Mike Sylvester
Southern California - http://www.youtube.com/irontiger
Every other week, Mike Sylvester brings you REVOLUTIONARY, a look at the wide world of Wii possibilities.
Mike Sylvester
Southern California - http://www.youtube.com/irontiger
Every other week, Mike Sylvester brings you REVOLUTIONARY, a look at the wide world of Wii possibilities.
Mike Sylvester
Southern California - http://www.youtube.com/irontiger
Every other week, Mike Sylvester brings you REVOLUTIONARY, a look at the wide world of Wii possibilities.

Nintendo fans have been practicing parkour with their very own platforming princess since the 8-bit days. Now it seems another traceuse is stepping in on the territory Samus pioneered. On the surface, it doesn't seem as if Mirror's Edge has very much in common with the Metroid franchise. Yet,the respective series heroines' exploits can be experienced and enjoyed in either first person 3D or 2D sidescrolling viewpoints.
Mirror's Edge 2D is currently in the beta stages of development with its destined platforms still unannounced. It hasn't yet got any of the fascist oppressors seen in the 3D version, but they'd only get in the way of the acrobatics that are on impressive display here. Rarely do we get to control such fluid and graceful 2D animation, and it makes the treat all the more delectable when you get to do it with a Wii Remote.


hertz (hûrts)
n. pl. hertz
Abbr. Hz
A unit of frequency equal to 1 cycle per second.
Arcade kings like Sega and Namco packed some cutting edge hardware inside those cabinets to draw and redraw complex scenes up to sixty times a second. Some of the companies that designed that hardware also had military contracts and built the simulators used to train soldiers and pilots on vehicles and weaponry. Most of those simulations look like cuts from a Dire Straits video compared to the detailed characters and vistas in our video games, but one thing they had going for them was extremely high frame rates.
Arcade CRT monitors didn't have the ghosting and low response times of today's mainstream LCDs, so when they were refreshing graphics at 60fps, the rapidly flashing screens were enough to turn your head and keep your eyes affixed to whatever was running. In the home, there's no need for the games we already own to attract us, so 60fps rendering has got to have some other merits to make it a selling point worth advertising. In this week's Revolutionary, we'll examine why 60fps is so desirable.

"Let me tell you about the game I played when I was still young..." Growing up, I was familiar with the name Bionic Commando, although I'd never played it for myself. I've had lots of conversations with friends about old games, and they'd reminisced about some game with a guy that swung around on a grappling arm. Yet strangely enough, none of my friends could remember what the game was called. When it was announced that Bionic Commando was to receive a re-imagining, I finally was able to match that game my friends loved, with the title. With the hype for the new game, I caught my first glimpse of the old 8-bit classic in promotional videos, and I really felt like I'd missed out on something special. But my disappointment quickly turned to anticipation when it was later revealed that the game would also be remade in 2D for download on all the popular home consoles!
(raucous cheering)
But not the Wii!
(sound of crickets)
Long-time Nintendo fans love to remember the old times, but we don't hold dear the memories of being repeatedly snubbed out of multiplatform ports. With GlovePIE running and Wiimote in hand, I turned to the PC version of Bionic Commando: Rearmed.

Game controllers have come a long way since we were holding a box with a protruding stick and tapping a single button. Now they're so packed full of cutting edge (yet inexpensive) tech, I'd half expect to see a Wii Remote and Nunchuk in the cockpit of the space shuttle* as a cost-cutting measure. As advanced as the Wiimote is, a lot of us have found a thing or two that could be revised about its design. I've gone to the most extreme reaches of my imagination, and come up with a design concept that I believe is about as radical a step beyond our current Wiimote, as that controller is beyond every console controller that came before it. And just like Nintendo's own design, my perfect controller would be based around technology that is already being used today in different applications.
*Warning: The Wii Remote and Nunchuk's accelerometers will not work in space. NASA engineers, be advised to wait for the MotionPlus.
Continue reading Revolutionary: The Perfect Controller, part 2

How many times in your history as a gamer have you felt that your console's controller couldn't be any better? Every time I've gotten my hands on a new game controller, there's been something I wished could be different. The NES controller could have been rounder. The SNES controller could have used some more face buttons for Street Fighter. The N64 controller needed speedier room service.
The Wii controller is built with expansion, flexibility, and upgrades in mind, and with the addition of a third party accessory, I've been able to mate the Wiimote with the Classic Controller to form a Voltronic gestalt of a controller that should be capable of great things. But is it perfect?
Continue reading Revolutionary: The Perfect Controller, part 1


This week, graphics professionals and enthusiasts flocked to SIGGRAPH to share and discuss the latest technologies and techniques for making gorgeous computer graphics. The focus of the convention is mainly offline rendering (the stuff that we see in print, movies, and television that's too complex to be rendered in real time), but as computers and game consoles become more powerful, many of these methods and effects make their way into the realm of realtime rendering. Ten years ago, the opening cutscene for Super Mario Galaxy would have needed to be rendered by a cluster of computers and converted into full motion video.
Even though the Wii is not pushing graphical fidelity the way this generation's HD consoles are, we've still come a long way and there's much to be appreciated. There are all sorts of graphical effects that, over the years, have been added to the game artist's palette, and in this edition of Revolutionary, I'd like to draw your attention to a few of them.
When games like Super Mario Galaxy come along, we find ourselves questioning how it's possible for them to look so good, while most other Wii wares have the appearance of games designed for a much weaker platform. It's easy to forget that the Wii's hardware comes from the strong pedigree of Gamecube when much of what we're looking at reeks of Playstation number two.
With multi-platform shovelware, and even a few high profile titles that didn't get any special consideration on the Wii (Guitar Hero 3 and Rock Band, I'm lookin' at you!), developers often drop assets and effects to a lowest common denominator. In the class which Wii is placed, the Playstation 2 has the lowest and most common specs, so our Wii graphics are brought down to its level. The PS2 has had its share of beautiful games, but the methods for making them so beautiful are uncommon enough that they're largely ignored when making games that will have to be replicated on another console in the same class.

What is it about Castlevania that gamers have found so appealing for more than twenty years? Is it the story? The atmosphere? The visceral sense of fulfillment from whipping all manner of damned creatures back to the infernal depths? Is it the one-on-one arena battles in Boy George makeup, steam-punk corsets and leather-daddy fetishware? Yeah, it's probably not that last thing. We had in mind a traditional sidescroller for Castlevania on the Wii, with waggle-enhanced whip cracking, so that's why this week, I've set out to capture that fun that we've so desperately desired.

We've been waiting since E3 '06 to hear details regarding Wii Music, and the anxiety brought on by rumors of an MMO Animal Crossing has been unbearable at times, but despite those big reveals at E3 '08, the biggest Wii news was the announcement of the Wii MotionPlus. Because most of us had nearly given up hope for Wii games with a 1:1 ratio of motion-sensing responsiveness, it's quickly become known as "the 1:1 adapter."
The news of this unexpected device is so exciting, I've pushed back the topic planned for this week's Revolutionary to instead talk about what the MotionPlus is, and what it can do to further revolutionize gaming.

This week I wanted to take on scripting for an indie game, and one that came in high regard was Synaesthete. I didn't know much about it when I first tried it out, except that it was a cross-breed of rhythm games and action shooters, and I was hopeful that it would lend itself to the Wii experience as well as the last rhythm hybrid I tried out. One level was all it took to start the script-writing cogs turning in my head, and after much experimentation, I wound up with a script that dynamically changes what makes this brilliant game so fun to play.
At first, nothing about Synaesthete makes it scream out that it was born for Wii, but ultimately, the addition of Wii controls has made this game my new addiction. I truly believe that a Wii port of this title would be hailed as the "next big thing."

The training wheel project got me thinking about what more it would take to create a Wii racing rig that's as comprehensive as a traditional wheel and pedal gaming setup. The Wii Wheel provides analog control for steering, but not throttle and braking. The Wheel shell also blocks off the expansion port, so you can't use a Nunchuk's analog stick. It seemed like there was just no way to build a full set of racing controls around the Wii Wheel, but then I got my Balance Board and the wheels started turning in my head. How about a Wii Racing Xperiment?

Unlike most people, when I brought Wii Fit home for the first time, I didn't head straight to my Wii and slide the disc in to play. Instead, I tore apart the packaging to get at the Balance Board, which I then attempted to "hook up" to my computer. It took a while and a change in my method of operating, but I eventually got the thing connected and working in GlovePIE. It was at that point I started realizing what the Balance Board was really capable of, and this week I'll be sharing with you a few things I've learned about this new peripheral, so that you can start scripting for it and letting your imagination run wild.

The Wii Wheel was supposed to make racing easy enough for anyone to jump right into a session of Mario Kart Wii with no prior experience with either traditional game controllers or the Wii Remote. When used properly, it works as expected. The trouble is that it's not always used properly. Watching your parents try to get through Wario's Gold Mine, you'll notice that they're sometimes holding the Wheel the wrong way, and it's making them drive off the track into chasms of eternity. This observation led me to examine how Mario Kart Wii's steering works and come up with a solution for keeping n00bs on track.



| Name | Date | |
|---|---|---|
| King of Fighters: Orochi Saga |
Nov 25 |
|
| Ultimate Band |
Nov 25 | |
| Mushroom Men |
Dec 2 |
|
| Iron Chef America | Dec 5 | |
| Rock Band 2 |
Dec 16 | |
| Ultimate Shooting Collection |
Dec 16 | |
| Neopets Puzzle Adventure |
Dec 30 |
|
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