9:38: Red Steel is on now. Another player makes slashing motions with his controller. Miyamoto goes back to conducting to electronic orchestral music. Reggie welcomes the crowd with If you're looking for the next genereation, you're in the wrong place. We're not just next, we're new. It's no longer confined to the few. It's about everyone. What you see is now always what you get. Playing is believing.
9:42: Video demo running now. Begins with Pixar rip-off Wii ad, with the bouncing lights. Hip kids and others use the controller to play drums, tennis, golf, play maestro, race cars, MARIO! Speaker in controller confirmed.
9:43: Mario fights a giant Octoboss in a pit of lava. A kid flies a biplane with the Wiimote. Metroid FPS shown.
9:43:: Table Tennis with wiimote - take that rockstar.
[email protected] (9:43:37 AM): Now they're showing wacky Japanese party games include paper sredding, key unlocking, squats???
9:43: Two-player ping-pong, a track meet game, a range of mini-games incorporating the controller (hula hoop, broom balancing), baseball, more Red Steel...
9:44: ...and here's Link!
9:45: Link is fishing with nunchuku. Player nearly falls out of his chair as the crowd goes ballistic. Zelda is confirmed for 2006. Reggie back on stage.
9:46:Today you will see, and tomorrow you will start to feel. He says that Nintendo will offer up inspiration rather than information this week.
9:47: Now Reggie is talking about the fact that many gamers know people who have ever played a video game. He says his has to change.
9:47: Reggie notes there are some questions that people probably want to ask: pricing/availability, why the name, why so different? Reggie pooh-poohs incremental improvements. That strategy works, but ultimately it's fatal.
9:49: In the same way that Mario 64 changed everything, we ask, how can we make games feel new again? Reggie says there won't be a price announced today.
9:50: As for date and price, we think its best to keep those details quiet a little longer. You will play Wii in the fourth quarter of 2006. That was met with tepid applause; the crowd wanted more details.
9:50: About the name: We want to thank all the people that wrote good things about it the first time they heard it...both of you. Audience laughs. Name chosen to stress inclusiveness--all of us, all gamers, around the world. Promises more news on third-party partners later in this event and on the E3 show floor.
9:51: A video is shown: Metroid again, then Dragon Ball, Dragon Quest (Sword game announced ysterday by Square Enix), Fire Emblem, here's Mario again in a platformer. A Tony Hawk game, Sengoku Action from Koei.
9:54: Disaster Day of Crisis. SongeBob. Cars. Super Mario Galaxy. SD Gundam Breaker. Tony Hawk Downhill Jam. Excite Truck (RC Pro Am look-alike) Red Steel. Rayman 4. Super Swing Golf Pangya. Sonic Wild Fire. Project Hammer. One Piece Limited Adventure. Madden. Just Madden. No 07. FF Crystal Chronicles.
9:56: Twilight Princess--It is by far the best Zelda game we have ever made, also the most beautiful. Zelda will launch alongside Wii. First look coming right now. Nate and Bill from NOA going to play Zelda on the Wii. Movement on Nunchuk. Weapons, items are mapped to d-pad on remote.
9:57: When you shoot an arrow, you'll hear the bowstring twang at your ear from the speaker in the remote. Other developers also have a lot of ideas for how to use this speaker. There's a built-in rumble feature. Sony gave this up for their six-axis motion detection.
9:59: Link's iron boots return too, this time used in combination with magnets. They show Link using the iron boots and a magnetic ceiling to travel around a room.
10:02: Reggie back on stage on elevated platform. Nintendo will launch two different versions of Zelda - one for Wii, one for GC. The game will come out for both GC and Wii on the same day: the Wii launch day.
10:03:Metroid Prime 3: Corruption clip shown, it's dubbed the most intuitive FPS ever. Then it's more Super Mario Galaxy.
10:04: But can the system truly be new if all the names are the same? That's why we're working on new franchises, he says. ExciteTruck, Project H.A.M.M.E.R. (a beat-'em up), and Disaster, which looks like an action game.
10:05 Now Reggie seques into 3rd-party efforts, saying he'll introduce just a few of the games in development for Wii. Sonic! Gameplay footage of the hedgehog's Wii game. Final Fantasy: Crystal Chronicles, as announced by Square Enix yesterday, is coming to Wii.
10:06: And Madden 07 is coming to Wii, as is Tony Hawk's Downhill Jam from Activision. And Rayman from Ubisoft. A Wii SpongeBob game is coming from THQ. 27 Wii games are playable on the show floor. Of course, that doesn't include the games available for Virtual Console. Reggie introduces two Ubisoft executives, who will talk about Red Steel.
10:08 They are Xavier Poix and Roman Campos. The stage has now taken a nice red color. Player is doing something on screen, but we can't see the game footage. Ah there it is finally. They describe Red Steel as a first-person action game set in both the US and Japan. It takes full advantage of the Wii controller.
10:10: They're showing ...
- nds/tcm: reset during emulation does reinit memaccess_list (and rebuild_tcm)
- gba/video: selectable GBA (dark), GBA-SP (med), DS-in-GBA-mode (bright) colors
- nds/video: emulates backlight on/off/dimming (rgb_xlat per screen / machine)
- nds/setup: optionally allocates debug-ver 8MB main memory (with reset/remount)
- nds/help: described wifiwaitcnt (port 4000206h), and displayed it in f10-iomap
- nds/help: spi 16bit mode bugged (only each 2nd byte appears in 8bit-spidata)
- nds/iomap: added 32bit auxspi register in iomap (formerly 8bit whatever 1a1h)
- nds/aux: emulates auxspi port (that still without any backup-memory emulated)
- nds/help: added cartridge backup chapter, and auxspi in cart ports and iomaps
- nds/realtime: raised from 50% to 100% speed (delays only on arm9, not on arm7)
- nds/video: emulates alpha-flag (0=transparent) for direct color BG bitmaps
- nds/iomap: expanded bg#cnt charbase value to bit2-5 (unlike GBA-style bit2-3)
- nds/help: added debug_exception_vectors in irq chapter (27FFD9Ch and 380FFDCh)
- nds/reset: stable multiple_ready initialization (libnds crashed each-2nd-boot)
- nds/debug: allows stackinfo at non-3000000h region (ie. var nds9 dtcm region)
- nds/metroid: metroid demo intro-movie is now working (bg bitmap & bitmap obj)
- nds/iomap: fixed displayed sqrt_result register value (addr 2B4h instead 2A4h)
- nds/iomap: fixed soundcnt and soundbias registers (addr 50Xh instead ecx+50Xh)
- nds/video: fixed bitmap obj emulation (also displayed in vram viewer oam page)
- nds/help: corrected 2D Bitmap OBJ description (boundary=8x8, not boundary=32)
- nds/video: emulates vram-display-mode (used for metroid intro / upper screen)
- nds/irq/bios: nds-irq-handlers working without copy of real nds-bios-image
- profiler: goto function always applied to CODE window (not data/stack window)
- nds/profiler: treats FFFF0018h as nds9-irq (unlike 00000018h for gba/nds7)
- nds/emudetail: higher emulation accuracy for read/write-able POSTFLG bits
- nds/bugfix: fixed SWP opcode (metroid) (ecx was destroyed by anytcm handler)
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