revolutionary

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  • Revolutionary: Answering the Call

    by 
    Mike sylvester
    Mike sylvester
    10.23.2007

    Every Tuesday, Mike Sylvester brings you REVOLUTIONARY, a look at the wide world of Wii possibilities. Metroid Prime 3 has proven indeed that a Wii Remote and Nunchuk is the next best thing to a keyboard and mouse for first person shooting and action. Although we have few FPS titles being developed and released on the Wii (relative to party games and family-friendly content, or the main attraction of a certain other platform), the genre is among the most popular in the scripting community. This is naturally so with FPS being a favored genre among hardcore PC gamers and hardware enthusiasts. With the recent release of the demo version of Call of Duty 4 and its imminent final release, I felt it was time to pick up arms and serve you a script for this spectacular shooter.

  • Revolutionary: This Revolution Hasn't Been Televised

    by 
    Mike sylvester
    Mike sylvester
    10.16.2007

    Every Tuesday, Mike Sylvester brings you REVOLUTIONARY, a look at the wide world of Wii possibilities. Thought of by many as the "Disney of video gaming," Nintendo has crafted themselves an image of family-friendly entertainment. But to certain generations and classes of gamers, the term "family-friendly" is synonymous with "kiddy," and immediately sparks disinterest. But ever since publishing Rare's Killer Instinct, they've been working on broadening the public's perspective. Trying to appeal to the bloodlust of the Mortal Kombat crowd didn't give them any headway, and as generations progressed and they've garnered more "mature-themed" titles, they still haven't been able to shake the "kiddy console" stigma. Even after snagging the exclusivity to the Resident Evil series for a generation, Nintendo was largely overlooked by the Playstation-bred gamers that were brought up on the series. How much more will it take for Wii to be regarded as a platform that can satisfy the tastes of mature gamers?

  • Revolutionary: Shells 'n' Cheese

    by 
    Mike sylvester
    Mike sylvester
    10.09.2007

    Every Tuesday, Mike Sylvester brings you REVOLUTIONARY, a look at the wide world of Wii possibilities. We are all aware that the Wii prints money, but while it's filling Nintendo's coffers, it's also spitting out greenbacks for game publishers and peripheral manufacturers. The expansion aspects of the Wii extend beyond anything we've seen before in a Nintendo console, and some companies are making a killing by exploiting that. Will the creativity of these peripheral companies be put to use in creating innovative products for enhancing our Wii gaming experiences, or will we be stacking up more R.O.B.s in the closet to collect dust?

  • Revolutionary: This is Not the Star Wars You're Looking For

    by 
    Mike sylvester
    Mike sylvester
    10.02.2007

    Every Tuesday, Mike Sylvester brings you REVOLUTIONARY, a look at the wide world of Wii possibilities. Ever since the motion sensing ability of the Wiimote was revealed, Star Wars fans have been pleading for a game that would let them live out their Jedi fantasies, swinging the Wiimote in command of an onscreen light saber. Well, Lucasarts recently announced that the Wii will be getting a version of the multiplatform title, The Force Unleashed, a game that's expected to fulfill all your fantasies of being an power-infused enforcer with a luminous sword. But Lucas & Co. haven't always given us just what we want. In 1999 they released the first chapter of the long-awaited Star Wars prequel trilogy, The Phantom Menace, to an audience that was expecting something more, well ... Star Wars-y. Jar Jar, midichlorians, and a pre-pubescent, mop-topped future-fascist didn't quite make for the hit we were hoping for, and the most exciting moment in the film was not a war or a fight scene, but a race. Lucasarts seemed to agree and developed a game based around that scene (albeit, filled out with more tracks and worlds). In this week's Revolutionary, we'll be using GlovePIE to see if the Wiimote and Nunchuk can keep up with the Jedi-like reflexes you'll need to stay in the lead in Star Wars: Episode I Racer.

  • Revolutionary: Emulation-ary

    by 
    Mike sylvester
    Mike sylvester
    09.25.2007

    Every Tuesday, Mike Sylvester brings you REVOLUTIONARY, a look at the wide world of Wii possibilities. Traditionally, consoles have had to carry over hardware from previous generations in order to offer backward compatibility. This can be thought of as a burden, as the costs of including that hardware might be better used increasing the specs and features of the system for the benefit of new games. This generation marks a change in the method of operations in providing backward compatibility. The Xbox 360, Playstation 3 (in select models and territories), and Wii use a process known as software emulation to provide backward compatibility with their predecessors, so that they don't have to include that old hardware. What emulation does is allow one set of hardware to mimic the functions of another set of hardware. Emulation isn't a new technique, and it isn't exclusive to consoles. In fact, many people have been using it for years to play games on hardware other than for which it was developed.

  • Revolutionary: Progress Wiiport, Part 2

    by 
    Mike sylvester
    Mike sylvester
    09.18.2007

    Every Tuesday, Mike Sylvester brings you REVOLUTIONARY, a look at the wide world of Wii possibilities. When I first tested my balance board, I was in a bit of a hurry to find a suitable game with which to demonstrate it. I found a demo for a snowboarding game called Stoked Rider, but in my haste, I failed to realize that this was the long-outdated original version, and there had since been a sequel entitled Stoked Rider: Alaska Alien. Sporting far better graphics, and a more advanced gameplay engine which encorporates detailed physics, it seemed like it could give me reason enough to dust off the balance board and see what more could be done with it.

  • Revolutionary: Progress Wiiport, Part 1

    by 
    Mike sylvester
    Mike sylvester
    09.11.2007

    Every Tuesday, Mike Sylvester brings you REVOLUTIONARY, a look at the wide world of Wii possibilities. Are you getting tired of "Wii gimmicks?" Has waggling lost its charm? Has the Wii's cheese become old and moldy and sent you looking for the bathroom? And are you tired of seeing everyday words being pwiif ... *ahem* - prefixed with "Wii?" If the answer to all of those questions is a resounding "Heck no!" then read on as we wiicap Revolutionaries past, and wiivisit the projects and hobbies previously featured and see how they've progressed since last we discussed them.

  • Revolutionary: Super Size Mii

    by 
    Mike sylvester
    Mike sylvester
    09.04.2007

    Every Tuesday, Mike Sylvester brings you REVOLUTIONARY, a look at the wide world of Wii possibilities. It may be time for Nintendo to concede that we've entered the HD-era. Anyone looking to buy a new television will have an increasingly difficult time finding a "classic" SD tube amongst the pristine plasmas, elegant LCoS, lavish LCDs, dazzling DLPs, and (soon-to-come) sexy SEDs. And the technologies behind today's televisions are benefiting greatly from economies of scale, making it easier for consumers to consider going big on their next TV purchase. For too long, big screen gaming had been confined to dollar-munching arcade machines and reruns of Silver Spoons, but more and more people are finding out what it feels like to have a truly super Mario kicking gargantuan goombas across the Mushroom Kingdom. If you haven't yet been bitten by the big bug, today I'll make you feel the itch.

  • Revolutionary: Virtually Complete Collections

    by 
    Mike sylvester
    Mike sylvester
    08.28.2007

    Every Tuesday, Mike Sylvester brings you REVOLUTIONARY, a look at the wide world of Wii possibilities. Today marks the long-awaited release of Metroid Prime 3: Corruption, and no doubt many of you have been refreshing yourself on the precursors in anticipation. If you've been visiting Wii Fanboy or perusing the Wii Shop (as you should be!) lately, you've surely noticed Nintendo's been running with the "Metroid Month" thing, and has released the cartridge-based console predecessors of today's big Wii release. With the Wii featuring being backward compatibility with Gamecube software, the sudden realization that I can have entire series of Nintendo's long-running franchises on one system has put me in a euphoric daze.

  • Revolutionary: Changing Channels

    by 
    Mike sylvester
    Mike sylvester
    08.21.2007

    Every Tuesday, Mike Sylvester brings you REVOLUTIONARY, a look at the wide world of Wii possibilities. With the release of the 3.0 system update and the Metroid Prime 3 preview, it became evident that there are plenty more possibilities to be explored in the ongoing development of the Wii's channel interface. Based on what we've seen so far, I'd like to postulate on what more they could potentially deliver.

  • DIY Wii Balance Board

    by 
    Christopher Grant
    Christopher Grant
    08.14.2007

    Every week, sister-site Wii Fanboy's weekly REVOLUTIONARY feature takes on the exciting task of exploring the possibilities of the Wii. This week, they made up their own Wii Balance Board using nothing more than some tennis balls, some blue, some plastic trays, some foam strips, grip tape, and of course, a Wiimote.All that's left is to find a PC game to test it out with – snowboarding sim Stoked Rider does the trick nicely – and whip up a script in GlovePIE to convert the Wiimote actions into input. Throw everything together and, voila, you can be balancing like a pro. Now, let's try to play Resident Evil 4 with it ...

  • Revolutionary: Balance Boarder

    by 
    Mike sylvester
    Mike sylvester
    08.14.2007

    Every Tuesday, Mike Sylvester brings you REVOLUTIONARY, a look at the wide world of Wii possibilities. var digg_url = 'http://digg.com/gaming_news/DIY_Wii_balance_board_used_to_play_snowboarding_game'; Inspired by Nintendo's own design, the work of another DIYer, and Alisha's challenge, I ventured to design and build my own "balance board." For a little more than $20 in materials, I've conceived an oversized Wiimote shell to translate exaggerated body movements into game commands through GlovePIE. I'm going to show you how I made it, and how it plays.

  • Revolutionary: Support our Cyber Troopers

    by 
    Mike sylvester
    Mike sylvester
    08.07.2007

    Every Tuesday, Mike Sylvester brings you REVOLUTIONARY, a look at the wide world of Wii possibilities. Long ago, there existed a magical place where children and teenagers dumped quarter after quarter into machines which housed the latest and greatest hardware for playing drool-worthy games that just weren't possible at home. This place was called Arcade. One day, a powerful consumer electronics manufacturer decided they wanted those quarters, a few hundred dollars on top of that, and a lifetime of your loyalty. With the mystical weapon called PlayStation, they drew the life force out of arcades and created their own mighty empire - in your home. Most memories of the arcade have evolved into legend, with a few of the old games brought home as ports. But capturing the full magnificent essence of most of those games has rarely been accomplished. Whether it's the scarcity of competitors whose pockets jingle with change as they wait their turn to play, the absence of custom-made control systems designed to fit each individual game, the inability to play ports that look exactly as they did in their arcade incarnations, or any number of other reasons, the arcade is nigh on impossible to rebuild in one's home. But that shouldn't stop you from trying.

  • Revolutionary: Exploring New Depths

    by 
    Mike sylvester
    Mike sylvester
    07.31.2007

    Every Tuesday, Mike Sylvester brings you REVOLUTIONARY, a look at the wide world of Wii possibilities. Going by the company's success of late, neophytes might assume that Nintendo was always looked at as the redemptive innovator of the games industry. But some time around the midpoint of the Super Nintendo's life cycle, the popular sentiment started turning to "a trend isn't cool until Nintendo bucks it." Nintendo fans were two generations behind in getting an optical drive. We played grayscaled, unlit Gameboys for years while our friends dumped battery after battery into their Lynx's, Turbo Express Portables, Neo Geo Pocket Colors, and Game Gears. Even today, we're still ravening for Nintendo-flavored online gaming. Nintendo's first 3D console didn't come out until a year after Sony's, and 18 months after Sega's, so while my SNES delivered 2D nirvana in Donkey Kong Country, Super Castlevania 4, and Super Mario All-Stars, I was getting my 3D fix elsewhere.

  • Revolutionary: Respectable Specs

    by 
    Mike sylvester
    Mike sylvester
    07.24.2007

    Every Tuesday, Mike Sylvester brings you REVOLUTIONARY, a look at the wide world of Wii possibilities. Nintendo still hasn't confirmed any of the technical specs of the Wii hardware in detail, and we wouldn't recommend you hold your breath until they do. They don't want people making assumptions of what the system can or can't do based on arbitrary numbers and jargon. We do know that the Wii is much more than "two Gamecubes taped together." In addition to the revolutionary controllers, we get integrated Wi-Fi, 2 USB 2.0 ports, 48 MB more RAM, internal flash storage, an SD card slot, full-sized DVD disc capacity, and a new operating system and GUI that brings us software like Mii Channel, Photo Channel, Forecast Channel, and Internet Channel. Wii Shop and Virtual Console could not have been done on Gamecube, and with support for component output reintegrated, we can enjoy our old and new games in glorious 480p. That's a pretty long list of upgrades over the Gamecube, and it's in a smaller, more attractive package.

  • Revolutionary: Web Wii Wares

    by 
    Mike sylvester
    Mike sylvester
    07.17.2007

    Every Tuesday, Mike Sylvester brings you REVOLUTIONARY, a look at the wide world of Wii possibilities. When WiiWare was announced, it seemed like a godsend for the garage developer wishing to make Wii games for mass appreciation. But details on how to get your hands on a WiiWare development kit and the costs involved are not public knowledge, and the official launch of the distribution channel (on the Wii Shop Channel) isn't going to be happening until some time next year. So what's a Wii-loving, budget-restricted developer to do in the meanwhile? Making games for Wii's Opera Browser is one option.

  • Revolutionary: Beware! de Blob

    by 
    Mike sylvester
    Mike sylvester
    07.10.2007

    Every Tuesday, Mike Sylvester brings you REVOLUTIONARY, a look at the wide world of Wii possibilities. de Blob has been getting a lot of coverage here lately because it's been announced that the freeware PC game will be making its way to our favorite console. I first heard of the game a few months ago, and it seemed like it could make for an interesting bit of roll-up gaming for my Wiimote in the absence of Katamari. I figured this week would be an opportune time to finish the scripting project I'd started back then and present a script for this gelatinous ball of Technicolor fun.

  • Revolutionary: Going Through the Motions

    by 
    Mike sylvester
    Mike sylvester
    07.03.2007

    Every Tuesday, Mike Sylvester brings you REVOLUTIONARY, a look at the wide world of Wii possibilities. I was going to jump right into writing another script with you this week, but as development progressed, I remembered how much time I wasted on my first scripts because I didn't have a handle on exactly what motions were triggering the responses I was after. I figured I'd be doing you a disservice if I didn't take time out to get you primed on the nomenclature of all the motions and get you started in thinking in 3 dimensions. Last week we wrote a simple script that didn't use the Wiimote's motion detecting functionality. Some might say that defeats the purpose of using the Wiimote, but is that really what the Wiimote is about? The different input options are there to give the developer choices. Sometimes the developer will throw in lots of alternatives and pass the choice on to the gamer. Taking every feature of the controller and slapping it onto a game isn't going to assure a fun time. More than likely, you'll wind up making something repellent that people will call "gimmicky." It's best to have an understanding of the control options available, and be selective in applying or omitting ones from your project.

  • Revolutionary: Alien Language

    by 
    Mike sylvester
    Mike sylvester
    06.26.2007

    Every Tuesday, Mike Sylvester brings you REVOLUTIONARY, a look at the wide world of Wii possibilities. In the coming weeks, I'll be detailing the process of writing a GlovePIE script, from concept, through testing, to completion. You will see that it's not so tough to get something running, and I hope you'll also get a better understanding of the mechanics of the hardware inside the Wii Remote and its accessories. This time around, I'll be deconstructing the simplest of the GlovePIE scripts I've written to date, but also one of the most rewarding -- Alien Hominid.

  • Revolutionary: Outside the Box

    by 
    Mike sylvester
    Mike sylvester
    06.19.2007

    Every Tuesday, Mike Sylvester brings you REVOLUTIONARY, a look at the wide world of Wii possibilities. It's only natural to classify the Wiimote as a mere video game controller. That is how it's marketed, and Nintendo didn't intend for it to be used for anything other than controlling Wii games and applications. But even when we rebellious users pair it with something other than its mother console, our first thoughts often jump to controlling action on a screen. There's nothing wrong with that, and a lot of innovation can still be achieved this way, but this week we'll be taking a look at some examples of people thinking outside the box that is a television screen or monitor. Instead of playing video games or mousing about in Windows, some very crafty folks have come up with ways to use the Wii Remote's unique inputs and outputs to control devices off-screen, and to stimulate more than just the visual senses. Of course, there is going to be a computer involved, and initially, the user is going to have to look at the screen to get the Remote connected or the applications started, but the action takes place in "the real world."