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    by Published on December 6th, 2005 18:21

    Though it seems like Nintendo unveiled just about everything concerning the Revolution's controller at September's Tokyo Game Show, there are still some surprises in store, according to one of the company's most significant strategists.

    At the Digital Interactive Entertainment Conference held in Kyoto, Japan, Shigeru Miyamoto, Nintendo's chief game designer and creator of the Mario and Legend of Zelda franchises, gave the keynote speech. He talked about the history of controllers for Nintendo's various consoles, from the pre-NES systems to current consoles like the GameCube. He ended his lecture with words toward the future, specifically the Revolution, stating that there's more to its controller than what's already known.

    "The [Revolution's] controller still has another secret," stated Miyamoto. "But it's something that we'll reveal next year."

    As a southpaw, Miyamoto takes into consideration gamers who "are in their right mind," as the saying goes. One of his first game projects at Nintendo in 1979 was to design an Arkanoid-style game machine called Breakout. Although he had had only two years of work experience at Nintendo at that point, he made sure the machine was designed to accommodate both left- and right-handed players.

    Sharing a piece of Nintendo history, Miyamoto explained that the cross-shaped direction pad that's used for Nintendo's game consoles was originally created for the Game & Watch version of Donkey Kong in 1982. Up until then, Nintendo's Game & Watch series had used just two buttons for controlling the character. Donkey Kong required more-complicated controls since the original arcade version used a joystick. As a solution, Nintendo came up with the cross-shaped pad, which offers a similar control to the arcade version but comes in a flat compact design that allows the Game & Watch to be folded and closed.

    Miyamoto said that the rise of complex controllers was one of the factors that contributed to video games' increasing complexity. Looking back at the SNES, he explained that its interface featured six main buttons, a vast difference from the two-buttoned NES. According to Miyamoto, the number of buttons on the SNES's controller was influenced by Capcom's arcade hit Street Fighter II. To simplify the controller as much as possible, the L and R buttons were set on the controller's sides.

    Nintendo's first solution to the complication of controllers was introduced with the GameCube, which featured a giant A button that overshadowed all the others. While the console's controller has been a target of criticism, Miyamoto explains that it was Nintendo's way of saying that gamers should be able to play games by using only a single button.

    Nintendo's challenge to simplify game controllers reached a new level last year with the launch of the DS, which featured a touch-sensitive screen that users could intuitively control with just a stylus. Miyamoto commented that the handheld gained a lot of female players in their 20s, and the DS succeeded in expanding its audience beyond gamers, which was Nintendo's long-term goal.

    With the Revolution, Nintendo is trying to make a console that fits in with the living room, rather than a machine that focuses on high hardware specs. Miyamoto revealed that the Revolution's controller is purposely shaped in the form of a TV remote because it's something that everyone in the family will touch. He hopes the controller will introduce a more effective and fun way to play games. As an example, he pointed out that its nunchaku add-on can be used for first-person shooters. Players would use their left hand to move and their right hand for actions.

    In addition to Miyamoto, the Digital Interactive Entertainment Conference featured a number of other big-name guests, including "the father of video games," Nolan Bushnell; Metal Gear Solid creator Hideo Kojima; and Pac-Man creator Toru Iwatani.

    Bushnell, founder of Atari and creator of Pong, criticized the current game industry on the same two points often stated by Nintendo. He said that the rise of development costs is not allowing game makers to take on new challenges or delve into new innovations. He also said that today's controllers are getting as complicated as a PC's keyboard, and general consumers are reluctant to use them. Bushnell complimented the Revolution's controller during his lecture, saying that it's "on to a good idea."

    Kojima also complimented the Revolution's controller during a discussion at the end of the conference. Speaking with Miyamoto and Valve Software's Robin Walker, he praised the controller, saying that he had a hard time restraining himself from leaking information before its official announcement. He added that the idea of making a game controller out of a remote control struck him completely by surprise.

    Iwatani, whose speech preceded Miyamoto's, didn't comment on the Revolution or its controller directly. Instead, he shared his thoughts that ...
    by Published on December 6th, 2005 18:18

    With less than a week to go until the Xbox 360 goes on sale in Japan, Microsoft has announced that the next-gen console will hit stores in other Asian countries beginning February next year.

    According to Alan Bowman, the head of Asian Xbox operations, Korean gamers will be able to get their hands on the console from February 24th. The Xbox 360 will launch in Hong Kong, Taiwan and Singapore a week later, on March 2nd.

    That's despite the fact that there are already stock shortages in the US and Europe, where the console launched on November 22nd and December 2nd respectively. Bowman admitted that there was some debate as to whether international launches should be delayed in order to meet existing demand, telling Reuters: "Believe me, that conversation happened."

    "We wanted to make sure within the first six months that we could get the 360 into all existing Xbox 1 markets. I'm very optimistic that demand is going to be significant. We're working very hard to keep supply up with demand," Bowman added.

    Unlike Japanese consumers, who will only have the option to purchase the hard drive-bundled package when the Xbox 360 launches on Saturday, gamers in the rest of Asia will be able to choose from the core or premium systems - just like their US and European counterparts.

    Prices have yet to be locked down, but Bowman said that they will be in line with the cost of the console in other territories. The Xbox 360 retails in the UK at GBP 209.99 for the core system, and GBP 279.99 for the premium system. ...
    by Published on December 6th, 2005 18:15

    After several reports of overheating issues with the Xbox 360, one consumer has accused Microsoft of releasing the machine with systematic defects in the development and manufacturing process.

    In a class action lawsuit filed against the Redmond giant at the Illinois federal court, Robert Buyers of Chicago is seeking undisclosed damages, court costs and a recall of the newly launched console. It is unclear at this stage how many other consumers have joined Byers in the action.

    Reports of overheating issues in the power supply and central processor unit began to surface shortly after the console's US launch on November 22nd, and were quickly dismissed at the time by Microsoft. The company stated that the number of complaints related to a "very, very small fraction of the total shipment," adding that Microsoft had received "a few isolated reports of consoles not working as expected."

    While the number of incidents relating to overheating and game freezing issues appears to be relatively small, the true cause remains somewhat of a mystery. Microsoft previously declined to comment on whether or not the PSU unit was at fault, telling our sister site Eurogamer: "Because Xbox 360 has three powerful processing cores, customers may notice that it runs a bit warmer than other game consoles, but this heat output is well within the acceptable and safe range for a CE device of this type and has passed all applicable safety certifications."

    "There is no systemic issue with Xbox 360. Each incident is unique and these customer enquiries are being handled on a case-by-case basis," Microsoft representatives added. ...
    by Published on December 6th, 2005 17:56

    News from Lik Sang

    It's amazing what a healthy following anything only remotely related to Japanese pop-culture has enjoyed in the past couple of years. Anime and Manga have cross-influenced videogames in turn as well. A major influence has always been the famous Shonen Jump magazine, which series like Naruto, One Piece or Dragon Ball were picked up by games developers and embraced by fans worldwide with great excitement. Now, software multiplayer SEGA did their magic for another Jump Manga title, giving the Bleach franchise their royal treatment with Bleach: Tasogare ni Mamieru Shinigami for GameCube, which we received today. It's a more traditional Beat'em Up (with full-fledged fighting mechanics), sporting incredible visuals and all your favorite characters from the Bleach universe. In a market plagued with popular brands turned into half-heartedly souped up games, SEGA's involvement - as could be expected from them being dev team veterans - lets this title really shine in all respects. Definitely a title that can't be missed for all Beat'em Up, Manga and GameCube fans!

    Much more at the above link ...
    by Published on December 6th, 2005 17:53

    News from Lik Sang

    After the recent release of Mario Kart DS, the online party on Nintendo DS continues with another superb title: Animal Crossing Wild World. Just as huge as the tremendously popular GameCube prequel, you can now make yourself at home in a small town of sorts inside Nintendo's dual-screen handheld. Hang out in the same village and interact with up to three friends in real time, either through wireless LAN or over Nintendo Wi-Fi Connection. The fun never stops, as there is so much to do here while you create your own story: after entering a lively settlement populated with animals, you get the opportunity to live in peace and harmony with the cows, ducks, horses, sheep and kangaroos (to name a few of the whackily designed characters). The open-ended structure of the gameplay is what makes it so irresistible and the soothing background music adds to the overall peaceful and relaxed atmosphere. Another great Nintendo example for developing a title that doesn't follow current trends and creates an unique gaming experience that appeals to a wide audience instead.

    Boost your popularity by showing a high level of reponsibility, caring for a happy village. Your community will be all the more enjoyable if you help out your fellow citizens in several ways, e.g. writing letters or accomplishing little missions for them. Decorating your own house is something you will need to focus on as well. Life in Animal Crossing can't be all about catching fish and bugs! Also, it's always a good idea to have a little chat with the other inhabitants - known characters and new ones, including animals of all shapes and personality types: K.K. Slider, Tom Nook, Blathers, Mr. Resetti and more. Fresh items like hats and sunglasses can be collected in Wild World as well. With the GameCube edition as a design foundation, Nintendo now offers a much more rewarding experience, thanks to the NDS touchscreen. It's as easy as 1-2-3 to paint custom patterns, type up notes for friends and manage the inventory with the stylus. It is even recommended to use it for controlling your character instead of relying on the D-pad. Nintendo certainly did a great job in adapting Animal Crossing for the NDS.

    Read the rest of the article at the link above. ...
    by Published on December 6th, 2005 17:49

    IGN, growing weary of Nintendo’s continued declarations of a “2006” launch date, went all investigative journo on us and dug up some dirt from game manufacturers who are getting busy with Revolution titles, albeit some with merely souped up GameCube dev units for testing. The developers are dropping the decidedly more specific time frame of “during the week of Thanksgiving 2006,” which would land it in America a straight five years after the GameCube. IGN was also able to get a better grasp on the forthcoming console’s specs, including a rough figure of 128MB of RAM (a sad quarter of the Xbox 360) but with the possible use of some other mystery RAM — maybe the 512MB of flash storage, which would be mighty slow for most purposes. Also sadly, nobody’s saying nothing about ATI’s Hollywood graphics chip that’s coming to the system, either out of ignorance or NDA-ance, but the general feel is that the system should thrown down about triple the graphics of the GameCube, but won’t really be the same league as the energy loving 360 or the largish PS3. This will obviously affect ports if and or when the graphics become too disparate between the next generation systems, but for now the developers seem pretty psyched about Nintendo’s main sell for the system: the controller. Time will tell if that shiny little number will get them through the coming war. ...
    by Published on December 6th, 2005 02:45

    Alpha version of NEO4ALL fork for playing NEOGEO roms under Dreamcast.

    First, you need convert your NEOGEO game roms with convert tool included.
    Second, toast all files of dreamcast directory and place your converted roms where you want.

    At the moment, 10 large games have preliminar prefetch for fine playing:
    - Art Of Fighting.
    - Blazing Star.
    - Captain Tomaday.
    - Magical Drop III.
    - Metal Slug X.
    - Shock Troopers.
    - Aero Fighters 3 / Sonic Wings 3.
    - SNK vs Capcom - SVC Chaos.
    - Tecmo World Soccer '96.
    - Zed Blade / Operation Ragnarok.

    Games below 16MBytes can be played without problems, i have tested 44 games. Another games of compatibily list can be loaded, but you will have a lot of cdrom read switching.

    See README.txt.

    Download here.
    Problems and comments about your tests here. ...
    by Published on December 6th, 2005 02:01

    E has updated the eSwan emulator. It emulates Bandai's Wonderswan/Color and follows on from Pswan.

    Whats new:

    - sound improvements
    - and potential burst blit animation

    Download Here --> http://psp-news.dcemu.co.uk/eswan.shtml ...

    BalluZ 

    by Published on December 6th, 2005 01:45

    EvilDragon posted this news:

    Barnesy released another nice puzzle game written using PyGame / Python:
    Balluz. It's a puzzle game similar to Rubik's puzzles. The aim of the game is to match up the pairs of coloured tiles. You start with an outer row and an inner row. You can rotate both rows together, or use one tool to rotate only the inner row, or another tool to swap the positions of an inner row and outer row tile.



    Download Here --> http://gp2x-emulation.dcemu.co.uk/balluz.shtml ...
    by Published on December 6th, 2005 01:34

    Barnesy has released a great new puzzle game in the Python language for the PSP, heres a screen:



    Download here -->
    http://gp2x-emulation.dcemu.co.uk/pyslide.shtml ...
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