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  • wraggster

    by Published on May 18th, 2005 23:49

    We all learned a few important things during the XBox 360 unveiling on MTV. First, with little more than an airbrush and a pair of LEDs in the right hands, it’s possible to take the original XBox to unimagined new levels of aesthetic tragedy. Second, professional gamers can earn more than $80,000 per year, which works out to about 50 cents per hour. Finally, women gamers can assert their professionalism by saying “bitch” more times than in an average episode of Showdog Moms and Dads.

    Despite all this, the network responsible for attention deficit disorder was the perfect symbolic launchpad for the next generation of home consoles. Both the XBox 360 and PlayStation 3 will meld video gaming, television watching, and multimedia to cater to today’s multitasking short attention span gamer archetype. Could it get any better?



    It could, says Microsoft, which deserves kudos for recognizing the white elephant in the rosy room of industry growth. Both Sony and Microsoft noted Pong in the chronologies they presented leading up to their visions of the future. Microsoft, though, lamented how early home consoles really drew in the whole family, or at least appealed to a wider demographic than today’s far more sophisticated titles. The situation is poised to get worse as next-generation titles enable more complex gameplay in addition to eye-popping graphics and animation.

    Microsoft offered a few ideas on how to broaden the market, most of which — such as tracking performance across games or enabling consumers to design their own virtual merchandise — still seem to appeal to those ensconced in game culture. The most promising was the availability of free classic arcade games and modern casual hits such as Bejeweled via the new XBox Live Silver service, but that seems like a way to appeal to other family members once the console is already in the door. Nobody is going to buy an XBox 360 just to play games that have counterparts freely available on the Web. Besides, it seems like a waste to use the teraflop-crunching power of the XBox 360 to play Tetris. Casual gamers should get to enjoy gorgeous graphics, too.

    Why not just include simplified versions of games with the discs on which they ship? Instead of overwhelming casual gamers with choices like designing which tattoo their character should have, simply provide a stock, good-looking character. Instead of making them prove powerslide mastery by finishing first in six races before unlocking any car faster than a Camry, give them the Ferrari up front like the original Out Run did. Instead of a feature film’s worth of cut scenes that set up the elaborate plot that will take 40 hours to unfold, provide a series of simple objectives that allow them to have some fun and get on with their lives. Limited versions of console games are already available in the forms of demos, mini-games, and “quick play” features, but these often limit the game assets available. The idea is to streamline setup and controls for casual gamers, not withhold fun.

    There are probably a lot of games that will never appeal to casual gamers — epic RPGs like the Final Fantasy series, for example, would be tough to dumb down. But for racing games, shooting games, and sports, there’s far more that can be done. Console manufacturers can do their part by encouraging a “Have Fun Now” logo that publishers can use to brand games that come with a casual version or allowing consumers to set a hardware preference that automatically favors the casual flavor of the game.

    Pricing and distribution would remain challenges, though. Would a casual gamer pay $50 or more for a simplified version of Madden? Would Electronic Arts be able to garner shelf space for a separate, simplified product? Could next-generation download services for consoles deliver the simplified versions? The benefit of the exponentially larger market for game titles that would result from appealing to casual gamers would justify addressing these issues. ...
    by Published on May 18th, 2005 07:43

    David Douglas has updated his Spectrum emulator for the GP32, heres whats new:

    It is now using my ARM Assembly Core so it runs fullspeed with (48K) sound at a battery friendly 66Mhz (some games run fine at 40Mhz!).

    It supports both 48K and 128K spectrums with all op-codes supported including all undocumented ones.

    See the read-me file for further info.

    Thanks to Christophe Lennard for the icon.


    Download from the ZXGP Page here --> http://gp32emu.dcemu.co.uk/zxgp.shtml ...
    by Published on May 18th, 2005 01:01

    Khaos has released the holy grail as far as owners of the BLU + version of the Gamepark 32 are concerned, heres what he posted on the GP32X forums:

    Well, after some (many) weeks of efforts, I finnaly achieved a recompilation of osnes9xGP 0.3 (thanks YoyoFr for his answers !), with added BLU+ support. The code try to autodetect wether it is running on a BLU+ (from the BIOS version). If this fails, one can still forces the detection via an option in the video submenu.

    Since I
    - converted the asm code from ADS asm to GNU asm syntax (no handy ADS compiler),
    - did some horrible things to the code in order to bypass some memory problems,
    - never developed on GP32 before,
    - only tried it on my BLU+,
    don't get your hopes too high, there might be some problems

    Try and see...


    Download Here ...
    by Published on May 17th, 2005 22:26

    We are a site thats nearly 14 months old and we have now hit the 2 million visitors mark, which is great to say the console we support has been dead commercially for a few years now.

    Lets hope the next millions come quick too

    Congrats to all who make the site the succes it has been. ...
    by Published on May 17th, 2005 22:20

    Nems Hello World demo released on PS2 Dev Forums started a major surge of Homebrew and Emulation releases for the PSP, that was followed by Marakichis Gameboy Emulator called Rin which is now nearon full speed, that has sparked off releases of games like Tetris and more emulators in the shape of a InfoNes Port and incredibly a Snes Emulator which is a port of Snes 9x add to that the release of the PSP Homebrew Emulator PSPE the last three all thanks to the guys at PSP Wiki.

    In just a few short weeks we have seen the emergence of a scene that is chucking out so many releases that its very hard to keep up with all whats new.

    Its great to see it though ...
    by Published on May 17th, 2005 21:56

    Atani has released another new version of his homebrew game, Copper Swapperfor the Dreamcast, heres whats new:

    New License
    Added intro/credits screens showing logos URLs
    removed custom plx/tsu packages, replaced with BZ2Texture

    Download from Atanis site here --> http://www.atani-software.net/

    Thanks to Atani himself for the email. ...
    by Published on May 17th, 2005 21:44

    So the Nintendo press conference is going on right now as you can see on the moblog Maarten and Alec are attending the show grabbing up some more HD footage for later on today. In the mean time here are some quick hits on what Nintendo has announced for Revolution:

    - WiFi controllers and a 'very unique' controller to be introduced later
    - WiFi games with Nintendo characters
    - "strong 3rd party support"
    - Square Enix working on wifi Final Fantasy Crystal Chronicles
    - game development is claimed to be a breeze
    - disc drive accepts GameCube games but system is backwards compat w/ all past Nintendo games via downloads
    - unique way to combine internet, controlling, flash memory to combine a unique game experience. keeps hinting towards "all-access"
    - 2006 console

    Thanks anthonybean for collecting a lot of these. Also, GameBoy Micro - new GameBoy Advance about the size of an iPod Mini ...
    by Published on May 17th, 2005 21:42

    Microsoft has announced compatibility between Windows Media Center Edition 2005 and the 360? And they’re saying that the 360 will act as a Media Center Extender and that the 360 can pick up HD and regular content from any PC in the house? That’s crazy talk!

    Nope, it’s true. MCE 2005 is fully 360 complaint, which kind of tells you the real reason behind the Xbox in the first place—it’s the perfect foothold into the living rooms and bedrooms of our fair nation. Sure, today it’s all about Halo 2 and Ninja Gaiden. But tomorrow… all kinds of stuff on-demand and on screen. So, in a nutshell, the PS3 is a “gaming” machine and the Xbox is an “entertainment” machine. ...
    by Published on May 17th, 2005 21:38

    At the unveiling of the Revolution platform in Los Angeles, Japanese giant Nintendo has given the clearest indication yet that it does not intend to compete directly with Sony and Microsoft's technologically advanced next-gen consoles.

    In sharp contrast to the unveiling of Xbox 360 and PlayStation 3, Nintendo declined to discuss the exact specifications of the Revolution, instead focusing on the firm's intention to appeal to the mass market with the system.

    Revolution will be the smallest home console Nintendo have ever made, according to company president Satoru Iwata, who presented the system to a packed auditorium in the Hollywood Renaissance hotel this morning.

    The unit will be powered by an IBM chip called Broadway and an ATI graphics part called Hollywood, but exact specs of those components have not been announced - with Iwata's only comment on that aspect of the spec being that "when you turn on Revolution and see the graphics, you will say 'wow!'"

    Tellingly, one of the key announced features of the Revolution is nothing to do with next-generation games at all, but rather to do with Nintendo's back catalogue - all of which will be playable on the new system, right from the NES through to the N64 and the GameCube.

    The console will boast 512MB of on-board flash memory storage which can be expanded by the addition of industry standard SD memory cards. This storage is expected to be used to store NES, SNES and N64 titles which can be downloaded over the internet to the system, as well as for other purposes which the firm has alluded to but not yet revealed.

    The controllers - which were not revealed at the event, although Iwata promised that they will be "very unique" - will be wireless, and the system has two USB 2.0 ports and Wi-Fi network connectivity built in.

    The presentation of the console couldn't have been more different to the stat- and technology-heavy approach of Microsoft and Sony, with Nintendo going out of its way to describe itself as a content company rather than a technology company and focusing heavily on their efforts to appeal to audiences outside of the core gamer demographic.

    "Our goal is to develop a device which is functional and appealing to every member of the household, whether they consider themselves gamers or not," Iwata explained in his presentation.

    "Nintendo Revolution shares a common vision with what we outlined for Nintendo DS last year," he continued. "The machine is just a tool; the experience comes from the software."

    The company also touted the platform as being by far the most developer-friendly of the next-generation machines, suited to handling both "big-budget, high profile masterpieces" and smaller indie-style games.

    "Not everyone sets out to create an expensive masterpiece," Iwata acknowledged, going on to describe Revolution development as "simpler, faster and less expensive than any other next-generation system."

    "This is a console where big ideas can prevail over big budgets," he said, reiterating a similar point which he made during his keynote presentation to the Game Developers Conference in San Francisco earlier this year.

    The fact that Nintendo has chosen to avoid a head-on conflict with Microsoft and Sony's hugely high specification systems is telling. Reports this morning suggested that Revolution will be three to four times more powerful than GameCube, as opposed to the far higher multiples being quoted by its rivals, and the overwhelming feeling from Nintendo's conference was that the new console is designed to be a cheap and highly profitable device rather than a giant and expensive technological land-grab.

    In effect, then, the firm seems to be bowing out of the "arms race" which Microsoft and Sony have entered into over next-gen consoles. However, the Revolution still remains the most enigmatic of the forthcoming systems - with the full specification, "unique" controller design and perhaps much of the system's non-games functionality still firmly under wraps even after the long-awaited E3 conference. ...
    by Published on May 17th, 2005 21:36

    Nintendo has taken the wraps off a new addition to the Game Boy Advance family of products at its pre-E3 press conference in Los Angeles, revealing the Game Boy Micro - the smallest GBA yet, with a backlit screen and snap-on covers.

    The new console, which is based on the same hardware as the existing Game Boy Advance SP, is four inches wide, two inches tall and 0.7 inches deep - around the same size as Apple's iPod Mini, and two thirds of its weight.

    It sports a two inch backlit colour screen, which Nintendo describes as the "best Game Boy screen ever", and which has an adjustable brightness control for the first time in a Game Boy product.

    One of the other unique features of the diminutive portable is that it can be customised by replacing its front cover with a range of "snap on" covers, much like many popular mobile phones.

    Nintendo of America's Reggie Fils-Aime was typically full of fighting talk at the announcement of the new system. "If our competitors don't like our two to one advantage, dominating the handheld market with the DS and the GBA, then I've got bad news," he bellowed. "Now it's two and a half to one!"

    However, the system doesn't have any of the additional functionality which some commentators had expected it to build in - such as the wireless unit and Play-Yan adapter peripherals.

    Game Boy Micro will be launched this autumn. ...
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