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Messages - MODE_RED

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1
General Gaming / RE: 2d vs 3d
« on: August 11, 2007, 05:33:36 AM »
3D gaming has had the tendency lean towards realism. I think the spirit of artistic flair and hand-drawn exuberence in 2D games should be brought to 3D games and the gameplay mechanics of 3D games should be brought to 2D artistic masterpieces.

Anyone remember Samurai Showdown for the Neo Geo and arcade? It's an old-school game that featured large beautifully hand-drawn warriors fighting in well detailed environments that zoom in and out when fighters moved toward and away from each other.

I would love to see a reenvisioning of games like this, made to look even better than 3D games with 2D style shading, coloring and animation while incorporating 3D gaming elements.

I don't think cell shading has taken this approach far enough, because the 2D games of the past are still superior in visual richness, although the graphics are outdated in most of them. Maybe Zelda is the closest, IMO, to taking 2D sensibilities to the next level in 3D visual presentation.

2
Nintendo Gaming / RE:Super Smash Bros. Brawl (nsf56k)
« on: July 08, 2007, 03:21:55 AM »
Anyone else notice that the Bridge of Eldan stage looks like Cammy's stage from Super Street Fighter 2?

3
Nintendo Gaming / RE: New game idea thread
« on: May 30, 2007, 04:53:54 AM »
I like the Wii for the free-form, free range of motions that are possible with the Wii remote and nunchuk. Forget D-Pads, analog sticks and buttons. Let's just talk about the new-found freedom of motion sensors.

Freedom of movement can exist in the air, in the water, and even on the ground. There are motions that come to mind when thinking of these elements that could be used to control movement in a Wii game.

Freedom can exist in the martial arts forms of a wushu master, the mental flow of a mountain climber or the traversing of a free-runner. There are techniques in these disciplines that can be translated to Wii controls.

But it is not the techniques or movements that are important, it is the sense of freedom that can be achieved.

The greatest of disciplines are easy to appreciate and even easy to learn with effort, but difficult to master. The difference between a beginner and a master should be clearly evident, but not discouraging.

A game the achieves this sense of freedom and ease of use, and also rewards you as you gain mastery may gain a timeless place in gaming history as have games like Chess, Solitaire and even Pac-Man.

4
Nintendo Gaming / RE:As much as it pains me....
« on: May 10, 2007, 08:13:37 AM »
I must admit, as much as I love Zelda and Metroid, I get frustrated when I come back to play them after a few days and don't know what to do next. But this isn't the games' fault is it? If these games weren't as massive as they are, they wouldn't be as enjoyable in the first place.

5
Nintendo Gaming / RE:New Capcom Title: TREASURE ISLAND Z!
« on: April 19, 2007, 11:53:49 AM »
Here's to a touch version of Grim Fandango for DS and new version of Full Throttle for Nintendo Wii.

6
Nintendo Gaming / RE:New game idea thread
« on: April 11, 2007, 09:23:38 AM »
I am a professional videogame designer and futurist, having written several unpublished articles on game design theory and methodology. It is my intent to share a small peek at some of my game concepts and theories here in the spirit of creativity.


I'd like to see an adventure game with strong action elements that:

--Uses the Nunchuck for both stationary or mobile defensive movements, walking and running.

This includes:

-Using flowing defensive movements and stances coinciding with Nunchuck gestures.
-Ducking, bobbing and weaving, blocking, dodging and "freaking out".
-Losing and regaining composure of character during difficult situations.
-Maximizing the environment for mobility and defensive advantage.

--Uses the Wiimote for offensive motions, attacks and interaction.

This includes:

-Using flowing offensive movements and stances coinciding with Wiimote gestures.
-Swinging the arms, kicking the legs, making threatening gestures.
-Knocking over stuff, pushing and pulling people, and using the environment as a weapon.

--The character improvises ALL actions on a C.A.S.E. basis, even without PLAYER input:

Four influences of C.A.S.E. based interaction:

1) Condition (mental, physical and spiritual)
2) Ability (survival instinct, skill and physical)
3) Situation (atmosphere, predicament, timing)
4) Environment (landscape, objects, people)

--Also influenced on a G.O.D. basis by the PLAYER:

3 Influences of G.O.D. based interaction:

1) General interactive gestures
2) Offensive interactive gestures
3) Defensive interactive gestures

SEEING I to I

The CHARACTER used C.A.S.E to both ACT and REACT and uses G.O.D. to RESPOND to PLAYER input.

It is not a 1 to 1 input, it is more of an improvised dance, or an I to I communication, the I's standing for Intent and Improvisation.

-----

I hope you enjoy these ideas/theories.

Thanks!

Charles L. Mallory III
AKA Mode Red

7
Nintendo Gaming / There are TWO kinds of videogames in this world:
« on: March 18, 2006, 10:48:27 PM »
Those with lost potential (bored holding normal controller)

and

Those with found kinetic...  (holding Revolution controller)

(print ad and commercial)



There are TWO kinds of game players in this world:

Those who can't EXPRESS themselves (Frustrated gamer throws down the normal controller and makes slashing motions with arm)

and

Those who clearly can (person holding Revolution controller making disturbingly gratifying slashing motions to slay a dragon while mumbling "that'll teach you to burn my village!")

(print and commercial)


Energy wasted (Person making sick face while contorting body with normal controller in hand, trying to make character jump, etc.)

and

Energy gained (Person with Revolution controller feigns transformation into powerful warrior with He-Man/Liono of Thundercats style posing, and is caught by household members, who want to play.)

(print ad and commercial)


NRG well spent (people holding Revolution controllers)

The Nintendo Revolution Gaming System

If a Revolution is at hand, YOU ARE ITS eNeRGy.

(print ad and commercial)


~Mode Red  

8
Nintendo Gaming / RE: Wrist strap for controller?
« on: March 16, 2006, 06:23:39 PM »
As a game designer, I agree there should be a strap for the controller.


Imagine a game in which the controller represents a sacred weapon acts as a beacon for evil while also giving the bearer the power to defeat evil.

As long as you hold the weapon, you will be in grave danger, but will have it in your power to survive.

If you drop the weapon, you may still be in danger, but will not be the main attraction for evil. But you will be powerless in comparison to holding the sacred weapon in your hands. You may not be able to fend off evil from yourself or others.

Either way, you could lose your sanity, seeing the weapon in your hand transform into something gruesome or frightening that could cause great damage or mental disturbances in yourself or those around you.

So you will be very inclined to drop the FHC.


Wrist strap, hand strap, finger strap, whatever works best.

Mode Red


9
Nintendo Gaming / RE:Your Revolution game ideas HERE!
« on: December 21, 2005, 09:42:25 PM »
You can email me Nemo! It will be easier to get a PM going that way.

BlackNLatino@yahoo.com

10
Nintendo Gaming / RE: Your Revolution game ideas HERE!
« on: December 20, 2005, 10:31:56 AM »
Great ideas everyone!

Now for my true addition to this thread (In order to keep this thread alive so other peoples ideas can be appreciated as well ;-) nemo! And I wanted to give you a glimpse into my thought processes as a game designer.)

FPS:
Discovering the Three Most Important Missing Elements of Today’s
Most Popular Videogame Genre (And the Birth of “Pandora Jack”) -Draft Notes
By Charles L. Mallory III

First-person shooter –the meaning of the FPS acronym, should stand for Fantasy Projection or Participation Shooter, but I digress. Whatever you want to call them, they've been missing elements that would make them a complete experience.

--One missing element is a convincing and gratifying hand-to-hand combat environment, especially the close-quarters and ambush styles of combat prevalent in guerilla and ninja warfare.

This should of course include very, very intuitive hide-and-seek play with jack-in-the-box ambushes from all hiding spots. Most FPS’ today let you hide, but you don’t really get to “pop out” from anywhere like a jack-in-the-box. Obviously, visibility is crucial to this style of play. So blinding light, sparks, smoke, fog, shadows, steam, snow, rain, fire, embers, cobwebs, sand and flying debris would be like a playground of double-edged swords; they will be hazardous to you and your enemies alike, but anyone can use them as weapons if careful. I call this “Pandora’s Jack-In-The-Box”, “Pandora Jack” or just “PJ” for short. If PJ’s in the game with bells on, the game is bound to “pop”, and when it pops, IT POPS –visually, aurally and interactively. You could even say, “This game’s got its PJ’s in a bunch!” The more wound up you are the harder you will “pop.” Even the environment will pop when interacted with. Enemies will grow intimidated by your “wound-up” presence. As with real people, there is a fine line between “popping with anger” and “popping with fear.” Straightforward physical interaction may cause anger, and indirect methods may cause fear. Players will be able to strike their own balance and create their own style of play. Imagine being able to give your enemies a false sense of courage by running and luring them to a trap, or scare them to death with fireworks and explosions.

You should also be able to push, grab, disarm and latch onto objects and characters. Imagine pushing an enemy over a railing and snatching his UZI, but he holds onto it and drags you over with him.

The Nintendo "Codename: Revolution" is the best system for this style of gameplay. The freehand controller can be used in many ways to simulate weapon use, combat moves, and environmental interaction.

This brings us to my second missing element: flinch movement and targeting. In today's FPS games, the time it takes to press the necessary button or button combo to properly respond to or initiate “sudden danger” spoils the fun and excitement of “sudden danger”. Most dodging and sudden movements that can be made in today’s FPS' are clunky and counter-intuitive, making you feel like you always have to think before you act which results in several split seconds of frustration and disbelief even for experienced players. A good game keeps a steady suspension of said frustration and disbelief. So now, FPS’ include slow-motion to compensate for their lack of quality “flinch-play”. Slow-motion is cool, but the lack of user-friendly flinch-play makes it fall far short of its full potential.

Again, the Nintendo "Codename: Revolution" freehand controller makes this all possible in a grand way. Now, all you have to do is FLINCH to block, dodge or target an enemy and attack. You will learn gestures that change which weapons you attack with. You no longer have to think about what you gotta do and which buttons make it happen. You can respond suddenly to sudden danger. This will bring A LOT of casual and NON-GAMERS into the FPS fan community, and Nintendo will be the Mayor and the Board of Education of this community.

A third and very important missing element is momentum/inertia. When you are running at top speed, you should be able to hit things much harder than you could while standing still or jogging, and jump much further as well. You should also be able to connect with things harder that are moving faster in your direction. The balance is that you can get hurt a lot more when coming in contact with the environment, weapons, and other characters the faster you or they are moving. Moving away from (with) the force of impact may cushion the impact or redirect the force. All non-player characters should be aware of the role momentum/inertia plays in combat, using it to their advantage and also recognizing the increased danger that momentum brings by moving aside or bracing themselves for impact. Imagine you a running down a hospital hallway a full speed, knocking gurneys and people out of your way, with a big knife in your hand and screaming at the top of your lungs. Shouldn't your enemy act scared and run while putting stuff in your way that you could trip on? This is what momentum could bring.

Characters should have an arsenal of momentum and momentum breaking moves and strategies, including planting objects that can be crashed into, snagged and tripped on. This would discourage and even prevent enemies from charging or ambushing you.

So, to summarize, FPS games are missing A) Hide-and-seek, “Jack-In-The-Box” close quarters combat, with environmental Pandora's Box, B) Flinch-play that is deep and easy to pick up, and C) Full momentum/inertia mechanics and a full awareness and utilization of them by the NPC’s.

GAME IDEA JOTS:
Pandora Jack, title character a.k.a. The Weasel is running from everyone, hiding in 3rd World countries and conditions in order to keep certain information from the wrong people. This information is a growing collection of inventions that could change the face of the world for the better or be used for incredibly selfish and evil gain. This info is gathered by a secret friend. Some of the technologies being sought after are actually in Mr Jack himself. Wherever he goes, he seeks to make the world a better place using his skills and the inventions he is provided with. All the while, the world he is saving is also out to destroy him and steal the knowledge he possesses. Assisting him is a scientist and engineer named Ms. Dandy, “The Dandy Lioness”, who happens to be an unidentified master of corporate sabotage, computer hacking and disguise and is also on the run. She utilizes stealth, infiltration and retrieval tactics. She doesn’t brag about it, but she has an alarming ability to get anyone to spill whatever information they have in minutes time, just like a lion on the neck of bull will bring it down fast. She is well known for using the environment as a weapon. Watch a documentary or two on the hunting practices of lions (mostly the females that hunt and mostly at night very methodically and strategically with a patient stealth and a viscious ferocity). These two characters have their own missions as well as overlapping and cooperative objectives.

Jack has many weapons, gadgets and combat techniques available to him. Jack is a weapons specialist with a vicious temper. Think Marv from Sin City crossed with Achilles from the movie Troy. He basically carries around everything that’s dear to him, which isn't very much since he’s always on the run. If you set him down in one spot, he can put together a bad ass weapon or trap from his bag of tricks and get into a very deadly Pandora combat stance that gets more deadly the longer you hold it. When an enemy comes by, or right before the enemy reaches him (if the enemy is charging) or right before he reaches the enemy (if he is the one charging) he can spring out and….all hell breaks loose.  The view will switch to 3rd person when you form a Pandora stance, whether you are standing or charging and may switch back to 1st person until you attack. When you attack, the game will go back to 3rd person to show your ruthless activities. Remember Marv and Achilles they are great examples.

End -----------

Well, this post is a gift as I usually keep every last one of my ideas a secret, as I'm currently on hiatus from the game industry (for family) and would like to get back to it fast and start development on Revolution titles. Any companies interested? :-)

~Charles Mallory aka Mode Red  

11
Nintendo Gaming / RE:Revolutionary New Ideas!!!!
« on: December 20, 2005, 10:16:47 AM »
Sorry....the post that was here was wrong thread!!! See the game idea thread

I think this is the best direction for voice in Zelda:

I would not want any players actually talking while playing Zelda except to maybe give commands like "Sit", "Stay", "Open Sesame" or maybe even to sing Do Re Mi Fa So La Ti Do style to trigger doors and magical effects, like putting fire on your arrow before you release it, or to call animals to your aid.

12
Nintendo Gaming / RE:Your Revolution game ideas HERE!
« on: December 02, 2005, 07:02:16 PM »
Rest assured, ICECOLD, that Carmine and I are not the same person at all. I too thought it strange that Carmine M. Red looks similar to my screenname but I'm sure I've been here longer. Hell, I've been here since before it was PlanetGamecube, when Justin Nation was here, back when it was a N64 fan site and N64 had barely launched (and maybe before that).

13
Nintendo Gaming / RE: Your Revolution game ideas HERE!
« on: November 30, 2005, 12:08:41 AM »
Don't forget the whole point of simple controls is to make games more accessible to everyone and to remove barriers and distractions between the gamer and the core fun gameplay concepts.

Cut or rework a lot of distracting crap that dillutes the experience (especially crap that uses buttons up), automate actions through the character and camera, and use context sensitive buttons/remote gestures that are not intrusive or fatiguing to the experience.

Simple controls, deep gameplay.
Simple post, deep message.


THE GAME is a deep well of fun. Let the player fall all the way in. Remove all the trampoline distractions that bound the player back out the well and the dead end barriers that keep the player from reaching its deepest depths.  ~Mode Red

THE BAD GAME is a like a lover with barriers built up around her heart and therefore is unlovable. So remove the barriers, and make sure that love is released from her, instead of heartache and frustration.  ~Mode Red

It is like JEET KUN DO. It's not about adding more and more to the repetoire, its about subtracting the bad and useless and continually improving the remainder until there is no technique. Mind and body, gamer and game become one. ~Mode Red

FUN is a BEAUTIFUL BRIDE, and cheap distractions are unfulfilling mistresses. Make sure all elements of your game
are beautiful aspects of the bride, and that there are no tempting, but ultimately unfulfilling mistresses to destroy the marraige.  ~Mode Red
 

14
Nintendo Gaming / RE: Mario Kart Revolution
« on: November 18, 2005, 12:16:01 PM »
I save my excitement for anything that excites me, and game ideas and suggestions excite me. This is why I design videogames, although I won't say which ones (some of you may already know who I am).

Anyway, what do you think of my Super Mario Smash Kart suggestions? I'd like to hear all your opinions and ideas!

15
Nintendo Gaming / RE: Mario Kart Revolution
« on: November 18, 2005, 11:17:44 AM »
I'm surprised (and slightly disappointed) that more people aren't posting on this topic!!!!

I love Mario Kart like my firstborn child, and the prospect of its appearance on Revolution is giving my feeble mind delusions of grandeur.

I'd like to propose that updates to the Super Mario Kart as we know it be limited to the Nintendo DS. I've read a review in which a journalist suggested the ideas of a magikoopa spell that switches the top and bottom screens of your opponents, and being able to blow in the mic for extra speed (could be at the expense of precise control, and that you may give nearby a players a speed boost.)

What I suggest for Mario Kart Revolution is that it be renamed to Super Mario Smash Kart with tons of online modes. And you all should know by that title where I'm going with this.

Using the remote, players can now take swipes at other carts, toss stuff into the road, grab onto poles to make perfect turns and catch a ride from a balloon in the air. You could even pick a fireflower from the grass and then use it on your opponents.

It would be fun to hit your opponent with an umbrella, and then use the umbrella to float after a jump.

Hitting your opponent could give you coins which will increase your speed and make you harder to spin out.

The various karts themselves could have their own battle gear like spikes or steam rolling tires.

The cast could all have special biker/motocross/cool haircut redesigns as well. Nintendo could include members of Super Smash Bros. cast while they're at it.

You could grab onto another's kart right before they boost so you can get a boost too, or drag your hand in the sand to make a smokescreen behind you, but if you touch the asphalt or something hot you'll hurt yourself and spin out.

Use your arm to activate tricks in the air for more coins.

Come on people! Let's see your ideas!  

16
Nintendo Gaming / RE:new Rein interview
« on: November 14, 2005, 08:50:13 PM »
Here’s my take.

The Nintendo Revolution’s “freestyle” controller, a.k.a. “the revmote”, looks like a simplified T.V. remote control (casual and non-gamers be happy), but is actually much more advanced and innovative (hardcore gamers rejoice.) The revmote’s unique functionality has caught the gaming community by surprise, and Nintendo’s strategy doesn’t stop there.

Nintendo is known for its innovation, but who would have thought they would completely reinvent the wheel. Comparing this freestyle controller to traditional models is like comparing a car with a steering wheel to a car that knows where you point, goes where you point, and stops when you make a fist. It’s almost a crime to the mind to jump from our unbroken conventions to convention breaking revolutions in one step, but Nintendo believes one step to fly northwest is better than two steps to turn up and left. Nintendo has up and left convention, and for some, that just may not fly.

If you were ask Nintendo why they would leave their traditional market in the dust, they would say that they are taking all conventional gamers with them into the future, where they will join non-gamers in an expanded market in which everyone benefits from Nintendo’s unique strategy and system features. In this new, expanded market, Nintendo’s strategy of using a simplified control scheme, the backward-compatible virtual console, and non-games that appeal to the masses seems to clearly make them leader of the new-school. The only thing keeping Nintendo from achieving this dream scenario is their ability to expand their market in the first place, which they are proving fully capable of with the Nintendo DS. Competitors –watch and learn.

If I were Sony or Microsoft, I’d be studying Nintendo’s every move and watching the market like a hawk. I’d be putting money into must-beat-Nintendo R&D to make better games for the newer, broader market Nintendo creates. But there is a problem for Nintendo’s competitors that cannot be easily fixed. Sony and Microsoft have more than likely priced themselves out of the newly expanded market, which either forces Nintendo into a market niche or gives them the edge in the market as a whole. My bet is that the revmote will give Nintendo the edge in key genres, notably 1st Person Shooters (online Halo killers), RTS (real-time strategy) and action/adventure games, not to mention all their 1st party franchises and original offerings that always validate your initial investment.

The edge also comes from 3rd parties that can’t seem to resist the revmote’s appeal, just like the entire gaming industry including its current and future consumers. Put a Nintendo Revolution with the revmote and a game that makes ingenious use of its functions in front of any type of gamer, whether a 49 year old Sony exec or 8 year old XBOX fanboy and you’re going to hear a lot of “can I play?” Hell put it in front of a little girl with a Nintendogs remake or a lifestyle/self-actualization “non-game” in front of an adult and hand them the remote. Systems will be sold that day. Demo kiosks will appear at your local Office Depot, right next to the Apple I-Pods.

If this Revolution is any better than its hyped up to be, which I’m sure it will be by its release, you might just see Nintendo come out somewhere about the top, with Sony and Microsoft’s R&D departments wearing Nintendo slips under their dresses for the generation after.

The Nintendo Revolution is a new paradigm, a new standard, and a new life for the industry.

17
Nintendo Gaming / RE:Rumblings of Revolution controller redesign
« on: November 13, 2005, 06:47:47 PM »
Quote

Originally posted by: Kairon
If I may, I'd like to take a stand against this idea.


By all means, be my devil's advocate! =)

Quote

We have immensely less control over the pressure we use when we squeeze our hand than over the other options of input the controller gives us. That means that analog sensitivity would just be uncontrollable!]


Analog sensitivity in the squeeze grip just emphasizes the smooth feel of squeezing the controller and can be used to determine three general levels of squeeze: none, light and hard. Of course it would be able to determine all the levels in between those.

Quote

And what about tense players who ALWAYS squeeze their controllers tightly?


These "tense players" must get a lot of cramps and should probably not play RE4. But anyways, the game would calibrate to know the difference between remote held and remote squeezed, for all games for that player or at the beginning of the game. If the player squeezes subconsciously due to fear or tension, this of course would not have a very negative impact on gameplay in any well designed game.

Quote

Not to mention the very fact of squeezing something tenses all your hand muscles, and even tenses muscles into the forearm. Needing to constantly squeeze and unsqueeze a controller would quickly give you cramps.


We've been squeezing triggers for years. Noone's complaining about trigger cramps that aren't complaining about "Nintendo thumb" already. Point taken, but it's moot. You just don't have the player squeezing very hard or hard too often, as with analog triggers. I can definately squeeze a grip to activate a gun and the press the B-Trigger to shoot without getting cramps. People have had the same argument about the gyro functions of the remote and this has been addressed.  

EDIT----How the grip looks: Imagine slightly curved , rubberized edges on the left and right sides that not only make the controller comfortable to hold and a little more ergonomic looking, they function as a soft analog trigger. You may not even need to press a button to play your game, just squeeze the remote and use the gyros.

18
Nintendo Gaming / RE: Rumblings of Revolution controller redesign
« on: November 13, 2005, 06:09:19 PM »
I like the "squeeze grip" idea that was going around before the controller unveiling.

All Nintendo has to do is make the sides of the remote *squeezable* (with lots of analog sensitivity) and you have a better way to activate the gyration features of the revmote than just *always-on* or *press and hold B/Z trigger*.

This way, the B and Z Triggers can be used for actions, and the gyros can be off when the revmote is not squeezed or they can control something else until you squeeze (For instance, shift between camera control and lock-on sword control by squeezing/releasing). The could call the squeezable grip "G" or G-Trigger (short for Grip Trigger.)

The squeezability would be perfect for a VOODOO DOLL game, or a game that lets you grab things in the environment.

What would be the cons to this? I can't really see any as I believe this actually fits well within Nintendo's strategy of simpler control that takes games to a newer, better level.

19
TalkBack / RE: G4 Interview with Iwata Reveals New Details
« on: September 29, 2005, 02:14:18 PM »
I think Nintendo is missing out on TWO very useful features in their new controller:

(1 ) A recessed microphone on the top of the controller. The increase in cost is negligible, and it makes sense to have a mic on top, because the controller is already shaped like a microphone handle.

(2) Recessed speakers can emulate the noises of whatever imaginary object the player is holding, which adds to the suspension of disbelief.

By definition, gamers love games. I am a big fan of games (and therefore game developers) that make a conscious, concerted effort to "love" gamers as much as possible through feedback and ease of interaction.

Speakers and a mic built into the controller to supply additional feedback and interaction (i.e. LOVE) are large strides toward success for such small, and easily written-off inclusions.

I M A G I N E
Using the NRC as a gun.
Hearing gun shots, reloading, expending shells, clinking against walls, coming from the NRC.
Blowing in the mic to blow the smoke off of your gun.

I M A G I N E
Being a reporter using the NRC as a mic that you can talk into and hold out to onscreen characters to get them to talk to you. Even squeals next to a speaker. Or maybe its a secret mic/sound recorder hidden in something. Press a button to play back what was recorded, with the sound outputted to your NRC only.

Press a button and it becomes a camera, with complimentary zooming and clicking noises to boot.

I M A G I N E
The NRC is a talking VOODOO doll, all its buttons corresponding to parts of the voodoo doll's body.

Press a button, poke it in the eye. Choke it. Say LEGS on FIRE, etc.

When the VOODOO doll screams, the NRC rumbles and screams!

I M A G I N E
This is just for starters... I know lightsaber sound effects and the sound of your arm searing when your hand gets lopped off would make many Star Wars fans by a Revolution.

With the ability to add onto the NRC, built-in speakers and mic would be inexpendible.

I M A G I N E
You are blind, and the NRC is your "SEEING STICK." Whever you point, it tells you through visual imagery what is there.

Now I M A G I N E your seeing stick can transform into an EAGLE, a DOG, and more, just by your voice commands.

Using your voice and arm movements, you can command the stick to perform tasks for you, like retrieval.

I M A G I N E your seeing stick can transform from stick, to animal guide, to a weapon like a gun and back to a simple stick in endless combinations during combat.

By the sounds the stick (the NRC) makes, not just the onscreen cues, you can tell what it is you are currently holding and what it is doing.

20
TalkBack / RE: Revolution Controller Revealed
« on: September 29, 2005, 01:39:19 PM »
I think Nintendo is missing out on TWO very useful features in their new controller:

EDIT: Moved to newer Talkback thread , sorry

21
Nintendo Gaming / RE:Let's Talk Controller
« on: April 22, 2005, 01:06:32 PM »
I see the touch screen being incorportated into a right-handed controller thumb area that also incorporates an analog stick. We are all use to our right hands controlling the majority of in-game actions so this makes the most sense.

The left side or left hand controller would be a more traditional layout with the addition of gyroscopes. Both controllers would contain gyroscopes, but the left-handed controller would be the primary means of controlling movement, while using the right-handed controller or both controllers together for movement would be secondary.

I see both left and right handed controllers containing sensors that track where the controllers are in relation to each other, to the Revolution, and to the controllers of other players. This allows players to perform complex actions with their arms including dance moves and player to player interaction.

Shaking, tilting, raising, lowering, swinging, extending your arms and such would be primary methods of interaction in Nintendo's titles.

22
Nintendo Gaming / RE:Let's Talk Controller
« on: January 07, 2005, 03:30:24 PM »
To see what I was talking about in one of the 10 improvements/additions to the Revolution controller, namely rotation of the Analog Stick, click here.

I call this "THE FLOATING ANALOG STICK".

If you haven't seen my previous post, you should check it out!  

23
Nintendo Gaming / RE:Let's Talk Controller
« on: January 07, 2005, 09:37:36 AM »
When we found out Nintendo may not include a D-Pad, A or B buttons on the Revolution controller, most of us have made the assumption that Nintendo must be ditching the standard controller all together for an alternative control method. Yes, two controller sticks with built-in gyroscopes are a high probability, as are some ingenious, ergonomic form of scroll-wheel selectors to replace the old Select button/D-Pad functions for most games. Speculation on built-in microphones is also well-placed, as the DS and Mario Party mics have set a high standard for Nintendo already.

Most of you have also speculated that these controller sticks would also have one analog stick each and at least two trigger/shoulder buttons each -possibly as many as four. I agree. At least one person had the idea that these controller sticks could have detachable cords and use wireless technology. I agree with this as well.


Well, I'd like to throw out some (a little over 10) improvements and additions to these well-treaded concepts...

1st, No D-Pad means missing digital control right? Not exactly. Let's say the Left Analog Stick is called the A stick, and it is locked into a neutral position by the game. Now imagine that the top of the A stick can tilt like a D-Pad... VOILA! Instant D-Pad.

2nd, No A button? Not entirely. The A stick, much like the Gamecube's comfy L and R shoulder buttons, can be pressed and clicked (and not in a cheey 8-bit light-gun sort of way). So just tap on the A Stick and VOILA! Instant A button.

3rd, No B button? Same as the 2nd idea, just tap the B Stick on the Right Controller Stick for B-button heaven.

4th, The top of each analog stick can tilt and rotate, making it easier to make circular motions with your thumbs and, in combination with the analog pressure/button click feature of these sticks, you can also manipulate on-screen action in a deeper, 3rd dimension.

5th, The game can configure the functions of these analog A and B sticks, locking or unlocking certain features of them to customize them for specific game purposes.

6th, Each whole controller stick itself has a hand strap and/or grip guard so that you do not have to grip ANYTHING to still hold the controller sticks comfortably in your hand with all buttons readily available to your fingers. This allows you to stretch your fingers and rest your hands during length play sessions.

7th, Each controller stick has force-feedback rumble in two places, one near the Analog Stick especially useful for simulating guns, and one in the grip using low-octave sound vibrations that make the whole controller stick vibrate in your hands as if it were a humming engine.

8th, **Speakers in the controller sticks can emit weapon, object and ambient sound effects to simulate the motions you are making with your hands and arms and the sounds emitted by the objects in your hands and/or your immediate environment. These sound effects can be continued by speakers/subwoofer in the Revolution console itself that are designed to emulate surround sound and also by your surround sound emulating headset/surround sound speaker system. Combined with the force feedback, these sound effects will complete the "sell" of things like guns, light sabers, baseball bats, squeeling microphones and bowling balls in your hands.**

9th, The controller sticks are aware of each other, meaning they know how far away from each other they are and whether they are above, below or beside each other. This gives you a much wider range of possible motions you can make to control the onscreen action, like crossing over your arms during gunfighting, or trying to emulate a flurry of punches from Muhammed Ali.  

10th, The controller glows in a certain spot so you can match colors to know which player is which and which controller belong to him or her.


Now if you take all the actions that regular controller buttons perform today and translate them into scroll-wheel features, motions you make with your hands and arms, or the new style analog sticks that I describe above, and add the built-in sound effects into the controller and the new "hum" vibration and gun recoil effect, all of a sudden you're having more fun playing your games than you were before and you don't need 50 bajillion buttons to do it.

~Charles Mallory, aka Mode Red, formerly of Shiny Entertainment (Enter the Matrix, I'm in the credits Special Thanks)
Email: blacknlatino@yahoo.com  

24
Nintendo Gaming / RE: Next batch??
« on: December 14, 2004, 09:10:28 AM »
Maybe we will get lucky and the announcement will be that the Nintendo DS is really TWICE the power of the N64 and can display 3D graphics on BOTH screens simultaneously, and Rayman will be one of the first games to take advantage of this.

25
Nintendo Gaming / RE: Let's Talk Controller
« on: December 10, 2004, 12:02:30 PM »
I like the flight joystick handle idea as well shy guy. I thought about that when the Gamecube was still only Dolphin rumors.

To add to your list, I think it's about time for controllers to have their own speakers and sound effects to compliment the built-in rumble.

This would heighten the feeling of swinging a lightsabre or firing guns. It also gives your game system a speaker channel that is right in front of you, which is perfect for scaring the crap out of someone. Especially if that someone has been playing so longnon-stop  that he/she is constipated.

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