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Thursday, July 17, 2008
NINTENDO ROLLS OUT NEW GAMES FOR WII, DS-Sony cutting price of PS3, adding video downloads
LOS ANGELES - In a bid to regain lost ground in the fiercely competitive gaming business, Sony announced Tuesday that it will cut the price of its high-end PlayStation 3 console by $100. It also will introduce downloads of movies and TV shows to the game machine's online store and, with some software partners, roll out a number of exclusive games.
The moves suggested that Sony still views Microsoft as its chief rival rather than market leader Nintendo, which seems focused on extending its lead. But, of course, that's not how Sony brass portrayed its announcements at a press event here at the game industry's E3 conference.
Sony's PlayStation brand in general and the PS3 in particular are "just beginning to hit [their] stride," said Jack Tretton, CEO of the North American branch of Sony Computer Entertainment, which oversees the PlayStation products.
While Sony focused on Microsoft, Nintendo showed that its focus is still on attracting a broad audience. The company announced a sequel to its popular - and accessible - "Wii Sports" game, and introduced a new title in the same vein, dubbed "Wii Music."
But Nintendo also showed an eagerness to compete with its two rivals on what is arguably their turf, announcing that a new version of "Grand Theft Auto" is coming out for its DS handheld.
Five years ago, the "common sense" view was to be pessimistic about Nintendo's future because it had lost out to Sony in two consecutive console cycles, noted
Satoru Iwata, Nintendo's president, at the company's own press event. But the Wii and DS have launched a "paradigm shift" in the game business, he said.
"In a paradigm shift, common sense doesn't seem to make as much sense any more," he said.
Sony announced that this fall it will cut the price of the 80-gigabyte version of the PlayStation 3 from $500 to $400. At the same time, the company plans to discontinue the 40-gigabyte version of the console, which previously sold for $400. Sony hopes the lower price will attract the "millions of PlayStation 2 users who are on the cusp of upgrading," Tretton said.
Slow sales for PS3
Since its launch, the PlayStation 3 has been the most expensive console on the market, which may help explain its slow sales. The price cut is similar to one announced by Microsoft on Sunday. Microsoft is cutting the price of its 20-gigabyte Xbox 360 by $50 to $299 to clear inventory and is introducing a 60-gigabyte model at $349, the former price of the 20-gigabyte version.
But neither Sony nor Microsoft seems ready to get into a price war with Nintendo, whose Wii is not only the lowest price console at $249, but also the best selling.
Sony also plans to introduce a video service that resembles one already available on its rival's Xbox Live service. Through the new service, PlayStation 3 users will be able to buy or rent movies and TV shows from major studios such as Paramount, Disney, 20th Century Fox, and - of course - Sony Pictures.
PlayStation Network's video delivery service, which was set to launch Tuesday evening, initially will offer nearly 300 full-length movies and more than 1,200 TV episodes, many available in both standard definition and high definition. Tretton said Sony would add to the service over time. Microsoft, meanwhile, now has some 20,000 videos available either through its service or through its new partnership with Netflix.
Nintendo does not offer movies or TV shows through the online service for its Wii - and hasn't announced plans to do so.
Like Microsoft, Sony also used its press event to tout upcoming games, mostly action and shooter titles. New versions of the popular "Resistance" and "God of War" games, which are exclusive to Sony, are heading to the PlayStation 3, Tretton said. Microsoft announced Monday that it has a number of games coming that are either exclusive to the Xbox 360 or new to the platform after previously being exclusive to PlayStation consoles.
Nintendo, meanwhile, used its separate press event to focus on games that the company hopes will appeal to an audience broader than game enthusiasts - the same audience that has helped make the DS and the Wii the top-selling game machines.
Nintendo not done
Later this year, the company will launch "Wii Music," a musical game in the mode of "Guitar Hero" and "Rock Band," but one that can be played with the controls that come with the Wii - or with the board that comes with the Wii Fit - rather than requiring add-on accessories.
Next spring the company plans to offer a sequel to the popular "Wii Sports" game that comes with the console. Dubbed "Wii Sports Resort," it will come with the company's new MotionPlus accessory designed to give users added precision in pointing and using the Wii remote.
The company did announce one big surprise. Take-Two plans to release a version of its mega-hit "Grand Theft Auto" franchise for Nintendo's DS handheld. Dubbed "Grand Theft Auto: Chinatown," the game will be the first version of the series on the DS and one of the first ever for a Nintendo game system.
How do you weigh the biggest black holes in the universe?
A composite image from NASA's Chandra X-ray Observatory (shown in purple) and Hubble Space Telescope (blue) shows the giant elliptical galaxy NGC 4649. By applying a new technique, scientists used Chandra data to measure the black hole at its center to be about 3.4 billion times more massive than the Sun. The value from this X-ray technique is consistent with a more traditional method using the motions of stars near the black hole. NGC 4649 is now one of only a handful of galaxies for which the mass of a supermassive black hole has been measured with two different methods.
New Way To Weigh Giant Black Holes
How do you weigh the biggest black holes in the universe? One answer now comes from a completely new and independent technique that astronomers have developed using data from NASA's Chandra X-ray Observatory.
By measuring a peak in the temperature of hot gas in the center of the giant elliptical galaxy NGC 4649, scientists have determined the mass of the galaxy's supermassive black hole. The method, applied for the first time, gives results that are consistent with a traditional technique.
Astronomers have been seeking out different, independent ways of precisely weighing the largest supermassive black holes, that is, those that are billions of times more massive than the Sun. Until now, methods based on observations of the motions of stars or of gas in a disk near such large black holes had been used.
"This is tremendously important work since black holes can be elusive, and there are only a couple of ways to weigh them accurately," said Philip Humphrey of the University of California at Irvine, who led the study. "It's reassuring that two very different ways to measure the mass of a big black hole give such similar answers."
NGC 4649 is now one of only a handful of galaxies for which the mass of a supermassive black hole has been measured with two different methods. In addition, this new X-ray technique confirms that the supermassive black hole in NGC 4649 is one of the largest in the local universe with a mass about 3.4 billion times that of the Sun, about a thousand times bigger than the black hole at the center of our galaxy.
The new technique takes advantage of the gravitational influence the black hole has on the hot gas near the center of the galaxy. As gas slowly settles towards the black hole, it gets compressed and heated. This causes a peak in the temperature of the gas right near the center of the galaxy. The more massive the black hole, the bigger the temperature peak detected by Chandra.
This effect was predicted by two of the co-authors -- Fabrizio Brighenti from the University of Bologna, Italy, and William Mathews from the University of California at Santa Cruz -- almost 10 years ago, but this is the first time it has been seen and used.
"It was wonderful to finally see convincing evidence of the effects of the huge black hole that we expected," said Brighenti. "We were thrilled that our new technique worked just as well as the more traditional approach for weighing the black hole."
The black hole in NGC 4649 is in a state where it does not appear to be rapidly pulling in material towards its event horizon, nor generating copious amounts of light as it grows. So, the presence and mass of the central black hole has to be studied more indirectly by tracking its effects on stars and gas surrounding it. This technique is well suited to black holes in this condition.
"Monster black holes like this one power spectacular light shows in the distant, early universe, but not in the local universe," said Humphrey. "So, we can't wait to apply our new method to other nearby galaxies harboring such inconspicuous black holes."
These results will appear in an upcoming issue of The Astrophysical Journal. NASA's Marshall Space Flight Center, Huntsville, Ala., manages the Chandra program for the agency's Science Mission Directorate. The Smithsonian Astrophysical Observatory controls science and flight operations from the Chandra X-ray Center in Cambridge, Mass
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E3 is usually full of surprises, and this year is no different. Please take your time, look around, and learn more about all of our upcoming games—there’s something for everyone!
Nintendo developer roundtable offers extended looks at Animal Crossing, Wii Music, and Wii Sports Resort; Zelda creator says new Pikmin in development.
While the show-launching press conferences from Nintendo, Sony, and Microsoft are traditionally the times for big reveals and surprise announcements at the E3 Media & Business Summit, Nintendo held something back in 2006. Instead of starting the show off with Super Smash Bros. Brawl and the shock news that Metal Gear Solid protagonist Solid Snake would be in the game, Nintendo saved that for a developers roundtable later in the week.
This year's Nintendo press conference was surprisingly light on surprises. The publisher showcased Wii Sports Resort and announced Grand Theft Auto: Chinatown Wars, but spent much of the event focused on previously announced titles like Wii Music and Animal Crossing: City Folk.
So with Nintendo inviting select members of the press to another developers roundtable tonight, is the company preparing to drop some jaws? All the invitation said is that "key developers will be on-hand to discuss Wii titles and host exclusive Q&A sessions." Find out the news as soon as we do by following the live blog!
[5:57] The attendees have filed into the theater on the second floor of the Los Angeles Convention Center and chatter fills the air. Four chairs sit on the stage in front of two big-screen TVs. Four Wiis are hooked up to the TVs, with a scattering of Wii Remotes on tables and a single Wii Balance Board with Remote and Nunchuk at the front of the stage.
[6:01] It's 6 p.m., but there are no signs of the show getting on the road just yet.
[6:03] Eric Walter with Nintendo PR addresses the crowd briefly, then turns it over to Bill Trinnen from Treehouse.
[6:03] Trinnen says he's going to go further into detail on the three key titles Nintendo is showing off at E3.
[6:04] First up will be Animal Crossing (Wii Sports Resort and Wii Music to follow), as Trinnen introduces Katsuya Eguchi to applause.
[6:05] "As you can see, my name is not Shigeru Miyamoto," Eguchi quips to laughter. He introduces Animal Crossing: City Folk, and then says he'll talk through a translator (who's also going to demonstrate the gameplay."
[6:06] The game starts off in a town, with the player taking a bus to the game's new City section. Eguchi will concentrate on the game's new features today. On the way into the city, the player chats with (or is chatted at by) Kapp'n the bus driver for a few moments.
[6:08] They're bringing back events for the game, including Halloween, and Jingle the Reindeer for the holiday events. One of the things people liked about Animal Crossing was the collectible items like wallpaper, etc., so there's more of that in this game. In addition to furniture and wallpaper, players will receive new items through WiiConnect 24.
[6:10] It's time for a tour of the City, starting with the salon where players can change their hairstyles. There's also an auction house, and GracieGrace, the personal store of high-fashion designer Gracie. There's also a theater where players can watch comedy shows.
[6:11] The translator leaves the City, returning to the town, which has been dubbed "E3ville" for this demo. One interesting thing about the City he notes is that it's persistent and will allow interactions via the WiFi Connection.
[6:14] Because it's a room mic that sits atop the TV, it might be a different experience than with a traditional headset mic. While Eguchi talks about all this, the translator is exploring the design customizing options. Eguchi said it will give players more ability to express themselves creatively.
[6:15] For shirts, players can now customize the front, back, and both sleeves to create their own designs. They'll also be able to create coordinated outfits with hats and other accessories.
[6:17] He changes the character's shirt and then leaves the design store. While running around, he takes an in-game screenshot and is given the option of saving it to an SD card or attach it to a message to send to friends.
[6:18] That's it for Eguchi's City Folk introduction, and it's time for questions from the audience.
[6:19] The first question is about online play in Animal Crossing: Wild World for the DS. When someone left a multiplayer session, everything had to be reset. Will that be fixed?
[6:20] Eguchi apologizes because they're using the same system, so that problem will remain. However, they are adding more function to the system by adding more things for people to do together, like go see concerts. He hopes that compensates for the issue.
[6:21] The next question is about plans for City Folk interactivity with the DS. Eguchi said that there's a move function to bring DS characters into the Wii version of the game.
[6:22] He also notes that things you purchased will be able to come with you, so you won't be coming into town with your pockets empty.
[6:23] And if gamers don't have Wi-Fi but still want to visit a friend's town, they can move the data on the DS and move it to that friend's Wii then visit the town that way.
[6:25] In Japan, they're also planning to have WiiConnect24 updates distributed through download stations by way of the DS. Quick clarification: Characters imported into the Wii version will not bring their items with them.
[6:26] The next question is about whether or not new items will be created for use with WiiConnect24, or if it will just unlock items already shipped on the game disc. Eguchi said it will be all-new content.
[6:27] A question is asked about whether or not the Wii version of the game will let users play Virtual Console titles, perhaps with their friends online. Unfortunately, Eguchi said it won't.
[6:29] The next question is if there are plans to integrate the game with the Weather Channel or other channels in order to get real-world weather in the game? Also, players in the southern hemisphere don't like how the seasons are inverted for them, so the attendee wants to know if that will that be fixed.
[6:32] Eguchi said they thought about Wii Channel interconnectivity, but said areas where there was a lot of inclement weather (or none at all) would not provide players there with enough variety in gameplay. Because they wanted to emphasize seasons in Animal Crossing, they decided not to go with that. As for the second question, the seasons are still inverted for gamers south of the equator.
[6:33] Next up is Wii Sports Resort. Eguchi noted how the game goes hand in hand with the Wii Remote precision attachment. For the sequel to Wii Sports, Eguchi said they wanted to get away from the standard style sports shown in the original. They opted for events that reflected a sense of leisure.
[6:35] To start, there's a demo of Disc Dog, which asks the player whether they want to throw left-handed or right-handed. As shown in Nintendo's main press conference, the goal of the game is to toss a Frisbee near enough to a target that the player's virtual dog can catch it.
[6:36] Players can do a forehand or backhand throw, and Eguchi notes that it does take practice to throw the disc well as his demo-man misses a forehand toss.
[6:37] The game is a series of 10 throws, each with a maximum of 100 pts. Some people within Nintendo have scored a perfect 1,000, Eguchi said.
[6:41] Wii MotionPlus helped make Power Cruising possible because it requires players to tilt the remote while twisting the throttle, which the original Wii Remote apparently isn't sensitive enough to properly decipher. Next up is Sword Play.
[6:41] The next event is "Power Cruising," the jet ski racer. It uses the Nunchuk extension. Players hold the controllers like they would the handles of a watercraft and shift their center of gravity left or right to control the craft (no Balance Board necessary--just tilt one "handlebar" higher than the other).
[6:42] Players hold the Wii Remote like the hilt of a sword and slice a number of objects dropped in front of them. Those items are then cut at the angle and speed that the player decides.
[6:44] The player holds the trigger on the Remote to guard, and can also play against an AI opponent.
[6:44] Successfully blocked attacks cause the opponent's sword to rebound and leave them vulnerable. It appears the only way to win is to knock the other player off the platform.
[6:44] Now it's question time again. The first inquiry is about whether or not third-party developers have had access to Wii MotionPlus before today.
[6:46] Eguchi says he honestly doesn't know since he just deals with first-party software. The next question is about what the technology is in MotionPlus that makes the 1-to-1 motion control possible, and will it limit multiplayer options if there aren't enough add-ons to go around.
[6:48] Eguchi's translator first apologizes because he's an engineer, then gets into the explanation. The MotionPlus adds an angle to the Remote's existing accelerometer data, which allows the system to interpret more complex motions.
[6:50] As for multiplayer, he reminds the attendee that Wii Sports Resort will come with one for free, and said there are some games that will allow players to pass the Wii Remote back and forth for multiplayer. However, some games will require multiple MotionPlus add-ons for multiplayer action.
[6:52] Eguchi is then asked what his inspiration for the resort setting was. He responds that when adding the MotionPlus to their game planning, the team brainstormed sports events they'd like to replicate and then asked how they could be packed into one grouping. Basically, they all fit naturally in a resort setting.
[6:55] Eguchi notes that when creating the original Wii Sports, the team wanted more than what they had, but felt what they already had was enough to be an enjoyable product. He said everyone who played Wii Sports came away with a good experience and they were happy with what they accomplished.
[6:56] They've continued to do demos with the airplane game (one of the earliest Wii demos), but haven't committed to anything yet.
[6:57] The next question is if Wii MotionPlus will be built into future Wii Remotes.
[6:58] Eguchi says Nintendo is always looking at the future and is considering both options right now. He doesn't have a definite answer, but it's something Nintendo is looking at.
[6:59] The last Wii Sports Resort question is that considering the MotionPlus' ability to detect minute motions, is there concern that this would lead to increased difficulty in gameplay.
[7:02] Eguchi said the developers are very aware of the issue and are keeping it in mind as they make the game. They always ask themselves if the increasingly complex uses of the MotionPlus are still easy to play. They want a low difficulty hurdle at the beginning and want depth to keep everyone happy.
[7:02] "The more you bite, the more flavor you get."
[7:02] That's it for Wii Sports Resort, and it's time to introduce Shigeru Miyamoto to the stage.
[7:03] Miyamoto first says he'll explain the game briefly for audience members seeing it for the first time.
[7:03] The game is Wii Music.
[7:05] Recapping what he noted in the media briefing, Miyamoto said music games typically require button presses to match musical notation, with the goal being to achieve a perfect rendition of each song.
[7:05] Miyamoto isn't saying that's not fun; he just wanted a different approach to the genre.
[7:05] He says he plays guitar himself, but he's terrified of playing in front of people because he might miss notes and make "bad noise."
[7:06] He's sure jazz musicians make a lot of mistakes, but their mistakes aren't really errors so much as ad-libs. As pro musicians, they know a lot of music theory to help that happen.
[7:07] So Miyamoto wanted to make software that would handle the theory part and allow people to play the music in their head just with a little rhythm. For the sake of the demo, he chooses to play "Yankee Doodle."
[7:09] The song has six parts: a bass, lead melody, harmony, and chord arrangements for guitars, a drum kit, and a tambourine. Players will be able to arrange their own versions of the songs.
[7:10] Miyamoto chooses to play the lead melody part and strums through a bit, playing it first as it was originally intended, then ad-libbing melody parts.
[7:10] He then changes the instrument on the lead melody part instantly, and begins playing the song with a xylophone, steel drums, and then a harpsichord.
[7:11] He does a bit of toy piano, then does a vocal track, which sounds like a Sim-style gibberish language.
[7:11] There's also tuba, and a "dog suit" instrument that plays the song with barking noises.
[7:13] Miyamoto goes with a virbaphone, then his translator picks a jaw harp for the harmony part and the two go back and forth to laughs from the audience.
[7:15] By fooling around with the instrument options on that selection screen, Miyamoto said players can be kept busy for hours. Once the instruments have been settled upon, they start the song for real.
[7:16] They do a quick example of a "real" performance of the Super Mario Bros. theme song with three people.
[7:17] Some of the developers' kids went to the office to play the game, and Miyamoto said he was thrilled to see they couldn't tear themselves away from it.
[7:18] He's especially excited about considering the game as a music education tool, and suggests half an elementary school music class could be dedicated to the game.
[7:19] Next up is a demo of the "drum kit." Using the Wii Balance Board, the developers replicate the two pedals of a drum kit.
[7:20] The right foot is the kick pedal for the bass drum, and the left is the hi-hat pedal. The left hand is the snare, and the right hand is the hi-hat symbol, or a snare if used with the B button. The A button or C button with the nuchuk are cymbals, will the d-pad hits the toms.
[7:21] A practiced Wii Music drummer busts out a solo for the crowd and receives a round of applause. Miyamoto said the drum mode also incorporates a lesson structure to teach people to play the drums within a few weeks.
[7:23] He hopes the game will get more kids interested in music, and then Eguchi comes up on stage. Eguchi notes that this will appeal to adults as well as kids, and talked about musicians coming in and creating their own arrangements of all six parts of different songs to create their own unique works.
[7:24] It's time for Wii Music questions, and the first one is whether or not the drum mode is a natural extension of the drums in Rhythm Tengoku for the Game Boy Advance, a title only released in Japan.
[7:24] Miyamoto said it's not related at all.
[7:25] The next question is about track selection, and whether Nintendo will use licensed tracks or strictly public domain and Nintendo-owned music.
[7:26] Among the 50 songs in the game, there will be a variety of public domain songs, but also a variety of popular licensed music.
[7:28] The question is whether or not Nintendo will be able to distribute new songs through WiiConnect24. Miyamoto consults briefly with Eguchi, then says the team isn't really thinking of digital content distribution at the moment. They're more concerned with using online to share creations.
[7:28] The next question is, "Is there a goal?" And if there isn't one, wouldn't it be better considered a toy?
[7:29] "Yes," Miyamoto said. "That's right. And that's why it's more interesting than a video game." The crowd applauds.
[7:29] The next question is about Wii Sports Resort's jet ski game and its similarity to WaveRace. Did the WaveRace team work on it? is there a new WaveRace on the way?
[7:30] Miyamoto said they have staff from that team on the project, and Eguchi himself directed WaveRace.
[7:31] Eguchi takes over and says the programmer in charge of the motion in the jet ski game is the same one from WaveRace 64, and he's going to work with new developers to make a game that surpasses WaveRace.
[7:32] Miyamoto says he can't talk about a sequel, but he thinks the jet ski mode in Wii Sports Resort will satisfy gamers with its depth.
[7:36] The next questioner asks about Nintendo's commitment to core titles, and asks if Miyamoto is still interested in making another Pikmin, something he's mentioned in the past.
[7:36] Eguchi asks what a "core user" is supposed to be. His own definition is someone who likes games, whatever they like to play. That's who he makes games for, and he says all games regardless of genre have the potential to appeal to the core, and the people who play his games are his core users.
[7:37] Miyamoto stands up and starts to leave the stage, which draws laughs. After sitting back down, he gets to the Pikmin question. He talks about sitting as close as possible to his staffers, some who worked on Zelda and Pikmin. He refers to Eguchi's answer and says "core games" is just as mercurial a term as "core gamers," then says they continue investigating all types of games.
[7:37] "So when it's time to announce such a title, I'll announce it. So please look forward to it."
[7:38] He adds, "We're making Pikmin."
[7:38] The crowd laughs. The next question is whether the drum kit in Wii Music is the only such instrument in the game.
[7:39] Miyamoto said it was, but all the instruments in the game will have some sort of tutorial or lesson mode so players can excel at it.
[7:40] The next question is about Wii Music using MotionPlus. Miyamoto said it doesn't at all, and the Balance Board is only used for one particular mode (the drum mode). Also, the attachment provides no additional functionality for previous games.
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Stage demos of Killzone 2, Resident Evil 5, and more! Killzone 2
We get a sneak peak at Killzone 2 multiplayer. Sony Press Conference
Sony demos Resistance 2 and more at E3. home E3 pc xbox 360 wii ps3 ps2 psp ds forums videos cheat codes features downloads news All News PC News Console News Rumor Control SIDEBAR PrintE-mailCommentTagFacebookDiggE3 2008: Miyamoto conducts Wii Music, confirms Pikmin
Nintendo developer roundtable offers extended looks at Animal Crossing, Wii Music, and Wii Sports Resort; Zelda creator says new Pikmin in development.
By Brendan Sinclair, GameSpot
Posted Jul 16, 2008 5:56 pm PT
LOS ANGELES--While the show-launching press conferences from Nintendo, Sony, and Microsoft are traditionally the times for big reveals and surprise announcements at the E3 Media & Business Summit, Nintendo held something back in 2006. Instead of starting the show off with Super Smash Bros. Brawl and the shock news that Metal Gear Solid protagonist Solid Snake would be in the game, Nintendo saved that for a developers roundtable later in the week.
This year's Nintendo press conference was surprisingly light on surprises. The publisher showcased Wii Sports Resort and announced Grand Theft Auto: Chinatown Wars, but spent much of the event focused on previously announced titles like Wii Music and Animal Crossing: City Folk.
So with Nintendo inviting select members of the press to another developers roundtable tonight, is the company preparing to drop some jaws? All the invitation said is that "key developers will be on-hand to discuss Wii titles and host exclusive Q&A sessions." Find out the news as soon as we do by following the live blog!
[5:57] The attendees have filed into the theater on the second floor of the Los Angeles Convention Center and chatter fills the air. Four chairs sit on the stage in front of two big-screen TVs. Four Wiis are hooked up to the TVs, with a scattering of Wii Remotes on tables and a single Wii Balance Board with Remote and Nunchuk at the front of the stage.
[6:01] It's 6 p.m., but there are no signs of the show getting on the road just yet.
[6:03] Eric Walter with Nintendo PR addresses the crowd briefly, then turns it over to Bill Trinnen from Treehouse.
[6:03] Trinnen says he's going to go further into detail on the three key titles Nintendo is showing off at E3.
[6:04] First up will be Animal Crossing (Wii Sports Resort and Wii Music to follow), as Trinnen introduces Katsuya Eguchi to applause.
[6:05] "As you can see, my name is not Shigeru Miyamoto," Eguchi quips to laughter. He introduces Animal Crossing: City Folk, and then says he'll talk through a translator (who's also going to demonstrate the gameplay."
[6:06] The game starts off in a town, with the player taking a bus to the game's new City section. Eguchi will concentrate on the game's new features today. On the way into the city, the player chats with (or is chatted at by) Kapp'n the bus driver for a few moments.
[6:08] They're bringing back events for the game, including Halloween, and Jingle the Reindeer for the holiday events. One of the things people liked about Animal Crossing was the collectible items like wallpaper, etc., so there's more of that in this game. In addition to furniture and wallpaper, players will receive new items through WiiConnect 24.
[6:10] It's time for a tour of the City, starting with the salon where players can change their hairstyles. There's also an auction house, and GracieGrace, the personal store of high-fashion designer Gracie. There's also a theater where players can watch comedy shows.
[6:11] The translator leaves the City, returning to the town, which has been dubbed "E3ville" for this demo. One interesting thing about the City he notes is that it's persistent and will allow interactions via the WiFi Connection.
[6:14] Because it's a room mic that sits atop the TV, it might be a different experience than with a traditional headset mic. While Eguchi talks about all this, the translator is exploring the design customizing options. Eguchi said it will give players more ability to express themselves creatively.
[6:15] For shirts, players can now customize the front, back, and both sleeves to create their own designs. They'll also be able to create coordinated outfits with hats and other accessories.
[6:17] He changes the character's shirt and then leaves the design store. While running around, he takes an in-game screenshot and is given the option of saving it to an SD card or attach it to a message to send to friends.
[6:18] That's it for Eguchi's City Folk introduction, and it's time for questions from the audience.
[6:19] The first question is about online play in Animal Crossing: Wild World for the DS. When someone left a multiplayer session, everything had to be reset. Will that be fixed?
[6:20] Eguchi apologizes because they're using the same system, so that problem will remain. However, they are adding more function to the system by adding more things for people to do together, like go see concerts. He hopes that compensates for the issue.
[6:21] The next question is about plans for City Folk interactivity with the DS. Eguchi said that there's a move function to bring DS characters into the Wii version of the game.
[6:22] He also notes that things you purchased will be able to come with you, so you won't be coming into town with your pockets empty.
[6:23] And if gamers don't have Wi-Fi but still want to visit a friend's town, they can move the data on the DS and move it to that friend's Wii then visit the town that way.
[6:25] In Japan, they're also planning to have WiiConnect24 updates distributed through download stations by way of the DS. Quick clarification: Characters imported into the Wii version will not bring their items with them.
[6:26] The next question is about whether or not new items will be created for use with WiiConnect24, or if it will just unlock items already shipped on the game disc. Eguchi said it will be all-new content.
[6:27] A question is asked about whether or not the Wii version of the game will let users play Virtual Console titles, perhaps with their friends online. Unfortunately, Eguchi said it won't.
[6:29] The next question is if there are plans to integrate the game with the Weather Channel or other channels in order to get real-world weather in the game? Also, players in the southern hemisphere don't like how the seasons are inverted for them, so the attendee wants to know if that will that be fixed.
[6:32] Eguchi said they thought about Wii Channel interconnectivity, but said areas where there was a lot of inclement weather (or none at all) would not provide players there with enough variety in gameplay. Because they wanted to emphasize seasons in Animal Crossing, they decided not to go with that. As for the second question, the seasons are still inverted for gamers south of the equator.
[6:33] Next up is Wii Sports Resort. Eguchi noted how the game goes hand in hand with the Wii Remote precision attachment. For the sequel to Wii Sports, Eguchi said they wanted to get away from the standard style sports shown in the original. They opted for events that reflected a sense of leisure.
[6:35] To start, there's a demo of Disc Dog, which asks the player whether they want to throw left-handed or right-handed. As shown in Nintendo's main press conference, the goal of the game is to toss a Frisbee near enough to a target that the player's virtual dog can catch it.
[6:36] Players can do a forehand or backhand throw, and Eguchi notes that it does take practice to throw the disc well as his demo-man misses a forehand toss.
[6:37] The game is a series of 10 throws, each with a maximum of 100 pts. Some people within Nintendo have scored a perfect 1,000, Eguchi said.
[6:41] Wii MotionPlus helped make Power Cruising possible because it requires players to tilt the remote while twisting the throttle, which the original Wii Remote apparently isn't sensitive enough to properly decipher. Next up is Sword Play.
[6:41] The next event is "Power Cruising," the jet ski racer. It uses the Nunchuk extension. Players hold the controllers like they would the handles of a watercraft and shift their center of gravity left or right to control the craft (no Balance Board necessary--just tilt one "handlebar" higher than the other).
[6:42] Players hold the Wii Remote like the hilt of a sword and slice a number of objects dropped in front of them. Those items are then cut at the angle and speed that the player decides.
[6:44] The player holds the trigger on the Remote to guard, and can also play against an AI opponent.
[6:44] Successfully blocked attacks cause the opponent's sword to rebound and leave them vulnerable. It appears the only way to win is to knock the other player off the platform.
[6:44] Now it's question time again. The first inquiry is about whether or not third-party developers have had access to Wii MotionPlus before today.
[6:46] Eguchi says he honestly doesn't know since he just deals with first-party software. The next question is about what the technology is in MotionPlus that makes the 1-to-1 motion control possible, and will it limit multiplayer options if there aren't enough add-ons to go around.
[6:48] Eguchi's translator first apologizes because he's an engineer, then gets into the explanation. The MotionPlus adds an angle to the Remote's existing accelerometer data, which allows the system to interpret more complex motions.
[6:50] As for multiplayer, he reminds the attendee that Wii Sports Resort will come with one for free, and said there are some games that will allow players to pass the Wii Remote back and forth for multiplayer. However, some games will require multiple MotionPlus add-ons for multiplayer action.
[6:52] Eguchi is then asked what his inspiration for the resort setting was. He responds that when adding the MotionPlus to their game planning, the team brainstormed sports events they'd like to replicate and then asked how they could be packed into one grouping. Basically, they all fit naturally in a resort setting.
[6:55] Eguchi notes that when creating the original Wii Sports, the team wanted more than what they had, but felt what they already had was enough to be an enjoyable product. He said everyone who played Wii Sports came away with a good experience and they were happy with what they accomplished.
[6:56] They've continued to do demos with the airplane game (one of the earliest Wii demos), but haven't committed to anything yet.
[6:57] The next question is if Wii MotionPlus will be built into future Wii Remotes.
[6:58] Eguchi says Nintendo is always looking at the future and is considering both options right now. He doesn't have a definite answer, but it's something Nintendo is looking at.
[6:59] The last Wii Sports Resort question is that considering the MotionPlus' ability to detect minute motions, is there concern that this would lead to increased difficulty in gameplay.
[7:02] Eguchi said the developers are very aware of the issue and are keeping it in mind as they make the game. They always ask themselves if the increasingly complex uses of the MotionPlus are still easy to play. They want a low difficulty hurdle at the beginning and want depth to keep everyone happy.
[7:02] "The more you bite, the more flavor you get."
[7:02] That's it for Wii Sports Resort, and it's time to introduce Shigeru Miyamoto to the stage.
[7:03] Miyamoto first says he'll explain the game briefly for audience members seeing it for the first time.
[7:03] The game is Wii Music.
[7:05] Recapping what he noted in the media briefing, Miyamoto said music games typically require button presses to match musical notation, with the goal being to achieve a perfect rendition of each song.
[7:05] Miyamoto isn't saying that's not fun; he just wanted a different approach to the genre.
[7:05] He says he plays guitar himself, but he's terrified of playing in front of people because he might miss notes and make "bad noise."
[7:06] He's sure jazz musicians make a lot of mistakes, but their mistakes aren't really errors so much as ad-libs. As pro musicians, they know a lot of music theory to help that happen.
[7:07] So Miyamoto wanted to make software that would handle the theory part and allow people to play the music in their head just with a little rhythm. For the sake of the demo, he chooses to play "Yankee Doodle."
[7:09] The song has six parts: a bass, lead melody, harmony, and chord arrangements for guitars, a drum kit, and a tambourine. Players will be able to arrange their own versions of the songs.
[7:10] Miyamoto chooses to play the lead melody part and strums through a bit, playing it first as it was originally intended, then ad-libbing melody parts.
[7:10] He then changes the instrument on the lead melody part instantly, and begins playing the song with a xylophone, steel drums, and then a harpsichord.
[7:11] He does a bit of toy piano, then does a vocal track, which sounds like a Sim-style gibberish language.
[7:11] There's also tuba, and a "dog suit" instrument that plays the song with barking noises.
[7:13] Miyamoto goes with a virbaphone, then his translator picks a jaw harp for the harmony part and the two go back and forth to laughs from the audience.
[7:15] By fooling around with the instrument options on that selection screen, Miyamoto said players can be kept busy for hours. Once the instruments have been settled upon, they start the song for real.
[7:16] They do a quick example of a "real" performance of the Super Mario Bros. theme song with three people.
[7:17] Some of the developers' kids went to the office to play the game, and Miyamoto said he was thrilled to see they couldn't tear themselves away from it.
[7:18] He's especially excited about considering the game as a music education tool, and suggests half an elementary school music class could be dedicated to the game.
[7:19] Next up is a demo of the "drum kit." Using the Wii Balance Board, the developers replicate the two pedals of a drum kit.
[7:20] The right foot is the kick pedal for the bass drum, and the left is the hi-hat pedal. The left hand is the snare, and the right hand is the hi-hat symbol, or a snare if used with the B button. The A button or C button with the nuchuk are cymbals, will the d-pad hits the toms.
[7:21] A practiced Wii Music drummer busts out a solo for the crowd and receives a round of applause. Miyamoto said the drum mode also incorporates a lesson structure to teach people to play the drums within a few weeks.
[7:23] He hopes the game will get more kids interested in music, and then Eguchi comes up on stage. Eguchi notes that this will appeal to adults as well as kids, and talked about musicians coming in and creating their own arrangements of all six parts of different songs to create their own unique works.
[7:24] It's time for Wii Music questions, and the first one is whether or not the drum mode is a natural extension of the drums in Rhythm Tengoku for the Game Boy Advance, a title only released in Japan.
[7:24] Miyamoto said it's not related at all.
[7:25] The next question is about track selection, and whether Nintendo will use licensed tracks or strictly public domain and Nintendo-owned music.
[7:26] Among the 50 songs in the game, there will be a variety of public domain songs, but also a variety of popular licensed music.
[7:28] The question is whether or not Nintendo will be able to distribute new songs through WiiConnect24. Miyamoto consults briefly with Eguchi, then says the team isn't really thinking of digital content distribution at the moment. They're more concerned with using online to share creations.
[7:28] The next question is, "Is there a goal?" And if there isn't one, wouldn't it be better considered a toy?
[7:29] "Yes," Miyamoto said. "That's right. And that's why it's more interesting than a video game." The crowd applauds.
[7:29] The next question is about Wii Sports Resort's jet ski game and its similarity to WaveRace. Did the WaveRace team work on it? is there a new WaveRace on the way?
[7:30] Miyamoto said they have staff from that team on the project, and Eguchi himself directed WaveRace.
[7:31] Eguchi takes over and says the programmer in charge of the motion in the jet ski game is the same one from WaveRace 64, and he's going to work with new developers to make a game that surpasses WaveRace.
[7:32] Miyamoto says he can't talk about a sequel, but he thinks the jet ski mode in Wii Sports Resort will satisfy gamers with its depth.
[7:36] The next questioner asks about Nintendo's commitment to core titles, and asks if Miyamoto is still interested in making another Pikmin, something he's mentioned in the past.
[7:36] Eguchi asks what a "core user" is supposed to be. His own definition is someone who likes games, whatever they like to play. That's who he makes games for, and he says all games regardless of genre have the potential to appeal to the core, and the people who play his games are his core users.
[7:37] Miyamoto stands up and starts to leave the stage, which draws laughs. After sitting back down, he gets to the Pikmin question. He talks about sitting as close as possible to his staffers, some who worked on Zelda and Pikmin. He refers to Eguchi's answer and says "core games" is just as mercurial a term as "core gamers," then says they continue investigating all types of games.
[7:37] "So when it's time to announce such a title, I'll announce it. So please look forward to it."
[7:38] He adds, "We're making Pikmin."
[7:38] The crowd laughs. The next question is whether the drum kit in Wii Music is the only such instrument in the game.
[7:39] Miyamoto said it was, but all the instruments in the game will have some sort of tutorial or lesson mode so players can excel at it.
[7:40] The next question is about Wii Music using MotionPlus. Miyamoto said it doesn't at all, and the Balance Board is only used for one particular mode (the drum mode). Also, the attachment provides no additional functionality for previous games.
[7:42] That's it for the roundtable, and the host thanks Eguchi, Miyamoto, and their translators, as well as the extra musicians.
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Shell boosts second generation biofuels
Royal Dutch Shell is stepping up investment in research into “second generation” biofuels, putting more money into its joint venture with Iogen, a Canadian biotech company, in spite of having made only slow progress so far.
Shell is raising its holding in the Iogen Energy joint venture to 50 per cent from 26.3 per cent and is making what it called a “significant” additional investment in the venture’s development programme.
Iogen is a specialist in the attempt to develop commercial production of cellulosic ethanol.
That is road fuel made not from food crops such as corn and sugar, as with conventional ethanol, but from plant waste such as straw.
Shell has been the strongest supporter among the big oil companies of the push for second generation biofuels such as cellulosic ethanol, which are expected to provide benefits over existing commercial biofuels in terms of their effects on greenhouse gas emissions and food prices.
However, no company has yet managed to deliver full-scale commercial production of cellulosic ethanol. Shell has had a stake in Iogen Energy since 2002, and in April 2004 said the company was “successfully producing the world’s first cellulose ethanol fuel available for commercial use” at its demonstration plant.
More than four years later Shell is still considering whether to go ahead with a commercial plant, which would produce 90m litres of ethanol a year compared with 2.5m litres at the demonstration plant.
The company, however, insists it is making progress and has identified a possible site for the plant in Saskatchewan in central Canada.
Graeme Sweeney, Shell’s head of future fuels, said the investment in Iogen Energy was “a strong statement that Shell is committed to accelerating the development of cellulosic ethanol in collaboration with Iogen”.
Shell has several other projects working on biofuels, including plans to create diesel fuel from wood chips and to extract oil from algae.
Second Generation Biofuels
Biofuel technologies are able to manufacture biofuels from biomass. Biomass is a wide-ranging term meaning any source of organic carbon that is renewed rapidly as part of the carbon cycle. Biomass is all derived from plant materials but can include animal materials.
Second generation biofuel technologies have been developed because first generation biofuels manufacture has important limitations. First generation biofuel processes are useful, but limited: there is a threshold above which they cannot produce enough biofuel without threatening food supplies and biodiversity. They are not cost competitive with existing fossil fuels such as oil, and some of them produce only limited greenhouse gas emissions savings. When taking emissions from production and transport into account, life-cycle emissions from first-generation biofuels frequently exceed those of traditional fossil fuels.
Second generation biofuels can help solve these problems and can supply a larger proportion of our fuel supply sustainably, affordably, and with greater environmental benefits.
First generation bioethanol is produced by fermenting plant-derived sugars to ethanol, using a similar process to that used in beer and wine-making. This requires the use of 'food' crops such as sugar cane, corn, wheat, and sugar beet. These crops are required for food, so if too much biofuel is made from them, food prices could rise and shortages might be experienced in some countries. Corn, wheat and sugar beet also require high agricultural inputs in the form of fertilizers, which limit the greenhouse gas reductions that can be achieved.
The goal of second generation biofuel processes is to extend the amount of biofuel that can be produced sustainably by using biomass comprised of the residual non-food parts of current crops, such as stems, leaves and husks that are left behind once the food crop has been extracted, as well as other crops that are not used for food purposes, such as switch grass and cereals that bear little grain, and also industry waste such as wood chips, skins and pulp from fruit pressing etc.
The problem that second generation biofuel processes are addressing is to extract useful feedstocks from this woody or fibrous biomass, where the useful sugars are locked in by lignin and cellulose. All plants contain cellulose and lignin. These are complex carbohydrates (molecules based on sugar). Lignocellulosic ethanol is made by freeing the sugar molecules from cellulose using enzymes, steam heating, or other pre-treatments. These sugars can then be fermented to produce ethanol in the same way as first generation bioethanol production. The by-product of this process is lignin. Lignin can be burned as a carbon neutral fuel to produce heat and power for the processing plant and possibly for surrounding homes and businesses.
The greenhouse gas emissions savings for lignocellulosic ethanol are greater than those obtained by first generaiton biofuels. Lignocellulosic ethanol can reduce greenhouse gas emissions by around 90% when compared with fossil petroleum [1]
An operating lignocellulosic ethanol production plant is located in Canada, run by IOGEN Corporation [2]. The demonstration-scale plant produces around 700,000 litres of bioethanol each year. A commercial plant is under construction. Many further lignocellulosic ethanol plants have been proposed in North America and around the world.
In the future, there might be bio-synthetic liquid fuel available. It can be produced by the Fischer-Tropsch process, also called Biomass-To-Liquids (BTL).[3]
The following second generation biofuels are under development:
Biohydrogen. Biohydrogen is the same as hydrogen except it is produced from a biomass feedstock. This is done using gasification of the biomass and then reforming the methane produced, or alternatively, this might be accomplished with some organisms that produce hydrogen directly under certain conditions. BioHydrogen can be used in fuel cells to produce electricity.
Bio-DME. Bio-DME, Fischer-Tropsch, BioHydrogen diesel, Biomethanol and Mixed Alcohols all use syngas for production. This syngas is produced by gasification of biomass, however, it can be produced much easier from coal or natural gas, which is done on very large scales in power plants and in gas-to-liquid processes.[citation needed] HTU (High Temperature Upgrading) diesel is produced from particularly wet biomass stocks using high temperature and pressure to produce an oil.is the same as DME but is produced from a bio-sources. Bio-DME can be produced from Biomethanol using catalytic dehydration or it can be produced from syngas using DME synthesis. DME can be used in the compression ignition engine.
Biomethanol. Biomethanol is the same as methanol but it is produced from biomass. Biomethanol can be blended with petrol up to 10-20% without any infrastructure changes.[4]
DMF. Recent advances in producing DMF from fructose and glucose using catalytic biomass-to-liquid process have increased its attractiveness.
HTU diesel. HTU diesel is produced from wet biomass. It can be mixed with fossil diesel in any percentage without need for infrastructure.[5]
Fischer-Tropsch diesel. (FT) diesel is produced using the Fischer-Tropsch gas-to-liquids technology. FT diesel can be mixed with fossil diesel at any percentage without need for infrastructure change.
Mixed Alcohols (i.e., mixture of mostly ethanol, propanol and butanol, with some pentanol, hexanol, heptanol and octanol). Mixed alcohols are produced from syngas with catalysts similar to those used for methanol. Most R&D in this area is concentrated in producing mostly ethanol. However, some fuels are marketed as mixed alcohols (see Ecalene).[6][7] Mixed alcohols are superior to pure methanol or ethanol, in that the higher alcohols have higher energy content. Also, when blending, the higher alcohols increase compatibility of gasoline and ethanol, which increases water tolerance and decreases evaporative emissions. In addition, higher alcohols have also lower heat of vaporization than ethanol, which is important for cold starts. (For another method for producing mixed alcohols from biomass see bioconversion of biomass to mixed alcohol fuels)
Wood diesel A new biofuel was developed by the University of Georgia from wood chips. The oil is extracted and then added to unmodified diesel engines. Either new plants are used or planted to replace the old plants. The charcoal byproduct is put back into the soil as a fertilizer. According to the director Tom Adams since carbon is put back into the soil, this biofuel can actually be carbon negative not just carbon neutral. Carbon negative decreases carbon dioxide in the air reversing the greenhouse effect not just reducing it.
On the other hand, Biodiesel from non-food crops that can be grown on marginal land (as Jatropha) are considered second generation biofuels and are nowadays available in mass production
MobileMe - Apple Admits MobileMe Problems
Introducing MobileMe. A new service for your iPhone, iPod touch, Mac, and PC
Features
MobileMe keeps all of your information in an online server, or “cloud.” So no matter where you go or what device you use, everything is in sync.
Your email, contacts, and calendars in sync.
MobileMe stores all your email, contacts, and calendars in the cloud and keeps them all up to date and in sync across your iPhone, iPod touch, Mac, and PC. When you make a change on one device, MobileMe sends the new information up to the cloud, then updates all of your other devices. Your iPhone or iPod touch is updated in real time. And on your Mac or PC, it happens automatically every 15 minutes.
Works with the applications you know well.
MobileMe works with the native applications you already use on your iPhone and iPod touch (Mail, Contacts, and Calendar), on your Mac (Mail, Address Book, and iCal), and on your PC (Microsoft Outlook, Outlook Express, Windows Mail, and Windows Contacts).
Me.com. It’s your desktop on the web.
At me.com, you can check your email, change your calendar, and edit your contacts. You can also share photos and documents. Accessible anywhere, me.com is an ad-free suite of web applications — Mail, Contacts, Calendar, Gallery, and iDisk — that are elegant and easy to use. You can drag and drop, click and drag, use keyboard shortcuts, and even switch between applications with a single click. Me.com is such a great web experience, it seems as though you’re using desktop software.
News-17-07-08
The company apologizes for technical snags, drops "push" language, and offers subscribers 30 days for free
On Wednesday, Apple sent an email to all MobileMe customers apologizing for the "rocky" launch of the online push service. The company added that the service is now fully functional
The company's replacement for the .Mac service was rolled out late last week, but users reported multiple issues with backing up data and accessing the new Web portal me.com
We have recently completed the transition from .Mac to MobileMe. Unfortunately, it was a lot rockier than we had hoped," the company said in an e-mail to subscribers. "Although core services such as Mail, iDisk, Sync, Back to My Mac, and Gallery went relatively smoothly, the new MobileMe Web applications had lots of problems initially."
Some users have been upset that the service doesn't offer true push capabilities, as changes made from Macs and PCs sync once every 15 minutes, not in real time.
The company acknowledged this in the e-mail and said it would drop the word "push" from MobileMe's description until "it is near-instant on PCs and Macs too." Apple did say that changes made from the iPhone and Web apps are immediately synced to and from the MobileMe "cloud."
Apple is giving MobileMe subscribers an automatic 30-day free extension to the service to make up for these issues, the company said.
The company said the service is functional now, but many customers on Apple's MobileMe support forum are still reporting problems.
MobileMe is a subscription-based wireless data syncing service that's often been described as "Exchange for the rest of us."
It works with the iPhone's calendar, contacts, and mail applications in addition to working with Mail, iCal, and Address Book on the Macintosh and Outlook on Windows. Users can manage their accounts through Me.com from any Web-connected device.
Customers can also use the service to store and share photos, videos, and other data wirelessly. The service costs $99 per year and offers 20 GB of storage, with additional storage costing extra.
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