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Touch Ruminations: Mixing the Old with the New

March 6th, 2009 by David Hinkle

In Touch Ruminations, former DS and Wii Fanboy Lead David Hinkle talks about whatever he feels like. He’s a jerk like that. This week, it’s all about boys, blobs, and little Macs, and how mixing the old with the new is a good thing. The opinions expressed here belong to the author and don’t necessarily reflect those of Joystiq, Weblogs Inc. or its affiliates.

This week has been an exciting one for Wii owners. First and foremost, A Boy and His Blob is making a comeback! On top of that, Nintendo informed us that old-school controls will be included in Punch-Out!! for Wii. It’s a wonderful mixture of old and new, and shows us that there is an incredible well of older titles that can be tapped for today’s market in this manner. Nintendo has been doing that with the Virtual Console, presenting older, dated games via a new, easy-to-use interface, bringing them to a new audience. It’s a wonderful mixture of classic and new sensibilities, and something I would like to see more of. Of course, A Boy and His Blob and Punch-Out!! could both be horrible, horrible games for all I know, so take that as you will.

Continue reading Touch Ruminations: Mixing the Old with the New

Joystiq NintendoTouch Ruminations: Mixing the Old with the New originally appeared on Joystiq Nintendo on Fri, 06 Mar 2009 18:45:00 EST. Please see our terms for use of feeds.

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Surprisingly rare and expensive GameCube games

November 22nd, 2008 by David Hinkle

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We love a lot of GameCube games. In fact, when Play on Wii was announced, it felt like a dream come true. See, we imagine many GameCube games being retooled for Wii. Now, we’re glad its actually happening for some of those games.

But, not all titles are destined to get that touch of Wii magic. And, what if you never had a chance to try some of them? Well, unless you’ve got a suitcase buried in the back yard, there are a few titles that might be a bit out of reach, according to the list over at Video Game Price Charts.

Of all of them, which would you say is the “must own” title?

[Via digg]

Surprisingly rare and expensive GameCube games originally appeared on Nintendo Wii Fanboy on Fri, 21 Nov 2008 19:10:00 EST. Please see our terms for use of feeds.

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MeWe reveals new Quad Charger for your Wiimotes

September 27th, 2008 by David Hinkle

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Those of you looking for a rechargeable solution to your Wiimote’s power needs, manufacturer MeWe has just come up with a new device: the Quad Charger. As you can see above, it includes LEDs to let you know the power status of your recharging Wiimotes, as well as the capacity to charge four simultaneously. And, of course, it comes with four rechargeable packs (Ni-MH).

The MeWe Quad Charger is currently available and costs $49.95.

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Revolutionary: The Perfect Controller, part 2

September 25th, 2008 by Mike Sylvester

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Game controllers have come a long way since we were holding a box with a protruding stick and tapping a single button. Now they’re so packed full of cutting edge (yet inexpensive) tech, I’d half expect to see a Wii Remote and Nunchuk in the cockpit of the space shuttle* as a cost-cutting measure. As advanced as the Wiimote is, a lot of us have found a thing or two that could be revised about its design. I’ve gone to the most extreme reaches of my imagination, and come up with a design concept that I believe is about as radical a step beyond our current Wiimote, as that controller is beyond every console controller that came before it. And just like Nintendo’s own design, my perfect controller would be based around technology that is already being used today in different applications.

*Warning: The Wii Remote and Nunchuk’s accelerometers will not work in space. NASA engineers, be advised to wait for the MotionPlus.

Do you realize that a complete set of Wii controllers for a single player can total out to around $100? That’s the Remote, a Nunchuk, a Classic Controller, and a Gamecube controller for your Gamecube games. Then on top of that, you’ve got to pay extra for batteries or a recharging kit. Street Fighter fanatics like myself are in grave risk of spraining our fingers on the Classic Controller, so that’s more money for a fighting game stick or gamepad. Figure in the costs for building an addition to your house to store all this gear, and you’ve spent a small fortune on what’s thought to be one of the most affordable consoles of this generation. There’s no getting around the fact that all of those features can’t be crammed into a single controller for free, but it would be worth a little money just to not have so many controllers and attachments cluttering up the place.

Click for larger imageIf you can manage to get underneath your pile of Wii accessories to dig out your old Xbox and Dreamcast stuff, take a look at their controllers. Microsoft seemed to borrow heavily from the styling of Sega’s swan song controller, but skipped over what was probably the most revolutionary feature the Dreamcast pioneered — Visual Memory. Sony dabbled in it with their own PocketStation VMU, and Nintendo took the concept in a different direction with Gamecube-to-GBA and Wii-to-DS connectivity. But not since the Dreamcast have we had screens inside our standard game controllers. Before the motion-sensing abilities were revealed, many people believed the Wii’s controllers would feature a touch screen for input, and I still believe that that idea has potential.

Just think of what could be possible with a screen in your modern controller. Using Bluetooth for data transmission wouldn’t provide enough bandwidth for streaming video or anything like that (it’s already strained with your control data and the speaker’s audio, plus you wouldn’t want to drain your batteries with such a resource-hogging task), but images could be uploaded to the revised Remote’s increased internal storage during the wait while your Wii loads up a game level. A thumbnail pre-rendering of your Mii could have a few frames of animation showing it wincing with every blow landed in Wii Sports Boxing, or beam with pride while your on-TV avatar does a victory dance around the ring.

Such a simplified usage of the touch screens would mean that they don’t require heavy processing, a high refresh rate, or high resolutions. 64×64 pixels would be a sufficient resolution, but for a full color screen with controller-fitting low power requirements (Dreamcast VMUs were 48×32 and monochrome) , OLED screens might be the way to go. The thin screen, self-illuminated technology is already gaining popularity in cell phones, and Art Lebedev has designed some novel computer interface devices incorporating OLED screens. Even though the geek chic gadgets come with high price tags, it hasn’t done much to spoil their appeal.

Click for larger image
Dual analog sticks are old ‘n’ busted. Dual touch screens are the new hotness.

I had a Windows Mobile PDA before I got my Nintendo DS, and I’ve gotten an iPhone since then, so I’ve seen touch screens used in a wide variety of ways over the years. My dream controller’s touch screens are used similarly to how the Nintendo DS touch screen works for playing Metroid Prime Hunters. Instead of using a stylus, you’d run your thumbs across the screens for analog-precise joystick controls. This required a thumb stylus on the DS, but my vision incorporates capacitive touch-sensing, like on the iPhone. A light touch would register just fine.

As it is, the Wiimote loses a big chunk of its functionality when you turn it sideways to use like a NES controller. With the controller’s IR sensor pointing away from the Sensor Bar, there’s no way to smoothly and accurately control an on-screen pointer with the fluidity of a mouse. I think of that ability as a key piece that’s missing from the perfect-control puzzle, so I’ve added some redundancy with a second IR sensor on the side of the Remote. The Nunchuk portion retains backward compatibility with digital buttons opposite the analog-stick-replacing touch screen. Flipping the Nunchuk around would also allow its new analog trigger and six face buttons to be used in conjunction with accelerometer and integrated MotionPlus gyroscope. Yes, my perfect controller has a gyroscope.

Click for larger image
MiniUSB ports supply power and data connections for charging batteries and linking attachments.

Data between controllers would travel across a short USB cable when connected in the gamepad/extended remote configuration, and a longer cable would bridge the gap when you need to ‘chuk like Bruce Lee. Like the two halves of the Motus Darwin, my perfect controller should be able to slide together with minimal effort, after you’ve connected that USB cable. Remember how the Dreamcast’s VMUs could be connected to each other to share data and play games? Why not connect two Remotes together in a similar fashion. Think of the force that could be unleashed with a double-sided, Darth Maul Wii-saber!

Click for larger image
Gaming in stereo!

A built-in USB-rechargeable battery, rumble motor in the Nunchuk, dual touchscreens, analog triggers with a Gamecube-like “digital click,” more flash memory for saves and graphics, Wiimote-to-Wiimote connectivity, MotionPlus integration, six face buttons for fighting games, and full backward compatibility with Wii, Virtual Console, and Gamecube games, crammed into a tiny little package is my idea of perfection. I’d be willing to pay over $100 for such a controller, but I’m not the average consumer, and Nintendo has to cater to a wider demographic. Whatever revisions may be coming this generation, or if Nintendo has a plan to completely change the way we interact with games is anybody’s guess. But for now, feel free to share your ideas for the future of gaming input in the comments.

Every other week, Mike Sylvester brings you REVOLUTIONARY, a look at the wide world of Wii possibilities.
The perfect controller may be an intangible dream, but you can mix some of the best features of the Remote with a Classic Controller. Read The Perfect Controller, part 1 to see how.
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Wiimote ‘extreme’ LED mod is dazzling

March 26th, 2008 by Candace Savino

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When we hear the word “extreme” in the title of anything, we usually assume we’ll hate it. (Note: This rule of thumb is especially important when the “ex” syllable is replaced by the letter “x”.) We were therefore surprised to see how utterly freaking awesome SiebenDX’s “Wiimote extreme LED mod” was.

It’s not even just the Wiimotes, Nunchucks, and Classic Controllers modded with LED bling that make them worth checking out, but the video itself is entertaining. While “Through the Fire and the Flames” wouldn’t be our first choice at accompanying music (well, maybe it would be someone’s first choice), we enjoy how the LEDs coordinate with the music. It’s like watching some sort of LED-mod-meets-Guitar Hero hybrid.

Then again, maybe we’re just easily amused. Ooh, look at the pretty colors!

[Via Gemaga]

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Wiimote genius Johnny Chung Lee interviewed

January 28th, 2008 by JC Fletcher

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We’ve all stared slack-jawed at the amazing stuff Johnny Chung Lee can make the Wiimote do, from Minority Report-style interfaces to a virtual whiteboard. Now ActionTrip has interviewed the man behind the fingertips.

Is anyone surprised that he is a graduate student in the field of human-computer interaction? It certainly explains a lot, like why he can do what he can do and we … can’t. He said that the ideas for his various interface tweaks were all generated during one furiously creative plane trip: “I decided to sit down and hammer out as many concepts that I think could potentially be done using the components within the Wii remote. The key was to think just about the components and not as a whole device.”

While he obviously has affection for video games, Lee doesn’t have any particular desire to parlay his Wiimote wizardry into a career making games. He says that “I like doing interaction research and only some of my work is relevant to gaming,” but we know that he just doesn’t want to embarrass Nintendo too much by outclassing them.

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When Senators attack: Politicians target ESRB and Wii

November 21st, 2007 by Candace Savino

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Some high-profile U.S. Senators, including Hillary Clinton (D-NY) and Joe Lieberman (ID-CT), have made attacking the ESRB their new pet project. The cause of this controversy is, of course, Manhunt 2. You may recall that Rockstar was forced to revise the game in order to remove the "Adults Only" rating given to it by the ESRB. These tactics may have worked in the U.S., but the British Board of Film Classification was unimpressed and still refused to issue a rating for the title.

The Senators are pretty ticked off at the ESRB for not being as censor vicious as the BBFC. But the ramifications of the Senators' attack on the ESRB go deeper than Manhunt 2, and may affect the video game industry in general if the ESRB is put under the "thorough review" that they are demanding.

Even worse, the Senators are calling for more extreme ratings on the Wii, due to the console's motion-sensitive controller. They argue that the Wiimote "permits children to act out each of the many graphic torture scenes and murders."

Of course, they don't acknowledge the fact that children shouldn't be playing Manhunt 2 at all, since the game was given a "Mature" rating by the ESRB, and one of the few ways they can even play the game is with parental permission. If children playing mature games is really their concern, perhaps the Senators should be putting parents under review, and not the ESRB. Those old enough to play violent games can differentiate between using waggle and using real weapons, making separate Wii ratings unnecessary.

At times like these, we really yearn for Stephen Colbert to make a political comeback.
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Wiimote inspires ‘virtual exercise’ contraption

November 20th, 2007 by Chris Greenhough

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When students in Queensland, Australia recently attempted to make exercise bikes interesting to use (surely an impossible feat if you ask us, but good luck to them), they turned to the Wii's unique controller for a helping hand. Their idea was straightforward enough: place a giant screen in front of the user which shows them merrily zipping through the countryside and other virtual vistas as they cycle.

But for this to work effectively, two Wiimotes were required -- one strapped to the cyclist's helmet (so that turning the head would allow users to take in scenery around them), and one to the leg of the cyclist (meaning the device could detect what speed users were travelling at, and adjust the on-screen image accordingly).

They're calling it "virtual exercise," and say the next step is to take the image from the screen and have it projected into a pair of goggles, before selling the idea to gyms. Presumably they'll have found an alternative to the Wiimote by then, but if this does show up in your local sweatshop in the future, know where the inspiration came from, eh?

[Thanks, Maddles!]
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Samurai Warriors: Katana announced for Wii with a U.S. release date on January 15, 2008

November 16th, 2007 by supadupagama

Pre-order Samurai Warriors: Katana for WiiKOEI announced that Samurai Warriors: Katana for Nintendo Wii will be coming to North America beginning January 15, 2008. Using a first-person perspective, the Samurai Warriors: Katana adventure game is based on the popular Samurai Warriors series and aims to give arcade-style action right into your own home. Armed with your motion-sensitive Wii Remote, you’ll journey back in time to do battle as a lethal samurai warrior.

On each mission, legendary samurai and allies will serve as your guide. Prevent pirates from invading your ships, rescue maidens from a burning castle, and explore mysterious caverns stalked by ninjas. These and many more challenging missions require quick reflexes, fast thinking, and precision marksmanship.

On the battlefield ninja assassins will be poised to strike at your every turn, but with close-range and long-range weapons, you’ll be well equipped for your counterattack. Combat gets up close and personal with the classic samurai sword, spear, and mighty war hammer, but you can still target enemy soldiers in the distance using a bow and arrow, a gun, and even a cannon.

Watch how it works to decide if you want this.

Samurai Warriors: Katana offers three different modes of play. Action-packed with nearly 30 hours of game play, Musou Mode takes you on an adventure through Feudal Japan. Samurai-in-training can prepare for battle with a multitude of challenges in Trial Mode. Here you’ll earn gold which can be used to purchase weapons and precious items. And in Vs. Mode, you can go head-to-head with a friend in eight mini games.

Samurai Warriors: Katana has three difficulty levels for players of all skill levels, and is for up to 2 players (in Vs. mode). This game features Dolby Pro Logic II audio.

One part GlovePIE, two parts Wiimote = Samba de Amigo

November 14th, 2007 by David Hinkle

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Despite getting the name of the game wrong in the initial graphic, this video showcasing the Dreamcast title Samba de Amigo being played with two Wiimotes is just too cool for school. Now, replace one of those Wiimotes with a nunchuk and it's probably a pretty accurate estimation of how the title will play once it actually releases on the Wii.

Oh, and we're assuming this is a legit back-up of his own game. If it isn't, well ... we don't support piracy in the least.

[Via Go Nintendo]
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