemies, however, was been eliminated, thanks to a new level of precision aiming made possible with the pointer. In a level of accuracy rivaled only by a PC mouse configuration, gamers could simply use the device to point and shoot.

Nintendo fans got a taste of this play mechanic in the demo of Metroid Prime Hunters for DS, but Revolution's pointer is comparatively far more robust, enabling quick and dead-on targeting and the ability to turn on a dime. Developer Retro Studios apparently created the Prime 2 demo in order to test the waters, so to speak, for its upcoming Metroid Prime 3. The studio has a lot of control options at its disposal. Imagine a setup as follows. The attached nunchuck analog stick moves Samus Aran through the game world and the pointer is utilized for precise gunplay. Gamers jump with the oversized A button located beneath the pointer's D-Pad and they shoot with the device's underbelly trigger. Players press up, down, left and right on the conveniently placed D-Pad to switch between visors. Meanwhile, switching weapons will be just as easy. Holding down one of the trigger buttons on the analog stick will transform the D-Pad into a primary weapon select, at which point up, down, left and right on the D-Pad enable different guns. Press down the other button on the analog stick and secondary weapons become available to the D-Pad. Sounds great, right? But how the hell does Samus change into her classic morphball shape and further, how might that be controlled? There are all sorts of possibilities. Gamers could simply make a single downward stabbing motion with the pointer in order to trigger Aran's ball form and then stab upward again to regain her natural composure. When in morphball, Samus could be directed with the pointer with perfect precision. Wow! Bring it.">

um um i dont know what to say. i dont like the way it look at all i aint getting it at all but some might thing its cool(people at japan:whistle:: ) i just cant see how it will work with one of my fav type of games sport games(madden) with only A,a,b buttons are their triggers or something?

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"How it might work: Sports fanatics are largely fanatical about their control. Even this year, as EA made updates in its 2006 Madden offering, one of the largest innovations was new passing controls. So this could be one genre that Nintendo has the most challenges in finding a way for publishers such as EA to bring familiar sports titles to the highly unique Revolution controller.

But then again, is it really so tough? Imagine booting up Madden NFL 2007 for Nintendo Revolution and watching your team walk up to the line of scrimmage. You hike the ball with a quick snap of the B trigger, and then you drop your QB into the pocket with the left analog stick. Waving the pointer left and right gives you a quick scan of the downfield receivers on each side of the field. Suddenly you see your man 20-yards down and ready to make his cut to drag across the center of the field. But before you can snap a pass, a linebacker comes crashing through your O line. No problem - hold one of the buttons on your left analog stick to enter scramble mode and break left. Let go and hold the other left button to bring up a passing reticule on-screen. In the blink of an eye, you're able to finely lead your receiver two yards deeper than his route and put the ball just out reach of the cornerback. But rather than hitting a button to pass, simply rear back your pointer and jab it forward at whatever speed you deem necessary to float the pass right into the sweet spot.

Next play -- snap the ball with the B trigger and then watch as your QB hands off to your meaty fullback. While the analog stick could easily function much as previous football sims, now your shucks and jives can be much more intuitive with quick flicks of the pointer. Turbo on the left analog stick buttons, with spins and stiff-arms flowing from A and B. But imagining your quick-steps, jukes, and hurdles coming from quick movements of the pointer seems almost intuitive the more you imagine it. And there's plenty of room for innovation on EA's part here to think outside the box on how a football game has been controlled in the past and how control might become more seamless in the future.">

Thank you IGN. Thank you.

How can you not understand me? Have you even watched them use the thing yet. In a fighting game swinging your arms around for hours and hours would get tiring no matter how trained you are. Playing an FPS and moving your wrists around constantly as with your arms would get them stiff and tired.

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You don't have to wave around like seen in the demo. As IGN wrote they learned to relax after a while and soon it felt like playing a regular controller. It's just about training. It will probably be more of a struggle at first like any other controller, but you'll get used to it.

I understand your concern, but don't really see it as a problem.

I might even buy one when the time comes... we'll see. The only console I don't see myself getting is the PS3. I just hate the whole Sony team, they are so cocky. Constantly knocking Nintendo (about their DS etc) and MS just makes me not want to buy their products. I actually like the big N the best, but I just don't know about this new move. I hope it works, it could take the gaming industry in a great new direction. Anyways, I'm most excited about the 360, but each console has their perks right now.

Must admit the pad looks wierd but hey so did the snes and xbox pads when i first saw them. I'm loooking forward to trying them out and kuods for Nintendo for trying something different. On the point of consoles must say i'm after the 360 more than anything, but i'm sure i'll get a revolution when it comes out. PS3 will be bought if and when they release the update for ff7 :)

Hopefully we'll see more experimentation with the next generation of consoles.

http://www.1up.com/do/newsStory?cId=3143782

"The entire industry has been clamoring for a taste of Nintendo's so-called next-generation 'revolution.' So have we. Every time Nintendo president Satoru Iwata has opened his mouth, he underscored time and time again Nintendo would not be following the traditional path of a new console. Rumors have persisted for weeks about touch screens, gyroscope functions, virtual headsets, and everything else under the sun.

Nintendo always emphasized they weren't following Sony and Microsoft, and boy, they weren't kidding. Nintendo decided Tokyo Game Show (an event the company typically forgoes in favor of Space World) was the right time to sit down with select members of the press and unveil their vision of gaming's future. And guess what? We were there.

We've seen the Revolution, touched and played with its radically different take on the game controller, talked with visionary designer Shigeru Miyamoto about the reasoning behind Nintendo's new approach and we're back with our lengthy, hands-on impressions.

Has Nintendo struck gold again? Read on and find out.

The Revolution Controller Basics: What The Hell Is It?

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.

An expansion port on the bottom of the unit allows for add-on hardware to compliment this "remote controller" (our word for it, not Nintendo's), 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.

Elsewhere on the controller, the four lights at the very bottom represent which player it belongs to, and that hatch on the back is the battery compartment. (The prototype Revolution controllers we saw used regular batteries just like the GameCube's WaveBird wireless controller-and last a similar amount of time, according to Nintendo-but reps wouldn't say for certain if the final unit would use batteries or some rechargeable option.) The effective maximum range for the wireless controller is expected to be somewhere between 10 and 15 feet. A variety of different colored controllers were on display, including red, lime green, white, gray, black, and silver. Finally, rumble functionality is built in to the controller.

The Revolution Controller Demos: How It Works.

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 flipping 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: BASKETBOWL

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.

The Revolution Controller Design Philosophy

So why has Nintendo decided to brazenly break with tradition and the conventions of every other modern console in creating the Revolution controller? According to Mr. Miyamoto, it was part of a conscious decision to make something simple and straightforward enough to reach out to a new audience. "We want a system that takes advantage of new technology for something that anyone, regardless of age or gender, can pick up and play. [something with a] gameplay style that people who have never played games can pick up and not be intimidated by. We wanted a controller that somebody's mother will look at and not be afraid of."

Of course, Nintendo has no intention of leaving their traditional audience behind, and Mr. Miyamoto is quick to add that the controller is already well suited for a number of popular genres. "[We aimed for something] that is simple enough for everyone," he says, "but also something that people who've been playing games for years will be satisfied with."

Med Res Images :

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Edited by Rob.Baker

haha, looks like we posted almost at the identical time

https://www.neowin.net/forum/index.php?show...#entry586533679

i really dont believe nintendo is trying to do something like this. as a nintendo fan, i'm really starting to lose interest

Yup, read all there is to read and also saw the video

This will be a huge leap in terms of consol gaming and will most definately change gaming as a whole from point of release.

It will be interesting to see what Sony copy this time round as they've done the "wait and copy" thing since the early days of console gaming.

This is absolutely awesome, not only does it look cool but it has functuality and I expect Nintendo will bring out in house games like the next mario and Zelda to showcase this tech alot better when the thing is released.

Can you imagine Fishing in Zelda using this? Relling in that big badass bass? or whipping Epona into shape? Twisted Evil

Awesome doesn't quite describe this!

Video - http://www.dagbladet.no/kultur/2005/09/16/443527.html

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