gadgetPhreak Gadget News Blog. Futuristic Gadgets and Portable Electronics

July 8, 2006

Gold and Diamond Covered Original Game Boy

Filed under: Nintendo,Portable Media,diamond,game boy,gold,pokemon — Gizmodo @ 12:09 pm

Really love playing Pokemon Gold and Pokemon Diamond? Now you can Catch Them All on an actual 18K Gold and Diamond covered Original Game boy. Granted, it’ll cost you $25,000, but if you’re an adult and you’re still playing Pokemon, we think you’ve got a little savings stashed away from NOT going out on the weekends.

Original Nintendo Game Boy [Swisssupply - Thanks Daniel!]

July 7, 2006

Keepin’ it real fake, part XXIX: Gamboy Micro has a twin

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Is the $100 Gameboy Micro a little too rich for your blood? Why not pick up the similar-looking One Station (not to be confused with the POP Station, although it's entirely possible that they're related), which was recently spotted for under forty bucks at a Philippine electronics shop - it offers all the fun of your favorite 8-bit Nintendo games (on special knockoff cartridges, of course) without any of the bloated costs associated with those expensive licensing fees.
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Keepin’ it real fake, part XXIX: Gameboy Micro has a twin

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Is the $100 Gameboy Micro a little too rich for your blood? Why not pick up the similar-looking One Station (not to be confused with the POP Station, although it's entirely possible that they're related), which was recently spotted for under forty bucks at a Philippine electronics shop - it offers all the fun of your favorite 8-bit Nintendo games (on special knockoff cartridges, of course) without any of the bloated costs associated with those expensive licensing fees.
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July 6, 2006

Nintendo calms crowd: will announce Wii deets in Sept.

Filed under: Nintendo,launch,price,wii — Paul Miller @ 6:10 pm

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We’re not sure this’ll manage to get all the rumor mongers to pack up their bags and go home for a couple of months, but Nintendo responded to the rampant speculation on Wii price and launch date by stating today that they’ll announce both of those little details in September. This makes a September launch increasingly unlikely, but doesn’t say much more than that. After the announcement a McNealy analyst stated: “Our position remains that the Wii could retail as low as $199 instead of $249, and October is a reasonable timeframe.” So, really, we’re still stuck with a fairly large launch window within which we’re sure to hear a few more “sure thing” dates rumored, but really, would we have it any other way?

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Nintendo gifts birthday boy Bush with DS Lite, Brain Age

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Just like you’re not supposed to tug on Superman’s cape, it’s probably not the best idea to send the most powerful man in the world a gag gift on his birthday, so we’ve got to give props to our good friends at Nintendo for risking an ugly international incident to break President Bush off with a DS Lite in honor of his sixtieth — and bundling in a copy of Brain Age to presumably help ward off his impending dementia. According to our sources inside the White House, after muttering under his breath about how “this doesn’t work like my iPod,” Mr. Bush decided to move onto more important matters like national security and regift the console to his Scottish Terrier Barney — who was able to have a game of Nintendogs up and running within minutes.

[Via Joystiq]

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July 5, 2006

Nintendo Wii due for early launch?

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Our money -- since we so regularly put down heavy cash on the intricacies of console launches -- is still on that November 6th date that's been going around, but we're always willing to entertain a bit more tasteful rumoring. This one's from CNNMoney.com's Chris Morris, who cites P.J. McNealy and other unnamed "industry insiders" that the Nintendo Wii is due for October, with a slight chance of late September if the cards are right. This would contrast it to the November 17 PS3 launch, and Microsoft's November 22 last year, and give Nintendo a bit of a head start in the holiday rush. Apparently Nintendo is in pretty good shape to do so, since they've already started manufacturing the Wii, and they so far have only launched one home system in November, the GameCube. It'll probably come down to manufacturing successes and title readiness, and Nintendo might want to give 3rd party titles a bit more time in the oven with the new control schemes that need to be perfected, but a least the anonymous and unverifiable signs are looking good for an early launch, and we're not complaining.

[Via Gotakon]

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July 3, 2006

Wii set to drop on November 6th?

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You may remember us passing along a rumor last month from Cubed3 which claimed that Nintendo would be launching the Wii on November 6th; as usual, we took the info with no small amount of skepticism, but now that date actually seems to have been confirmed, and in the most unlikely of places: this month's issue of Sports Illustrated for Kids (Disclaimer: Engadget and SI for Kids are part of the same loving corporate family). Generally not known for getting the inside scoop on the video game industry, the magazine nonetheless seems confident enough in its sources to have published the supposed release date as fact without even the hint of a disclaimer, which combined with the Cubed3 info, makes us think that they might be onto something here. Obviously any deets related to the launch and pricing of this console are up in the air until the official word comes down from Japan, but with Xbox 360 already firmly entrenched and the PS3 scheduled to roll out a little later in the month, it certainly makes sense that Nintendo would be looking to leverage even the tiniest advantage.

[Via Joystiq]
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June 29, 2006

Ben Heckendorn’s new, improved nPod

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Never one to rest on his laurels,the great Ben Heckendorn has taken his already-stylin’ nPod portable 8-bit Nintendo console and reworked it around a smaller “NES on a chip” to come up with a unit  that’s even more polished and compact than the original. Like the nPod 1.0, this new version is only slightly bigger than those bulky plastic cartridges it plays, yet still manages to include a headphone jack and convenient sliding battery pack powered by four regular AAs. As usual, the talented Mr. Heckendorn is happy to part with the prototype (for the right price), but this time around he’s also seeking feedback to gauge the market for a potential limited production run of these devices. If the NES emulator on your smartphone just isn’t doing it for you anymore, then head over to Ben’s site and let him know how much you’d be willing to throw down for one of these — he may even equip them with such niceties as a system link and TV out if that’s what his adoring public demands. Keep reading if you want to catch a tantalizing glimpse of the nPod 2.0 from behind…

[Via Make]

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June 15, 2006

The curious case of the $2.3m in missing DS Lites

Filed under: DS,DsLite,Nintendo,ds lite,heist,theft — Ryan Block @ 5:46 am

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We’re not sure what you’d do with as many as 18,000 Nintendo DS  units that you swiped alongside a stockpile of games in a container in Hong Kong, but it looks like nearly any number of black DS Lites and games were stolen in a $2.3 million dollar heist en route to Europe for launch later this month. A reward of $1 million HKD (about $129,000 US) was posted by Hong Kong police, but something tells us that the perps and their associates behind this — easily one of the largest gadget hustles we’ve yet heard of — won’t be quick to give up some names. Then again, we imagine that tasty reward might be a bit tempting, so be a little cautious when bidding for your next DS on eBay; you know, make sure the quantity isn’t listed in the thousands, ok?

[Via Joystiq]

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June 13, 2006

Best Buy also has PS3 games for pre-order

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What, you thought Best Buy liked Nintendo better than Sony? Never one to play favorites (except to customers who buy those shady warranties), the big-box retail giant has also put some tantalizing PS3 titles up for pre-order to join the Wii games we saw the other day. Like the Wii listings, the PS3 titles also cite December 1st as a release date — probably just a placeholder — although the $60 prices are more in line with Xbox 360 games than the $50 Nintendo will be charging for its discs. Among the nine titles online are classic franchise sequels such as Resident Evil 5, Tekken 6, and Devil May Cry 4, along with Indiana Jones, Marvel: Ultimate Alliance, and Smackdown Vs. Raw 2007, but the lack of details or screenshots on Best Buy’s site means you’re better off skipping the Read link and heading straight over to Joystiq if you have any interest in these games.

[Thanks, khrokon]

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NES controller cellphone and “Zack Morris” Bluetooth headset mods

Filed under: 3200,Bluetooth,Nintendo,cellphone,diy,hack,headset,mod,moto,nes — Evan Blass @ 5:35 am

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While mobile companies are doing their best to make cellphones as sleek and futuristic as possible, retro junkies keep taking them apart and turning them into ironic, yet functional, pieces of art like these. The first mod, from Grooveking.com, makes an old Motorolla DynaTAC 8000X or “Zack Morris phone” into a Bluetooth headset, that’ll get 8-times the juice of a normal battery. The second project, from DIYHappy.com, takes an old NES controller (which has already gotten the Bluetooth treatment in the past) and fills it with the guts of a Nokia 3200 – yes, the American Idol phone. You need a little technical know-how to make these for yourself, but after you get the hang of it, all of your gadgets might end up crammed into NES controllers. Sadly, the Nokia 3200 doesn’t have Bluetooth so you won’t be able to use these two devices together, but we look forward to the future when our Xbox 360 controllers and Treos are turned into seemlessly-integrated retro kitsch.

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June 8, 2006

BestBuy.com has Wii games available for pre-order

Filed under: BestBuy,Nintendo,best buy,bestbuy.com,game,pre-order,wii — Paul Miller @ 6:35 pm

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The kind folks at Best Buy have pulled off the shadester move of the week, and are offering Nintendo Wii games for "pre-order." Right now they have Red Steel, Super Mario Galaxy and Super Smash Bros. Brawl available for pre-order, with a supposed release date of 12/01/2006. All three titles are priced at $49.99. The odd thing about it is that the two first party games, Mario and Smash Bros., aren't even slated as launch titles, not to mention the fact that releasing a console 8 days after Thanksgiving is a bit silly. We're sure these are just placeholders for now, to get your bucks early (like those crazy Xbox 360 bundle schemes), and actual details will be filled in with time. Those dang capitalists.

[Thanks, David M.]
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May 31, 2006

The Big Three’s consoles: size matters

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Just thought you'd like to know. And yeah, even thought it's not the stylingest, we think aesthetically (if not the Wii then) the PStwo is probably our fav. But that's just us.

P.S. -We understand the Wii's not 100% accurately represented here. Looks pretty close though.

[Via Joystiq]
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May 30, 2006

Nintendo releases Rumble Pack for DS Lite

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No surprises here: Nintendo has loosed a version of the venerable Rumble Pak on Japanese DS Lite owners, with a US model forthcoming. Besides being smaller than its big brother in order to fit flushly in the Lite’s cartridge slot, the new Rumble Pak sports all the same vibrating goodness, and for the same price too. (In case you don’t remember, that price is a mere $10). Unfortunately, both versions of the Pak are still only supported by a handful of games, so here’s to hoping you haven’t beaten Metroid Prime Hunters yet.

[Via DS Fanboy]

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May 26, 2006

UK to pay about the same for Wii as US, Japan

Filed under: Nintendo,europe,pricing,wii — Ryan Block @ 9:41 am

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When Sony announced that $600 price point for the PlayStation 3, it was a spicy meatball, but their €499 / 599 European price was an even tougher sell, and their eventual supposed £425 (~$800 US) UK sticker was the icing on a very vexatious cake — the more we found out about their launch prices, the more it pained us. Looks like Nintendo’s not gonna be following in Sony’s footsteps though, at least not in Europe. They let GamesIndustry know that the “UK pricing will be in line with Japan and the US,” for the Wii, which GI took to mean that with VAT, the UK might expect to pay about £150 (about $279 US). Yeah, it’s a little higher than the US and Japan — and it usually is — but it’s certainly not the multi-hundred-dollar price penalty for living on the Soggy Isles Sony’s apparently intending to excise, that’s for sure.

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May 24, 2006

Wiimote to have mic, VOIP support?

Filed under: Nintendo,VoIP,mic,microphone,speaker,wii — Paul Miller @ 11:05 pm

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The idea of a mic for the Nintendo Wii controller -- in addition to the speaker they announced at E3 -- isn't too far fetched. After all, the DS is already using such functionality quite successfully, and Nintendo included a microphone with their recent Mario Party games for the GameCube. There's still no official word from Nintendo, but after some careful examination of Nintendo Wii patents, NRevolutionA has spotted some pretty strong hints to a mic. The patent mentions two audio sources, one obviously being the game disc, and the other being a mysterious "audio in" that is hanging out with a pair of audio outputs. It seems like a mic to us. There are also details within the patent regarding the processing of analog audio to digital, and mixing it all together with a bit of Wii magic. Other sources around the interwebs are pushing the rumor of VOIP support, which seems easy enough for Nintendo to do, and matches well with their "always on" Internet strategy. Purists might be scared by the PS3-ish convergence, but Nintendo doesn't seem in any danger of dropping off the deep end in this regard.

[Via Joystiq]
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May 22, 2006

Europe to get black DS Lite

Filed under: BlackDsLite,DS,DsLite,Nintendo,black ds lite,ds lite — Ryan Block @ 4:47 am

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Looks like we’ve got some bad news for those in the US anticipating a DS Lite in black — looks like Apple isn’t the only one making the dark version of their portable a little more inaccessible than its white counterpart. So far as we know we’re still slated for that June 11 launch of the “Polar White” DS Lite in the states, but unless they’re gonna surprise us with some additional colors it looks like Europe will be getting black first come June 23rd. And don’t be fooled by Nintendo’s press shots above, we don’t think there’s a muddy gray / brown shade en route as well, just black and white due Europe for about £99 or €149.99 ($185 or $191, depending on your region).

[Thanks, Ant]

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May 15, 2006

Engadget Podcast 080 – 05.15.06

Filed under: E32006,Joystiq,Nintendo,Playstation3,Sony,e3,engadget,microsoft,playstation 3,wii,xbox360 — Randall Bennett @ 4:15 pm

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Podcast logoThe show's over and we've headed back to our respective homes across the globe, but before we fled LA, Ryan headed around the show floor to get final thoughts from members of the Joystiq crew, including former Editor-in-Chief, Ben Zackheim. Hear their thoughts on how the show went, who's booth was superior, why Sony kind of blew their chance, and even what the fairer sex thinks about this year's lack of booth babes. We'll be back with normal podcasts soon, but enjoy this final E3 edition, striaght from the noisy floor of the Las Angeles Convention Center, recorded in earshot of Sony and Nintendo.

Get the podcast
[iTunes] Subscribe to the Podcast directly in iTunes (MP3).
[RSS] Add the Engadget Podcast feed to your RSS aggregator and have the show delivered automatically (MP3).
[MP3] Download the show (MP3).
[OGG] Download the show (OGG).
[Vote] Vote for us on Podcast Alley!

Host
Ryan Block

Featuring
Joystiq's Chris Grant, Ross Miller, Jennie Lees, and AOL Games' Ben Zackheim

Producer
Randall Bennett

Music
J J J - 'Suits' in Japan

Format
1:02:43, 28.7 MB, MP3

Program
00:00 - Ross Miller
23:40 - Ben Zackheim
45:14 - Jennie Lees
50:00 - Chris Grant

LISTEN (MP3)
LISTEN (OGG)

Contact the podcast: 1-888-ENGADGET, Engadget (Gizmo Project) or podcast at engadget dawt com

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The Engadget & Joystiq Interview: Nintendo’s Perrin Kaplan

Filed under: Nintendo,PerrinKaplan,e3,interviews,perrin kaplan,wii — Ryan Block @ 11:42 am

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On the last day of E3 we got to sit down with Perrin Kaplan, Nintendo of America’s Vice President, Marketing and Corporate Affairs. We still had a lot of questions for her to field after interviewing Miyamoto-san the day before, specifically regarding the naming of the Wii (yeah, we had to ask), what Nintendo’s online strategy actually is, what they’re doing with launching first party titles like Smash Bros. on the Wii, why the GameCube was suspiciously absent this year, and exactly where homebrew gaming fits into the final equation.

So I guess we should get started. Thank you very much for meeting us. Everybody here has this badge that says “what’s your brain age?” so I’m curious to know what your brain age is.

Oh my gosh, I haven’t played in a good couple of weeks. I guess down to 30 or so.

Really?

Yeah, I need to work on it. Our president [Satoru Iwata] is very proud that his is 20.

Today is the last day, everything is pretty much behind us. How do you guys think you fared?

Even better than we thought [we would]. I think we were all really excited coming in, with pretty much trying to say to people, “It’s not about what you see, you have to try it,” which is why our theme is “playing equals believing.” I think you really have to try and take the products for a ride yourself. And that people are embracing that and lining up at record lengths and number of hours and really enjoying it — saying it was worth the wait is fantastic.

One of the things I’ve been hearing from a lot of people in the industry is they felt that Sony really fell flat this year, and I was curious to know what you think they could have done better.

That’s a hard one. I have my own personal rule: I don’t hold a media briefing that’s over 60 minutes. I think it’s really hard to have a captive audience be engaged that long. Even in school, I could have had the most stimulating presentation from a teacher and an hour starts to get a long time. That’s probably one thing I would do differently. But their product line is what their product line is and their approach is their approach, so what I would do differently is really hard for me to say because we’re over here doing something really different and it feels really great. I think being innovative, at least for us, is exciting.

One of the things I’ve also been hearing is that even from the most evangelical and dedicated Nintendo fan base, there’s been this — and Reggie acknowledged it in the presentation — very negative reaction to the name. Obviously, we’re going to have to touch on this. So I was curious to know –

Wii are going to have to touch on it.

[Laughter] I’m trying to avoid that, but yes.

It’s made for a lot of great fodder.

What do you think Nintendo could have done to improve this situation or avoid it?

You know, I actually think in many ways, the way that we did it is right. We got the name announcement out before E3 so people could have a chance to understand why we named it that, why we created what it looks like visually, what our thought process was, and why we did something so innovative and so odd as a name, and give people a chance to get over it or be happy about it, and come to the show with jokes or saying, “I’ve embraced it, that works for me.” In the end, it’s not necessarily what something’s named, it’s what it does. But for us, Wii stands for a lot of different things, including the inclusive nature of game playing. And we actually did get some fan mail, but I think most people have settled into it.

One of the things that really took me back that I’ve never really seen before in this kind of instance is that people had such visceral reactions. They were making petitions; many people declared that they thought it was a hoax and that the real name was going to be announced at E3.

I think in some ways we took that as a back-handed compliment. These people who are so compassionate about gaming and care and really want to see Nintendo do well or do something in the way that they think is the right way. I think we single-handedly choked the internet that day. It was interesting that people were that passionate about it, that they had something to say. I actually think that’s a really good thing.

One thing I’ve been also hearing — and we don’t have to dwell on this too much longer — that people really got affixed to the Revolution name. The DS had that as its code name and there was talk about change, and then it stuck — people got stuck on the DS and the DS name got stuck on the device. At what point did you guys decide you were going to jettison “Revolution?”

We’ve known for some time, which is why we’ve continued to call it a code name. People are going to get very comfortable with “Wii.” There are already starting to be more comfortable at the show. Whether you individually like it or not, that’s a different story, but I’m sure when people saw Google, you know, it still sounds like a really weird word.

That was the example that Reggie used. A lot of those names, whereas they sound unusual, I don’t think they’re called “bad” or “dumb.” Google makes sense because it’s the combination of a very large number and to ogle something — there’s a brand synergy there. I don’t think anybody saw Wii coming.”

I don’t think they saw it coming because we were pretty quiet about it but, I do think We as in, “the inclusive nature of it,” does mean something. For those who don’t favor the name, all I can say is hang on and try the product yourself because I think the rest of that is just going to dissipate.

One of the things that wasn’t very clear was the online interface and that service. You announced Connect24, so we kind of know that there’s something going on there, but that’s still pretty nebulous and we don’t know how the game experience is going to change from what already exists with the Nintendo Wi-Fi connection.

The two things we did announce: Opera browser, which shows that it will have wireless around the world, and then Wii Connect 24 is certainly a magnificent feature. It’s sort of unlimited what kind of surprises people could find when they wake up in the morning. And in the coming months there will be a lot more that we will be sharing. We tend to pick just a few items to share at E3. It’s a really busy time, it’s a really crowded time. There’s just not enough room for everybody to be announcing everything, so we really just chose to have people focus on playing and the experience and then all the rest of it, we’ll begin to share.

So how do you think Connect24 is going to stack up against Xbox Live, which is the leading online gaming service, and then Sony’s nascent service?

We’re all at the same show, but Nintendo is a really different company than the others. Our products are really, really different, and I would hesitate to even compare. There are different kinds of people that are interested in that. The hardcore gamer is going to have both [consoles]. So it’s a very different focus. Our DS Wi-Fi, when we went created it as a free service — which is something we really wanted to — its growth was very fast. So we think we figured out the sweet spot for what works for us and for our consumers and we looked at it the same with the Wii console.

One of the things that a lot of fans of Nintendo, especially of the Wi-Fi Connection, have persistently complained about — and this is something that we tried to address with Reggie and he said we’d learn more about at E3, but we haven’t — is persistent user profile system. Or a less distant form of online gaming community that currently exists with Nintendo’s –

I think things will mature and progress more with the Wii console, but there was definitely a safety concern that is a prominence to our company and we just have a different approach. I do think you’ll hear more about it in the coming months. Reggie may have said E3, and then things to shift, but you will understand everything between now and when the console launches. It’s never as early as you would like.

Of course. So how about online episodic gameplay? The Wii console is not very storage-oriented. The 360 has a hard drive and an HD DVD drive, which they announced, and Sony has a hard drive and Blu-ray drive. These are very storage-oriented devices, and Wii is obviously not as storage-oriented. How does that play into episodic content?

I think when you experience the product you’ll understand that. Nintendo is little less about making Lord of the Rings kinds of novels — Zelda and Mario are deep, rich games — and for us, it’s less about having 10 volumes into one small box. We think there’s enough memory and capacity to do all the things that we think will bring consumers fun, joy, stimulation. Again, it’s just a different approach than the other companies.

You don’t see any specific need for development of episodic content, like what you see with Oblivion? You go online with Xbox Live and you can download new episodes to further the game, so the experience will last for years.

Part of the Wii Connect24 is built on that. There’s a myriad of other things that people will learn about that, we’re just taking a slightly different approach to it, which will probably keep you thinking a lot.

I find it interesting that you mentioned just a minute ago about the Xbox 360 and making a mild comparison. Earlier this week, Peter Moore said he thought that gamers would buy a Wii in addition to a 360.

The hardcore gamers, the gamers that are their customers, they love to play and they will probably want our system and their system. I do think the casual gamers that we are expanding into will own only one, and it will be ours.

Do you feel that the systems are in any way complimentary?

I think they could be. For a hard core gamer who really wants a plethora of ways to pick from, someone who really wants to spend a lot of time gaming. Yeah, of course I knew Peter. He’s one of my favorites in the industry. He’s great; a great guy. Known him from the Sega days.

You have any Nintendo tattoos?

I don’t have any Nintendo tattoos, doesn’t mean that at some point I won’t. Maybe he’ll put a Nintendo tattoo on his arm. We like what he had to say too.

Moving back a little to the internet integration: one of the things that also seemed omitted from what Reggie said, was that you guys are only going to talk about some things and that you were going to leave a lot of questions unanswered –

Much to people’s frustration, but there’s no lack of speculation.

Right, and one of the things that Reggie said last time that we interviewed him and was very specific about was that we’d find more information about the Virtual Console. I think there’s still a lot of questions to be answered there. What’s going on with the arcade titles and actual games?

Our focus now is less on what we’re going to have, because we’re going to have tons. It’s about finalizing and then being able to announce what our program is going to be. Is it subscription based, is it a per game thing, is it for x amount of time, what does that structure look like? Are their different tiers for people to pick from. So you’ll have a chance to opt in right away. We still don’t have all those details finalized.

So what you’re saying is, between subscription, purchase, leased games, etc., these different models, Nintendo’s still not yet finalized then?

Oh yeah, not yet finalized. But in terms of what we’re going to have, it’s a lot. It will be great. We have a big team working on it, Virtual Console’s really important to our future.

One of the things about Virtual Console that’s interesting is that it opens up doors for casual gaming, and it also opens up doors, potentially, for independent game publishers. Once you start talking about independent game publishers, then you have this issue of homebrew. And homebrew is becoming increasingly popular on all these game consoles that are out right now. So I’m interested in what the barrier of entry is for independent publishers?

It’s a lot lot lot lot less expensive; it’s an absolute fraction of the cost to be making a game for the Wii console and I do think Mr. Iwata and Mr. Miyamoto really appreciate creative ideas and I think they really would and do encourage if there’s anyone who really wants to develop to make sure they contact us and are able to do that.  We think it’s the land of creativity, and I actually think this system is a better place for those creative ideas to reside in. It’s easier to develop for at a fraction of the cost. The barriers to entry are quite low.


There is so much creativity and so many creative people who have zero resources who just want to develop this as a hobby. Is there room for Nintendo to embrace homebrew development?

That’s a tough question, and not one that I’m comfortable answering right now. I’d have to talk more with our engineering group to see what their thought is on that. I know that we encourage creativity most definitely. We’ve talked about that a little bit.

Most people perceive that as a business decision and less of an engineering one.

Yeah, but a lot of that stuff comes through in thee way in which we work together, they have to leave a place to provide the support for you to be able to do it. We have to have our questions answered somewhere.

We’ve seen a lot of titles here, but it’s still not incredibly clear what’s going on with launch titles, how many first party, how many third party?

Isn’t that frustrating?

Is that your answer?

No, but it’s frustrating, it’s frustrating to you. We really just wanted people to come and take this stuff for a ride. You know, the maturity of some of the stuff that’s on the show floor is going to have some kind of presence in our launch window, somewhere or another. We haven’t final decided what will be on launch day, other than Zelda. But we are going to have a lot of products to pick from and it’s something we’ve already committed to, and then in that first 90 days have a lot else to pick from including really great third-party titles, you can assume Red Steel is going to be in there as well. We know it’s frustrating, but there’s a lot of good stuff in there.

In terms of Super Smash Bros. which was revealed –

Was that a good way to hear about it?

Well, that’s my question. Why wasn’t it shown at the original press conference, where I think it would have made a really big impression?

I think that in some ways that was a gift to those of you that we know are the hardcore gamers. That it is important for the general consumers to hear, and the general consumer media, but if there’s anything we could save because frequently nothing is saved. It’s all given at the media briefing, and that we could have one sweet thing to save and give to you guys, that was it. Our goal was first to give you a diamond and make you happy and second was to get coverage on it, not the reverse. If we wanted to get the maximum amount of coverage, we would have done it in reverse, but it was just more important to us to say, “Hey! Let’s keep this thing up our sleeve and those guys will be really excited when they hear about it.” That was our strategy, it was to honor you guys at the developer roundtable. San Jose Mercury News cares less about it than you do.

At last year’s press conference, Mr. Iwata walked on stage and when he started talking about the Revolution, he said Smash Bros. would actually be a launch title.

He didn’t actually say launch title, he said Smash Bros. would come to the new console. It’s like baking a cake, all these products are, as stuff comes brewing along they assess do we feel like it will be ready. It’s really more important to make it right.

Perhaps it would be better to ask what are the chances of it being a launch title?

It will not be a launch title at this juncture, we’re looking at it to come after the turn of the year, although it won’t be that long after.

One of the interesting things about Smash Bros. is that it’s one of the first-party, one of the most prominent titles that’s going to be on the Wii, and it doesn’t appear that it’s going to be taking advantage of the most prominent features of the Wii which is the motion control. Can you talk about where this delineation is?

Yeah, there’s a ways to go. I think not having it launch with the other games. I think at the end of all this, we will have the best launch of any product that we’ve ever had. We’ll have a plethora of games to pick from that people are just craving, and you also want to save a couple diamonds for shortly thereafter. You want to keep people really keep people engaged. One of the things we did with the GameCube was we had these big gaps in time and that really tested people’s patience. They want to always have something new coming in and our goal with the new system is to not make people wait too long.

With regards specifically to Smash Bros., that is a title that is not necessarily going to be using the Wii motion control.

It may or may not, but I guess it’s still in development, so let’s talk when it’s done.

One of the developers said at the event where it was unveiled, “Don’t throw away your GameCube controllers.” That would imply that maybe…

That would apply to Zelda too, and Virtual Console games…

I guess what I’m trying to get at here is …

… that you wish it was different?

No, not necessarily. I’m just trying to understand where you have this really big first-party title and this really important feature to the Wii, and why there’s no synergy there.

Again, wait until it’s done. We’re talking about something before it’s completed. But there are 27+ games on the show floor, all of which do use that. It’s the main thrust for us, but Smash is a great game no matter how you play it. Especially if it’s called Brawl.

What happened to the GameCube. Why is it not here?

There is a finite amount of show floor space and we really wanted to blow it out with these other products. We’re still supporting GameCube. It’s not gone. We don’t have GBA out there either, it’s the DS. We’re just trying to blow out these two products and really exemplify there’s a lot of software to show for each. We still love our Cube.

PlayStation obviously, their motion control was directly in response to Nintendo, I don’t think anyone would really argue about that, and some PlayStation developers have even said they only found out that they had to start developing for this control system a couple weeks before. So what could Nintendo have done differently to prevent this kind of situation? What is it that Nintendo is going to do in the future to differentiate itself?

You know, it’s one of the reasons we keep this information really close to our chest, we’ve been copied numerous times. It’s happened throughout Nintendo’s history. It is, in this particular case, a nice form of flattery because it shows you that innovation is a great thing and that what we came up with is great. We’ve been working on it for a long time and I can guarantee that what we’ve got created works pretty darned precisely. But that’s why we frustrate you constantly for not sharing. We love that you guys care enough to even be frustrated, that’s a compliment.

We appreciate you meeting with us and we appreciate Miyamoto-san meeting with us.

Let me know if there’s something you guys need.

I need a Wii.

You’ll get one when it’s done!

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May 14, 2006

The Pipeline: The press gets game, Mossberg ignites Apple frenzy

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Welcome back to The Pipeline, a weekly feature where we dig through the mainstream media and see what the pundits, prognosticators and and pencil pushers have been discussing over the past week.

This week, not surprisingly the scribes from the mainstream press joined us at E3, checking out the latest from Sony, Nintendo and Microsoft — though, from the looks of things, many of our ink-stained cohorts seemed more interested in seeing how the “booth babe” ban was going. The Los Angeles Times, E3′s hometown paper, had excellent coverage overall, but that coverage was somewhat overshadowed by the booth babe reportage, which included text, a photo gallery and videos. A few miles up the coast, the San Francisco Chronicle didn’t have the Times’ wall-to-wall coverage, but still managed to pay homage to the girls of E3, pointing out that the highly publicized crackdown on the raciest attire has had results: “Where once cleavage, upper thighs and midriffs were almost impossible to avoid, they have been more or less hidden behind baby T-shirts and more-modest tank tops. And it seems like there are fewer booth babes overall.” Of course, the biggest E3 scoop by the mainstream media came from Time Magazine, with its exclusive preview of the Wii, which appeared in the magazine a full two days before the conference started. For those of us who considered ourselves lucky to get a chance to try out the new console without having to wait in line for an hour, it was a stark reminder that the MSM still have a lot of clout when it comes to getting scoops from big companies.

Elsewhere in the media, The Wall Street Journal’s Walt Mossberg caused a stir with a column on Apple Computer’s “device model” vs. Microsoft’s “component model.” And, although Mossberg’s assertion was that Apple’s model of end-to-end control over its product line had, in the “post-PC era,”  benefited consumers more than Microsoft’s model of allowing PC makers to sort out the details, that’s not what caused a new cycle of debate in the blogosphere. Instead, it was one line in the column, where Mossberg stated: “Now, Apple is working on other projects built on the same end-to-end model as the iPod: a media-playing cellphone and a home-media hub.” If any other journalist had written this statement, it would likely have been dismissed as a mere assumption based on Apple’s current direction and rumors that have been floating around for the past year. However, given Mossberg’s stature, and the care he takes at presenting information, the comment was instantly hailed as conclusive evidence that Apple is indeed working on such products. And given word that leaked out later in the week that Apple may be working on an iPhone with Japan’s Softbank, and that the company plans to host the media at its New York store next Thursday, Mossberg’s assertion may turn out to have been quite accurate, quite soon.

Mossberg wasn’t the only one making controversial statements about Apple this week. Reuters reporter Duncan Martell dared to point out that you don’t really “own” music you download from the iTunes Music Store, since “owning implies control and if you bought the tracks on iTunes you don’t have complete control.” That, of course, is essential to Apple’s razor-and-blades model of linking the iPod to iTunes, but it pokes a hole in a major defense of iTMS vs. the PlaysforSure-based subscription model. After all, fans of iTMS have long stated that it’s better to own music than to “rent” it, via the subscription model. However, Martell rightly points out that you don’t really own anything you download from iTunes. You’re licensing it, as you do with software, and Apple can change the terms of that license at will.

USA Today – Videogame makers unveil the fun to come
LA Times – E3 2006
San Francisco Chronicle – Nintendo’s hot controller, booth babes under control
Time – A game for all ages

The Wall Street Journal – In our post-PC era, Apple’s device model beats the PC way
Reuters – Do you own songs bought online? Well, sort of

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E3 coverage roundup

Filed under: Nintendo,Sony,e3,microsoft — Ryan Block @ 9:58 am

Filed under:

Microsoft
Nintendo
Sony
Everybody else
E3
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May 12, 2006

Joystiq Video: Shigeru Miyamoto Interview

Filed under: E32006,Nintendo,ShigeruMiyamoto,e3,e3 2006,miyamoto,shigeru miyamoto,wii — Paul Miller @ 4:50 pm

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If you haven't already read the transcript of our interview with the inimitable Shigeru Miyamoto, we've gone to all the trouble of putting video of it online. Get his thoughts on everything from the Wii to the PS3's new controller, why the HD-era isn't quite here yet, and why the interface is where innovation is coming from.

Unfortunately, we're wrapping things up, preparing for the trip home from E3, so we didn't have time to cut this video up into bitesized chunks for you as of yet, however, we are working on a bittorrent feed of it and will be adding the bits and pieces soon. Until then, right-click and save the 542.2MB file.

Our very large video:
542.2MBs, 25:25 long, 480x360 3ivx Quicktime [link]

Make sure you also check out AOL Games' video interview with Miyamoto.
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Kutaragi on PS3: it’s too cheap

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Lest you thought Sony had managed to put the issue of Playstation 3 pricing behind them with defenses earlier this week by Kaz Hirai and Phil Harrison, Sony Computer Entertainment chief Ken Kutaragi has now weighed in with his verdict. Kutaragi has reportedly stated that the pricing of the PS3 is “probably too cheap,” and he likens the console to a fine dining experience, saying that it’s nonsense “to compare the charge for dinner at the company cafeteria with dinner at a fine restaurant.” Based on what he calls the PS3′s “amazing experience,” he says “we believe price is not a problem.” Meanwhile, Microsoft has responded to the PS3′s pricing with a suggestion that you can eat at both the cafeteria and the fine restaurant by picking up both an Xbox 360 and a Wii. As Xbox head Peter Moore told Reuters, it makes good economic sense to “buy an Xbox and … buy a Wii … for the price of one PS3.” Of course, if you’re really hardcore and well-heeled, you’ll pick up both of those, and grab a PS3 for dessert.

Read: Kutaragi
Read: Moore

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May 11, 2006

The Engadget & Joystiq Interview: Nintendo’s Shigeru Miyamoto (again!)

Filed under: Nintendo,ShigeruMiyamoto,interview,miyamoto,shigeru miyamoto,wii — Ryan Block @ 3:08 pm

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When we found out Shigeru Miyamoto wanted to give us a second round to ask him about the latest in the world of Nintendo here at E3, I found that same inner-child fanboy Peter reminisced about when we last interviewed him start to emerge. Suddenly I wanted to play all those games I grew up on again, but we had to know how he thinks the Wii is going to change the future of gaming. Vlad Cole and I somehow managed to pull ourselves together long enough to ask him about whether the sedentary gaming world is ready for full-body frenetic gameplay, how he's influencing the next generation of Nintendo games and game designers, the media agendas of the 360 and PlayStation 3, and even a little on HD gaming.

So, thank you very much for meeting with us, I really appreciate it. The Wii represents a major step forward for Nintendo in terms of functionality and capabilities. One of the things we're really curious to know is what Wii is going to enable you as a game maker to create that you've never been able to create before.

Well, I think the greatest strength of the Wii is that it allows you to create games that are very intuitive and very easy to pick up and play, such that people who've never played a video game before can easily pick up the controller and start playing. And that's kind of the concept behind the games like Tennis and Golf and Baseball and the Wii Sports Series, and these are really kind of the very basic games that we're looking at doing.

And then of course thinking about the types of games that the gamers have come to know and play over the years, the unique features of the Wii controller, such as the direct pointing device on the Wii Remote will allow gamers to now more directly interact with the types of game screens that they've seen, where they're pointing directly at a place on screen to interact with it.

Is there a type of game that even now you still can't or for whatever reason create?

I can't think of any off the top of my head. I don't really have any ideas that stew in my brain for long periods of time. I really just focus on what I'm working on at the moment.

The one thing that I have been thinking about for a long time is this problem we've had with 3D games, where as we've been making 3D games, 3D worlds and the control schemes have becomes so complicated. People who don't play games can't easily jump into those interactive worlds and experience them. And I think we've been able to overcome some of that difficulty with the functionality of the Wii controller. So now as we go forward and create software I have to continue to think of ideas of how to take advantage of that to overcome that barrier.


When it comes to designing these games, specifically with regard to the Wii controller, what kind of role is it that you play now within Nintendo, and how do you oversee the process of game design?

Well, I am overseeing a large number of games at one time. But at the same time, out of that large number I always try to choose maybe two or three games that I focus on, and that I try to involve myself directly in.

So then that would beg the question, which games specifically bear your mark? Which two or three of the most recent spate of games show your signature on them?

Well, obviously I have to kind of take responsibility for Super Mario Galaxy, and Zelda: Twilight Princess, as those are two of my most important franchises, so I'm always involved in any new development on those. On top of that I'm also working on the Wii Sports games. We have a number of very young directors, about six of them, each of whom is responsible for one of these sports games. So they're all working underneath me, and I'm giving them quite a bit of direction as well.

Being that there's some delegation of game design to other people, what is it that you think is really the hallmark of your contribution to these games?

Well, game development takes a very long period of time to complete. And over that period of time you experience any number of elements that you devote a lot of time to -- and maybe you make some mistakes on and you have to go back and redo. So I think my biggest contribution is to be able to step in and try to pinpoint where those types of errors might occur before a lot of work is done on them; to keep that type of effort at a minimum. It would be best have those young directors kind of experience those mistakes for themselves and learn from them, but at the same time, in the idea of trying to keep the development time lines down it's also important for me to step in and kind of point them out, and help them overcome those mistakes.

And then on top of that, I think something else that's very important is bringing all those directors together and communicating with them in a group, so that the other directors can also learn from the experiences that everyone else has had, and learn from the mistakes that they have made.

I would love to have a specific example of a mistake that was corrected by you; you stepped in and you made some changes, and you taught others what not to do in that situation. Can you think of a good example?

This is a kind of a slightly different case then what I just explained, but one example I can give would be with The Legend of Zelda: Twilight Princess, which as you know takes advantage of the Wii remote for aiming with the bow. Some people found that when they were aiming with the bow, as they release the button to fire the arrow your aim would move slightly, and that would make it more difficult to hit the enemy. So the natural thinking was that maybe on the software and programming side we could make it so that even if your aim moves just a little bit as you release you'll still hit the target, kind of almost like an auto-aim type of feature. That was kind of the natural thinking in terms of how we could improve that.

But I went back to the team and I said, well, you know, if you think about it though aiming a bow is not something that's very easy to do. So the fact that you have to be very precise adds reality, it adds realism to the game. So rather than try and take that type of aiming system and change it into something that's more along the lines of a shooting game, it's better to retain that type of realism and challenge the player to really kind of get into the feeling of shooting a bow. I think often times people kind of have these old habits in creating games, that they always tend to try and resolve issues in the same way, even though resolving that issue may not be the best solution for that particular piece of software.

It's interesting that you talk about the experience of actually using a bow and this kind of kinetic movement, because one of the things we wanted to know was how essential to the experience of using the Nintendo Wii is this full body motion that we've been seeing with a lot of the titles that are on display here?

I think what's really important is to think of how the player feels while they're playing. For instance, with the Tennis games, you don't necessarily have to do big swinging motions to play it, you can actually make just very simple motions; you could even just tap the controller back and forth on your hand and still execute the actions on the screen. But in fact for most players getting a good swing in and actually playing the game with those sweeping motions is a lot more fun. Simultaneously, something else that we've tried to think of is, as we're creating the games is does the game look like it's fun to play when you see someone else playing it? I think that's very important, this idea of when other people are looking at the player are they being encouraged to actually try and play the game as well. And so really it's a balance between these two, and I think that's something we'll be working on going forward.

So yeah, there's a plane demo out on the show floor that you can control just holding your controller like that and tilting a little bit, but we find that holding it like an airplane and doing the dives yourself and pulling up and doing loopty-loops is much more fun.

This more active gaming style is a departure from today's gaming, which tends to be sedentary.  What's the backup plan if gamers aren't willing to follow into that more active sort of gaming? Do you see more games being made for the classic controller?

Of course we will have games that will be functional with the classic controller as well. And in fact if you try Zelda in the living room setting on the show floor you'll see that you can actually sit back and with very little motions play Zelda and have a very good time with it. Those gamers who aren't interested in doing those very sweeping motions, they don't have to. But in fact, I think, they're going to find as they're playing that they're gradually going to start doing those motions because it's so much more fun to actually be that involved in what is going on the screen and it adds that much more realism and I think there a large number of players out there that are really excited for that type of control scheme.

Even when you're just sitting there with this more laid back style of gameplay, I think everyone's going to find that just using the pointer in and of itself is very convenient and a very good addition to the control experience as well.


Your chief competitors are adding multimedia experience to their consoles -- movies, downloads -- a lot of different experiences that aren't gaming related, and yet they plan to mix those with gaming. How do you plan to address if the gamer thinks this is important? Will the Wii console, by comparison, look less attractive to the gamer?

As we see the other consoles get more and more PC like in their nature, it's only natural to try and use more PC-like functions in terms of downloads and things like that. You know, Nintendo really focuses on entertainment and we've really created the Wii to be this entertainment device that couples with your television set that anyone in the household can find entertainment value in. So in that sense we're not focusing so much on extemporaneous functionality so much as what kind of core entertainment value we can include in the hardware that everyone in the household will be able to enjoy.

One of the functions that we've added to the hardware that we think will really add to this is the Wii Connect24 feature, where Wii is the only hardware system that is connected to the internet 24 hours a day, that also means your television will then be connected to the internet 24 hours a day and that would allow for different types of functionality and different types of entertainment for everyone in the household. Additionally, we're not looking at including unnecessary types of functionality that would unnecessarily increase the cost of the system, we want it to be very affordable so everyone can really enjoy it and then will take advantage of these functionalities. Wii Connect24 will not necessarily allow for the downloading of massive content, but rather using that functionality allowing for packets of data to be traded back and forth between different players, and having that give birth to different styles of gameplay.

How do you think high definition will change gaming?

I think at some point there will be a point down the road where most everyone does have an HD TV. But right now I don't think that what gaming needs is more high definition graphics, I think what's more important is the interface for how you interact with your games, how your games connect to the internet and take advantage of that functionality, and even more simply just how everyone in the household is able to interact with the hardware itself and find entertainment value in that, thereby allowing us to increase the people who are engaging the game. I think these are far more important issues for us to be thinking about rather than simply prettier graphics for the same games that people have seen.

As a possible counterpoint to that, what about the idea that the DS itself is an portable HD device? You had just one screen initially and then you add another screen and look at all the gameplay possibilities that extra screen real estate opened up to you. And that's what HD gaming can do to an extent: it gives you all this extra area to display other information, so it's not necessarily prettier graphics, but extra space for more of the same fidelity graphics.

I think that in the future there is definitely a possibility to take advantage of that type of functionality, but what I think is more important right now is reinventing the interface. The reason that I say that is because if we continue to do the same type of things we've been doing with gaming with the same interface, and we simply take advantage of the new capabilities that HD would allow us to take advantage of, that's not going to expand the audience, it's just going to be the same people playing video games that have always played video games. And if we continue to go down that path, we're just going to see the video game audience shrink, as we've seen elsewhere. Really, what we need to do is take advantage of this opportunity to reinvent the interface, use that opportunity to welcome more people into gaming, expanding that audience, and then later on perhaps going down that road and taking advantage of the types of advances that HD technology would allow at a time when everyone has an HDTV.

I think what was more important to the DS' success was the implementation of these new interfaces like the touch screen -- being able to interact directly with the game simply by touching the screen – or the voice input using the built-in DS microphone. Or being able to display larger fonts on the screen so that people who haven't been playing video games before can actually pick up the DS, make it feel like a book, and feel more natural interacting with this technology device that normally they wouldn't. Coupled with that is the idea that the software is very appealing as well to people who haven't played video games before: things like Nintendogs and the Brain Training games. I think it's this combination that has really contributed to the success of the DS rather than just the improvements in graphics or the area of the screen.


So what non-Nintendo-platform games are you most looking forward to playing on either the Xbox 360 or PS3? I assume as a gamer and designer you play all sorts of games.

I actually haven't had a chance to even be out on the show floor so I don't even know what's available to play. Although I do want to see how Sony's little sensor is working. (Laughs)

What do you like better: E3 or the Tokyo Games Show?

(Laughs) I haven't been to Tokyo Games Show in many years and we haven't shown any software at Tokyo Games Show in many years, so I actually prefer E3.

Thank you for your time, Miyamoto-san!

You're welcome!

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May 10, 2006

Switched On: Reaching beyond retro

Filed under: Nintendo,SwitchedOn,e3,switched on,wii — Ross Rubin @ 2:45 pm

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Each week Ross Rubin contributes Switched On, a column about the future of technology, multimedia, and digital entertainment:

I’ve already grown to like the name, but mostly negative reaction has greeted Nintendo’s offical moniker for the console formerly code-named Revolution. “Wii” is certainly Nintendo’s highest-concept name ever for a console. Apart from a fair amount of mispronunciation that Nintendo concedes the system will receive, though (I heard someone ask today if it’s called “W2,” and nothing says “fun” like an IRS form), the literal name of this game is not the figurative one.

A year ago, I commented on the Big Three console companies’ efforts to court the casual gamer. Microsoft, for example, continues to tout initiatives such as Xbox Live Arcade as a way of bringing new (or maybe old) gamers into the fold. Microsoft cites the high conversion rates for the addictive Geometry Wars: Retro Evolved – a frenetic cross between Asteroids and Robotron — as evidence that casual gaming has a home on the testosterone-siphoned Xbox 360.

However, while Microsoft touts the high adoption rate of Xbox Live as evidence that the Xbox 360 is bringing in new family members playng casual games, it concedes that such games are attracting other family members after its high-powered retail software has opened the front door for the 360. On the other hand, while it may not be expanding the gamer audience, Xbox Live’s easily, if slowly available, game demo downloads embody the mixture of quick pickup and advanced graphics I advocated a year ago, and the company’s commitment to work with independent developers announced yesterday will be a shot in the arm for this genre-worn industry.

Nintendo has been hammering home that Wii’s name is consistent with its “virtual console” backward compatibility and controller design that will broaden its appeal beyond the core console fanboy. After all, “GameCube,” while uninspiring, could not have been more descriptive, and that didn’t help Nintendo escape a distant third place in the home console market even with a lower priced offering.

One problem has been that far too often Nintendo’s definition of inclusion has reverted to its lowest common denominator of the kiddie core audience, and those players nostalgic to relive their days in it. Nintendo has proven adept at furthering its platforms’ agendas with its first-party titles, such has been the case with the varied input methods of the Nintendo DS. But it also tends to fall back to the easy money of its franchises, and it will need to move beyond that to become truly inclusive. On the other hand, some of the more adult-oriented DS games, such as the brain-training series, have moved beyond kitsch without racing to the extreme of the horror genre..

Using motion-sensor controllers as proxies for real-world objects is not new. For several years, XaviX has sold a system that includes controllers that simulate baseball bats, ping pong paddles, and even a bowling ball. What Nntendo has added, though, is the flexibility and convenience of having one controller mirror many different devices and the advanced graphics of a next-generation console.

To do even more to capture the inclusiveness of early-day consoles, Nintendo should consider returning to an inviting feature of those machines, including a second controller and a game, one that demonstrates its unique operation. The playful Wii Sports games the company showed at E3 would work well without any chance of cannibalizing a more realistic league-licensed title from the likes of Electronic Arts or 2K Games.

Microsoft and Sony are investing millions in sophisticated multiplayer networks that allow strangers to play with each other, but a long-abandoned key to making family gaming fun again is out-of-the-box matchmaking for moms, dads and siblings.


Ross Rubin is director of industry analysis for consumer technology at market research and analysis firm The NPD Group and a contributing editor for LAPTOP. Views expressed in Switched On are his own. Feedback is welcome at fliptheswitch@gmail.com.

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