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"Revolution controller revealed"

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Fri 16/09/05 at 04:01
Regular
"8==="
Posts: 33,481
[URL]http://www.gamespot.com/news/2005/09/15/news_6133335.html[/URL]

Ummmm...


Picture of the controller:

[URL]http://www.gamespot.com/news/2005/09/15/screens_6133335.html?page=3[/URL]


Analogue stick expansion (phew):

[URL]http://www.gamespot.com/news/2005/09/15/screens_6133335.html?page=4[/URL]


More pictures:

[URL]http://www.gamespot.com/news/2005/09/15/screenindex_6133335.html[/URL]



Controller game demos:

[URL]http://hardware.gamespot.com/Story-ST-15143-2567-x-x-x[/URL]




1st Article for the lazy people:

"Though the Nintendo Revolution was partially unveiled at this year's Electronic Entertainment Expo, its controller is the final piece of the venerable hardware manufacturer's next-generation puzzle. Speculation about the device has run rampant, because its manufacturer has made a point of keeping it well hidden. Nintendo has chosen only to drop hints that it would be an integral part of the Revolution's unique gameplay experience.


Today, in his keynote address at this year's Tokyo Game Show, Satoru Iwata touched on those themes again, giving further clues about Nintendo's vision for the future. But while Iwata's speech offered a bit more clarity on what Nintendo is aiming to offer gamers with the Revolution, he was vague about exactly how its controller will fit into the company's grand plan.

Thankfully, GameSpot had the chance to gain a better understanding of what Nintendo is going for with the benefit of a visual and tactile aid--a working prototype of the Revolution controller. Yes, we touched it. Yes, we used it. But is it a "revolution"? It just might be.

Our guided tour of the Revolution controller was led by none other than Shigeru Miyamoto, the industry legend whose talent has been one of the driving forces behind Nintendo's success. But, as always, he was his humble self, emphasizing that the day's presentation was about the possibilities of the controller and not his own upcoming projects. With that disclaimer, Miyamoto and the assembled Nintendo Japan reps unveiled the long-awaited controller, a modest-looking device that is low on flash, but big on functionality.

Miyamoto noted that the impetus for the controller design came from Nintendo's desire to do something "different" after hearing user feedback on consoles. The company felt the current generation of machines was coming close to overwhelming players by taking up too much space in their living rooms and creating briar patches of cables that must be navigated. As a result, Nintendo wanted to offer a solution that starts simple but supports expansion and that offers accessible experiences for casual players and more intricate experiences for hardcore gamers.

The form factor on display wasn't the absolute final design for the Revolution controller, and Nintendo reps noted that it is still a work in progress. That said, it was enough to give us an idea of where the company is headed. The controller itself bears no resemblance to the myriad fan-generated renderings purporting to be the real deal. The unit basically looks like a slim, ergonomic television remote that's about as long as your hand.

As can be seen in the images released today, the controller features core elements along with some you wouldn't expect. A power button at the top left of the unit appears to let you power the Revolution console on or off. An old-school digital D pad rests just below the power button. A large GameCube-controller-style A button is prominently placed below the D pad. Its counterpart B button is located on the opposite side of the remote, like the Z button on the Nintendo 64 controller. Directly below the A button is a series of three buttons: select, home, and start. While it's easy to guess what they do, Nintendo reps offered no details on their exact function.

Below the select, home, and start buttons is another set of vertically aligned buttons labeled X and Y. On some of the prototype controllers we looked at, the X button had a small "B" next to it and the Y button had a small "A" next to it, indicating that the controller can be held sideways to approximate a classic NES controller. Directly beneath those buttons is a horizontal row of colored lights that indicate which controller slot the owner is using--1 to 4 are planned at the moment. The plan is for the controllers to include built-in rumble packs and to run off of batteries, à la the Wavebird for the GameCube.

Finally, the base of the controller features a unique plug that lets you make use of a wide variety of peripherals. One such peripheral is an analog stick attachment with two shoulder buttons. Though it gives the combined items an odd, nunchaku-like appearance (which is actually Nintendo's tongue-in-cheek nickname for it), the add-on demonstrates the controller's versatility. While Miyamoto didn't say much else about what other attachments were in the works, he did note that it's theoretically possible to have entirely different configurations plug into the port--which got us thinking about SNES and N64 controller attachments.

One of the most interesting features of the peripheral is tied to its functionality as a "pointing device." A glossy section of the top of the controller houses a transmitter--much like any remote would have--that was used extensively in the demos we saw. The signal from the unit is picked up by sensors you'll place near your television, which will then reflect your actions on the screen. Based on the responsiveness of the demos that we tried, this feature has the potential to turn the entire base controller unit into a new kind of pointing device. It also has great potential applications for sports games, such as laser-pointer-style play calling.

Overall, despite its unorthodox appearance, the Revolution controller has a comfortable feel. The assorted demos on hand also indicated that playing Revolution games will be a more active, physical experience than playing current-generation games. Whether you're using the pointer mechanic to actively control onscreen action or using two hands to take advantage of attachments, the Revolution controller will likely change how games are played.

Will the change the Revolution heralds be successful? It's too early to say for sure. But given Nintendo's well-documented history of breaking new ground in gaming (such as the DS) we're game to see just how this all pans out. The potential for a revolution is there; Nintendo just has to lead the way with software."
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Fri 16/09/05 at 13:32
"period drama"
Posts: 19,792
gerrid wrote:
> I already made this topic, Hedfix!
> Anyway, gyroscope = :' {

It's not a gyroscope. Slighty similar in some respects, but a billion trillion times better than any rubbish gyro thinger.

smv wrote:
> There's a couple of prototypes knocking about - some have those
> bottom two buttons labelled X & Y, whereas on others they are
> labelled a & b.

Well, they should be X and Y, and the should be to either side and a bit lower than the big A. Then you've got 6 buttons at least, which is mucg better.

AfroJoe wrote:
> The possibilites are endless. Could be class, but then again, it's not
> going to gain much support from neutrals. People are going to look at
> that, dismiss the Revolution immediately, and Nintendo have lost
> potential customers.
>
> It'll probably work fine, but it's risky stuff.

Can't see 3rd-party support getting much stronger after this. It's a blessing and a curse.
Fri 16/09/05 at 13:33
"period drama"
Posts: 19,792
Dringo wrote:
> That's a good thing in a way... as it is a one handed device it should
> work a lot better.

I told you one-handed devices rocked.
In fact, I basically came up with the whole design of it.
Fri 16/09/05 at 13:34
Regular
Posts: 21,800
Dringo wrote:
> I'm really impressed actually.

No suprises there then.

When was the last time a good exclusive 1st person shooter came out on a Nintendo console? Nintendo better front up the cash and get some Free Radical exclusives me thinks. Mario Pidgeon shoot maybe?
Fri 16/09/05 at 13:36
Regular
Posts: 19,415
Dringo wrote:
> How utterly brilliant will that be for first person shooters... I love
> the analogue add on thing.

Indeed, against a PC user they wouldnt stand a chance with the almighty remote control and stick on a cable. Finally PC users will be put in their place with this baby.
Fri 16/09/05 at 13:37
Regular
Posts: 6,492
FinalFantasyFanatic wrote:
> Tomm wrote:
> As far as I can tell it also has some sort of gyroscopic function
> built in, since they mentioned tilting it and whatnot. To me it
> doesnt sound like a normal lightgun...
>
> No, I think they were still talking about the pointer there - it can
> probably pick up on-screen if the pointer-beam-thing is being tilted
> to the side.


The x and y are the z1 and z2 triggers on the analogue stick, no?

There are also triggers on the bottom of the remote bit, I think.

And it does have a gyroscopic funtion which can detect tilting left and right, although this could be achieved using a dual sensor system on the front.
Fri 16/09/05 at 13:38
"period drama"
Posts: 19,792
They could easily scrap the analogue add-on alltogether, you know.
Replace the d-pad with the stick, and put the 2 trigger buttons below the B for your middle and ring fingers.
Fri 16/09/05 at 13:40
Regular
"bit of a brain"
Posts: 18,933
I was hoping it wouldn't be gyroscopes and one handed (although we all knew that it was gonna be gyroscopes, didn't we). The only thing that really worries me is that you have to put sensors around your TV, which means that if you move the sensors or they get knocked, your aim is off and whatnot.

I see it as the same as everyone though - it won't be great for a lot of current game styles, but I'm sure we'll see some new types of games. That'll alienate people who like games as they are now, but it'll be a hit with the japanese (:' } . Anyway, we'll see when we play it and I'm sure we'll all get excited when they announce some games. It'll work well for FPS though, despite what Bonus says. Although prolonged periods of play will be tiring.
Fri 16/09/05 at 13:42
"period drama"
Posts: 19,792
Bonus wrote:
> The x and y are the z1 and z2 triggers on the analogue stick, no?

No, the Z1 and Z2 triggers are the Z1 and Z2 triggers on the analogue stick.
The article says stuff about X and Y being near the little a and b at the bottom, but they obviously aren't.

> There are also triggers on the bottom of the remote bit, I think.

[URL]http://www.gamespot.com/news/2005/09/15/screens_6133335.html?page=2[/URL]
Just the B button by the looks of it.

> And it does have a gyroscopic funtion which can detect tilting left
> and right, although this could be achieved using a dual sensor system
> on the front.

Oh, must have missed that.
I can make my peace with it just sensing tilt, as long as it's not the main control mechanism.
Fri 16/09/05 at 13:44
"period drama"
Posts: 19,792
gerrid wrote:
The only thing that
> really worries me is that you have to put sensors around your TV,
> which means that if you move the sensors or they get knocked, your
> aim is off and whatnot.

'tis a bit strange. There's a lot of questions there - will they come with the Rev as standard, will they fit on every type of TV ...
Fri 16/09/05 at 13:45
Regular
"bit of a brain"
Posts: 18,933
Mate, the X and Y buttons are just alternate names for the a and b buttons at the bottom. They're called X and Y for the Rev controller which already has A and B buttons, and a and b for the NES controller.

It's like Xa Yb
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