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[Uradna tema] Nintendo Wii


MaHe

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Konferenca je bla super. Še najbolj pričakujem novega Maria, tako na Wii kot na NGC (v 2D, yeah) in NDS :thumbup: . Je pa res škoda, da ni blo novega SSB. :thumbdown:

EDIT: Klasična "lupina" ?

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Samo ta kabel se mi zdi čuden + nikjer ne vidim placa za daljinec.

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lupina verjetno fake... bi jo nintendo pokazal če bi jo imel pripravljeno.

sem že ene 3x šel čez vse filmčke in so res super. grafika neverjetna in prav tako gameplay. pri red steelu me zelo navdušuje kontrola in izredno dobra fizika (padanje ljudi ko so ustreljeni ipd.).

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MaHe: Zakaj bi prednaročeval z japonskem, če bi naj bila konzola na voljo v EU teden kasneje?! Bo potrebno ogranizirat masovno prošnjo in jo poslati Mullerju naj poskrbi za prednaročila. Evo, ideja, ki bi jo lahko uresničli.

Oho. :o

Se pa popolnoma strinjam glede Muellerja. ;)

[__<(^.^<)_____ascii_userbar_user_]

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Nekako imam filing, da Super Mario Galaxy ne bo lansirni naslov... namreč, tu je že Zelda, Mario bo IMO sledil v obdobju najhujše nakupovalne mrzlice, torej koncem leta.

Aja, EGM je zapisal, da so Smash Bros jesen 2007 material, Metroid prime pa Q2 2007...Malo pozno za Smashe, glede na to, da jih pacajo že kako leto in pol

 

 

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Nekako imam filing, da Super Mario Galaxy ne bo lansirni naslov... namreč, tu je že Zelda, Mario bo IMO sledil v obdobju najhujše nakupovalne mrzlice, torej koncem leta.

Aja, EGM je zapisal, da so Smash Bros jesen 2007 material, Metroid prime pa Q2 2007...Malo pozno za Smashe, glede na to, da jih pacajo že kako leto in pol

če metroid in SSB ne bosta lansirna naslova bo pomoje mario defenitivno lansirni naslov saj vendarle potrebujejo enega močnega aduta ob lansiraju... red steel sam pomoje nebi bil dovolj. but that's just me

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NUJNO poglejte nov video Super Mario Galaxy (link je na prvi strani, Super Mario Galaxy #2).

Pa še Gamespot vtisi:

E3 06: Super Mario Galaxy Hands-On

Fly away with Mario as he blasts from planet to planet in his new platforming adventure.

By Jeff Gerstmann, GameSpot

Posted May 10, 2006 10:37 am PT

While it wasn't shown in detail at Nintendo's press conference, there is a pretty cool playable demo of the tentatively-titled Super Mario Galaxy here at E3. We were able to quickly get a feel for the controls and bounce from planet to planet, butt stomping goombas and swinging our arms at everything in our path.

The Mario control scheme uses both the Wii's remote and the nunchuk attachment. You use the A button on the remote to jump, and you can also point it at the screen, which causes a star-shaped reticule to appear. You can hit the B trigger on the bottom of the remote while pointing at objects to interact with them. At the start you can use this to ring a bell and cause collectable music notes to appear, and you also use this method to collect star shards. In your left hand, the nunchuk's analog stick is used to move Mario. The two trigger buttons on it are used to center the camera and to duck or butt stomp. Finally, shaking either controller will cause Mario to spin around with his arms outstretched. This Crash Bandicoot-like move serves as an attack, and if you use it in mid-air, you'll get a little extra lift from a jump.

The gameplay consists of getting from the start of the level to the finish. But along the way you'll have to blast off from one tiny sphere to the next. These mini-planets would only take you a few seconds to run a complete circle around, and some of them have tasks that you must complete before you can move on, like eliminating a specific enemy or knocking all of the coconuts off of the surface. You aren't given any indication about what you need to do, but in this demo, the whole thing seemed quite intuitive. Completing a task causes a star icon to appear, which you can jump into and shake the controller to charge up and blast off to the next location.

The demo ends with a boss fight against a giant fiery squid-like creature that relaxes in a large pool of lava. You can run around the outer ring of this pool. The squid fires flaming balls at you that you can swat back at your enemy by pulling off the spin move. He'll bat it back, but after a few volleys, he gets hit. After a couple of hits, he's bested and a star appears. Collecting that star ends the level, and the demo.

Visually, this is probably one of the more impressive-looking Wii games on display. Mario looks great, and the environment seems expansive, even though you're basically blasting from rock to rock along a set path. The camera got a little disorienting in some spots, showing the action from a sideways or upside down perspective, depending on which way you run on some of the smaller planets.

With its intuitive control, sharp visuals, and of course, the Mario name, Super Mario Galaxy is definitely going to be a game to watch for.

Očitno je res, da ima EAD že nekaj časa v lasti skoraj končne devkite, saj je SMG OBČUTNO lepši od ostalih iger.

 

 

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Jup ke_kit you got that right. Zeldo bi jaz imenoval nad-močen lansirni naslov. Pa bo ziher Zelda lansirni naslov ? Če bo potem.....sem gledal en video iz Zelde Twighlight Princess pa LINK dela take combote z sablo da sem se prav čudil. Ko Ryu iz Ninja Gaiden je bil, res samo sem debelo gledal, Just like that " :innocent: "

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če metroid in SSB ne bosta lansirna naslova bo pomoje mario defenitivno lansirni naslov saj vendarle potrebujejo enega močnega aduta ob lansiraju... red steel sam pomoje nebi bil dovolj. but that's just me

Kaj pa Zelda? ;)

ja maš prav samo... še vedno je GC title prirejen za Wii x) no nevem. bomo videli kaj se bo zgodilo

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Mario IGN vtisi

May 10, 2006 - Nintendo unveiled a brief playable demo of Super Mario Galaxy at its E3 2006 booth in Los Angeles on Wednesday. Crowds lined the hallways for a chance to see the game in motion, let alone play it. But IGN was lucky enough to run through the demo from beginning to end a couple of times and Wii editor-in-chief Matt Casamassina renders his verdict below.

If you have any fear about whether or not Super Mario Galaxy is a gimmick, or the experience is fun with the Wii remote, lay them to rest. Nintendo's latest update to its classic franchise is, in a word, intoxicating. The control system is intuitively learned. The graphics are colorful and varied. And the levels are space-age out there. This is Mario like you've never quite seen him before and it's a lot of fun.

The demo Nintendo showed off for E3-goers was designed solely to demonstrate some of the gameplay mechanics in Galaxy. The control mechanics are expectedly, almost necessarily simple. The title utilizes both the Wii-mote and nunchuck attachment. You control Mario with the nunchuck's analog stick. Effortlessly send him running in any direction with your left thumb. Meanwhile, you can tap a button on the nunchuck unit to center the camera system at any time; it is otherwise handled automatically as you explore the, uh, universe.

The Wii-mote is not used to guide Mario around, as some have speculated. Rather, with the pointer held snugly in hand, tapping the A button makes Mario jump. In classic form, three consecutive jumps in a row will cause the Italian plumber to flip into the air and cry out in joy. He's a happy little hero, that Mario - even when he's spinning through space. And spinning is exactly what Nintendo's number-one mascot does - a lot of it. This is where the Wii-mote's motion-sensory functionality comes into play. As you skip around the environments, you can casually twirl your wrist and Mario will spin around in the game world. You can perform this maneuver with either the Wii-mote or the nunchuck attachment, if that's your preference. It feels great and it's an integral mechanic as Mario makes his way along.

The Big M will need to spin into Goombas to clear a path, or into objects like crates to break them apart. Meanwhile, you can aim the Wii-mote to direct an on-screen reticule, which scoops up coins easily and without moving Mario to them.

Using the Wii-mote and the nunchuck together to perform the character's moves feels second nature after about 30 seconds and from there it's all about the crazy level designs and enemy rumbles.

In the E3 demo, Mario never really drops onto a giant island - certainly nothing the size of the land masses in, say, Super Mario Sunshine. But never is there a moment where the environment feels barren or lacking in any regard. The plumber runs and jumps across small, medium, large and occasionally really large asteroids and star shards, each with a couple of enemy characters and perhaps some basic platformer challenges. Mario might need to double-jump over a series of crates, for instance.

But the really disorienting element - and, actually, I mean this as a compliment - is that the mascot can walk on just about any side of the asteroids he encounters. If you so choose, you could run a full 360 around one of the small satellites and on some flatter masses Mario can actually hit an edge and then simply keep going, at which point he'll effectively be exploring upside down. It's an intriguing design choice and I can see how in the full version it's going to present some seriously awe-inspiring environmental puzzles and challenges.

Located on every star shard, every moon, and every floating piece of space debris is a tiny floating star and when Mario spins into it, he'll be jettisoned upward and outward into a nearby satellite. The effect is visually impressive and feels very free form. Think back to Super Mario 64 and the times when the hero was blasted out of cannons and you'll get the idea. In some ways, Galaxy reminds us ever-so-slightly of a well-made Sonic game as Mario is zigzagging from planet to planet.

Although over way too soon for my liking - frankly, I could play a game like this forever and never grow bored - the Galaxy demo offered up a few interesting departures from the standard moon and star exploration. At one point, Mario is launched from a star onto a floating pirate ship - yes, we're still in space. Don't even try to make sense of this stuff or your brain will explode. Just go with it. The pirate ship is represents one of the bigger masses in the demo and it is connected to another vessel by way of a drawbridge. Unfortunately, the bridge is up and Mario therefore must discover a way to make it come down. The task is not difficult at all. On the opposite ship sits a group of sentry guns firing what looks to be balls of fruit. When the projectiles fly toward Mario, you simply twirl the Wii-mote and the character spins, effectively knocking the projectiles back at enemies. After three well-timed spins, the drawbridge falls and Mario can move on.

The demo ends with a quick and easy boss fight against an octopus-like creature in a bed of molten lava. The boss employs a similar strategy, breathing fireballs and alternating with fruit projectiles. All you have to do is avoid the fireball and spin to knock back the projectiles. With the enemy defeated, the demo ends.

Galaxy looks and plays great. The visuals are beyond Sunshine in that they are generally more polished. The game appears to run in both progressive scan and 16x9 widescreen modes, for starters. (Incidentally, it also supports Dolby Pro Logic II, once again confirming that Wii will not be able to output in Dolby Digital.) But Mario's animation is improved, and the game has a decidedly more cel-shaded-esque look to it, particularly the smoke particle effects that appear under Mario's feet as he runs and stops. The particle and lighting effects in the demo were top, particularly during the lava boss fight near the end.

Having played through it all and multiple times, I have no doubt that Super Mario Galaxy is going to be an amazing platformer when it finally hits. I'm keeping my fingers crossed that Nintendo's famous plumber will ship with Wii later this year. You. Want. This. Game

Pa še malo o Virtual Console

Hands-On: We get some playtime with the twenty years of gaming, thanks to the Virtual Console.

One of the most highly anticipated releases for the Nintendo Wii when it launches later this year is not, after all, a single game, but thousands. Nintendo’s Virtual Console system, along with its download service, will allow gamers to enjoy some of the great history of the industry, from every Nintendo console as well as the Sega Genesis and Turbografx-16. Nintendo had a tech demo off the system on-hand today at its E3 pavilion. The current system is still a prototype, and only a simple menu and four games were shown, with no particular price point announced and a final interface for the Virtual Console still in the works.

That said, the menu system currently in place is simple and sleek. Showing a picture of the console the game is from in the background, each game entry features its title and a short description. Once gamers select that game, the system shows a screen describing the basic control layout for the title and then jumps immediately into play. Load times were nominal, averaging just a couple seconds. Gamers can quickly and easily leave a current game and return to the menu system by simply pressing the Wii remote’s “Home” button. It is important to point out that doing this will end your game in the same way turning off the emulated systems did; in other words, gamers should not expect the action to freeze in the background infinitely as they search for other games and should be sure to save their progress in games before exiting.

On display today were four titles, Super Mario Bros. for the NES, Super Mario 64 for the Nintendo 64, Sonic the Hedgehog for Sega Genesis and Bonk’s Adventure for the Turbografx-16. Super Mario Bros. was exceptionally clear on the system, which has upconverted these classic titles to 480P video. Sonic the Hedgehog played at a framerate possibly higher than the original Genesis offered; for example, when losing a significant amount of rings, the Wii did not drop its framerate like the Genesis often did. Super Mario 64 looked just fine on the system, once again showing an appreciable difference in picture clarity from the upconvert to 480P.

However, the hardware and software is only half of the story. The new games are controlled via the Wii’s “Classic Controller” peripheral. The peripheral- the Classic actually is connected to the standard Wii remote via the same extension socket that the nunchuck uses- is similar in shape to the Super Nintendo’s controller and features a button layout reminiscent of Sony’s DualShock design. I found the button setup to be friendly and familiar for the most part, with only two potential issues. First, the joysticks are a little too close for someone with relatively large thumbs. I found myself often bashing my knuckles together when using both at the same time. This will be a major issue, because the second joystick replaces the Nintendo 64’s C-buttons, thereby promising a lot of dual-joystick action with games from that platform. Secondly, the Z button has been moved to the same shoulder side as the R-button, similar to the layout of the Gamecube’s controller. This doesn’t matter with NES/SNES/Gensis/Turbografx titles, but may pose an issue with Nintendo 64 titles. While I adapted quickly to the new scheme for Mario 64, games like Ocarina of Time and Goldeneye would be best served with a remapped control scheme, as the Z-button is inconvenient for titles like those that use it often.

Overall, the Virtual Console system results in impressive versatility from the beginning of the gaming industry on to the present. The games all benefit from the extra progressive scan support, and also seem to actually see some minor improvements in areas where the original hardware was not powerful enough to sustain the software. This should remain on every gamer’s list of reasons to own a Wii, as its potential is seemingly unlimited.

 

 

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cena...hm, 199 ali pa 249 €

Manj verjetno ne.

Drugače pa razvijalci v začetku junija končno prejmejo skoraj končne razvojne postaje, saj jih imajo trenutno le pri nekaj Njevih studiijih --> le zakaj je Super Mario Galaxy toliko lepši od ostalih? Ergo reason...

 

 

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Če se ne motim, je bilo nekje rečeno, da bo SSBB uporabljal več ali manj identičen nadzor got GC verzija in ne bojo vpeljevali nobenega novega Wiiju prilagojenega načina. Classic shell za wiimote ali pa, pomoje, enostavno kar GCjev joypad, pa bo.

nja, ni še popolnoma jasno - danes se pa že govori da bo tudi nadzor z wiimotom...nč, bomo videli...

Verjetno še pred TGSjem, saj je Miyamoto danes namignil, da bo cena znana še pred sejmom, ki ga Nintendo ponavadi preskoči...

Spaceworld???!

 

 

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  • vrhovni

Holee fuck!

Ravnokar - po celodnevnem downloadnju s par kb/s - sem čekiral celotni Metroid Prime 3 demo v 640x480 ... če sem kdaj karkoli rekel čez grafiko špila, se posipam s pepelom, staljenim železom in lavo. Precej bolj podrobna okolja, več ali manj konstantnih 60 fps (kar meni pomeni precej več kot lepša grafika in 30 fps), hudo lepi lightning in particle efekti .. špil je enostavno lep.

In fight z Ridleyem :drool::hyper: - naenkrat je MP3 moj najbolj pričakovani špil na Wiiju. Kako sem lahko kadarkoli dvomil .. :red: /me slaps himself. :tard:

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hoho, nekaterim se je brezglavo pritiskanje gumov na wiimotu odbresotvalo:

I don't know if this has been mentioned or not, but if you pressed the "back" button on the WiiMote you could select the "expert" configuration for aiming.

this worked *SO MUCH BETTER* than the casual controls they have messed with, but the people demoing the displays didn't really know to explain this to people.

basically it set the 'hitzone' in more like Zelda did --- with casual controls, you don't turn Samus untill you bump the outer edge of the HUD (think like moving the screen in an RTS) - what sucked about casual controls, is that it basically cut to Samus' full-speed turn without analog.

set to expert, you smoothly transition into her full analog turn as you move the crosshair arround ---- soooooooooooooooooo much nicer and a little more transitional, the game totally clicked once i turned it on.

-- the game has a great feel already, the grapple works amazing - but you instinctively want to pull the grapple back and that didnt work (you have to throw the grapple with nunchuck, then actually move Samus backwards wiht the analog to pull)

Presentiili sta me tudi Segini igri, sploh Sonic, ki bojda po igralnosti pelje scat inkarnacijo za X360 in PS3.

 

 

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Holee fuck!

Ravnokar - po celodnevnem downloadnju s par kb/s - sem čekiral celotni Metroid Prime 3 demo v 640x480 ... če sem kdaj karkoli rekel čez grafiko špila, se posipam s pepelom, staljenim železom in lavo. Precej bolj podrobna okolja, več ali manj konstantnih 60 fps (kar meni pomeni precej več kot lepša grafika in 30 fps), hudo lepi lightning in particle efekti .. špil je enostavno lep.

In fight z Ridleyem :drool::hyper: - naenkrat je MP3 moj najbolj pričakovani špil na Wiiju. Kako sem lahko kadarkoli dvomil .. :red: /me slaps himself. :tard:

res je demo zelo lep. odpiranje vrat je tudi zelo izvirno narejeno... kar je pa najpomembnejše in sem pogrešal v MP2 je... RETURN OF THE RIDLEY :hyper: boj z njim v demotu jem ega hud ko oba polzita dol po cevi in se do konca odštevajo še metri ko bosta ob postala eno z tlemi :rock:

glede SSBB sem pa tudi jaz nekje prebral da bo igralen tudi z Wiimotom samo to naj nebi prineslo željenih uinkov in bodo upeljali raje klasični kontroler poleg senzorskega

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