Nintendo Revolution GAMEGRIP & GAMEPAL Concept...
Nintendo Revolution GAMEGRIP & GAMEPAL Description...
The main revolutionary feature of the Revolution's controller interface is most likely going to be gyro motion control. How is such a controller so revolutionary though? Same reason why Nintendo has said that the revolution may scare some people away and that the idea itself is going to be hard to convey/present. Same reason it likely won't be playable at this upcoming E3. Same reason they're probably still working on it. How is it scary, how is it hard to present, why won't it be playable yet, if they know what the revolutionary aspect is already why did they say they're still working on it??? I think it's 'cos the controller will be a two peice controller so as use the gyro sensor technology to sense every swing, movement, pivot and motion (imagine shadow boxing even) that your hands can do. And in order to fully emerse the gamer into such technology I think they need the freedom of having a two peice controller...one for each hand. But how is that hard to present at E3 this year? In the past, new controllers/systems could be nailed down to the playable kiosk...however...this control interface really can't be done this way in order to use it practically. Nintendo is probably working on a controller design that is durable, ergonomical, practical and doable enough with gyro motion controls...this is why they're still working on it (even though the "revolution" is already found, they're trying to make the interface as user-friendly as possible).
In this concept I added other newer features while still allowing for conventional control. There's plenty of buttons/controls for ports from other systems or for traditional gaming. The right GRIP can snap into the left GRIP to give it that "normal" controller feel. In this mode both GRIPS can be recharged as well. To go out of normal mode to freedom mode (full on gyro motion control) just hold the release lever on the right GRIP to seperate the GRIPS from one another and do it...wether the GAMEPAL screen is attached or not. The right GRIP also has a retractable stylus so that you can also use the touch screen without putting down the grip to reach for a stylus pen.
Speaking of the GAMEPAL, it's a seperate unit that is hot swapable into the right GRIP for data input, personal visuals or touch screen gameplay. I don't think it'll be a required thing, but I think the Revolution package should include one so that gamers/game makers can go for it if they want. I really like the idea that it's wearable so that you can put a personal avatar on the screen while you're out'n'about and everyone who see's you with it will know you own a Revolution. The unit will contain personal game info and when you meet another GAMEPAL wearer you can add them to your PAL list and meet up with them later to play games with them online or whatever. The unit's screen will be about the GBA's size, will beep a special programable tone when in the vacinity of another GAMEPAL wearer, have touch screen capabilities, includes some flash memory for personal data AND be able to hook up to another idea I've got called the GBA PAD to form a GBAmini (think a GBA...only even smaller). The idea behind the GBA PAD is that it's a cheap lil' GBA controller that can be hooked up dirrectly to your TV to play GBA games...and when you plug the GAMEPAL into it, it becomes a GBAmini. Remember, there was a rumor saying that Nintendo may make a new GBA and Mr. Miyamoto did say they could make it smaller...together with the Play Yan (Nintendo V-Pocket?)...this could be a hit all it's own.
Other idea's I've got for the GAMEGRIP are inner trackballs (much better than a D-Pad of C-Stick) for each GRIP, index finger toggle wheels with digital clicks for each GRIP, a built-in mic & headset jack on the left GRIP, a Zapper light gun sensor (imagine using this with the gyro motion control for precise aiming) for each GRIP, analog triggers with digital clicks (a mix of DC trigger with GCN clicks) for each GRIP, rechargable batteries for each GRIP and rumble for each GRIP. The power button/LED's can be used to turn them off and on as well as turning rumble off and on. There's a vulkanized rubber base button for each GRIP that you can use to either slap to reload in a light gun game or push down on to simulate the feel of an old arcade joystick or shifting gears in a racing game even.
Then there's the sensory feel buttons I had a while back. Now, I'm not too sure if they'll go all out on this like I was speculating before (giving us textures, symbols, sensations thru the buttons built-in electronic brail system), but if the rumors are true about not having a D-Pad or normal buttons then they've gotta be different somehow. I'm thinking maybe the buttons could sense rubbing or they might give a different feeling every time you press them depending on the situation...who knows.
Someone has already asked about how to change the batteries or clean the trackballs and I've thought about that, but I'm not really sure exactly how, but Nintendo has always made durable/reliable products in the past so I doubt that if they add such features they will qualm these querries. Also...notice in my concepts that the bottom part of each GRIP is very robust...plenty of room for rumble, rechargable batters & gyro sensors I'm sure.
I've also heard concerns over price. The current WaveBird is $35 and 1ST party X-BOX controllers started off at $40 so if those are doable, so is mine. In the past I had the touch screen built-in to my concepts, now I'm keeping it seperate. This will probably cut into Nintendo's profits (as current controllers are NOT as expensive to make as they let on about...I'd say they make about $10 to $15 for every 1ST party controller that's bought), but this should be offset by the fact that Nintendo can make it to where there are no 3RD party generic controllers competiting with their own.
Nintendo Revolution GAMEGRIP & GAMEPAL Description...
The main revolutionary feature of the Revolution's controller interface is most likely going to be gyro motion control. How is such a controller so revolutionary though? Same reason why Nintendo has said that the revolution may scare some people away and that the idea itself is going to be hard to convey/present. Same reason it likely won't be playable at this upcoming E3. Same reason they're probably still working on it. How is it scary, how is it hard to present, why won't it be playable yet, if they know what the revolutionary aspect is already why did they say they're still working on it??? I think it's 'cos the controller will be a two peice controller so as use the gyro sensor technology to sense every swing, movement, pivot and motion (imagine shadow boxing even) that your hands can do. And in order to fully emerse the gamer into such technology I think they need the freedom of having a two peice controller...one for each hand. But how is that hard to present at E3 this year? In the past, new controllers/systems could be nailed down to the playable kiosk...however...this control interface really can't be done this way in order to use it practically. Nintendo is probably working on a controller design that is durable, ergonomical, practical and doable enough with gyro motion controls...this is why they're still working on it (even though the "revolution" is already found, they're trying to make the interface as user-friendly as possible).
In this concept I added other newer features while still allowing for conventional control. There's plenty of buttons/controls for ports from other systems or for traditional gaming. The right GRIP can snap into the left GRIP to give it that "normal" controller feel. In this mode both GRIPS can be recharged as well. To go out of normal mode to freedom mode (full on gyro motion control) just hold the release lever on the right GRIP to seperate the GRIPS from one another and do it...wether the GAMEPAL screen is attached or not. The right GRIP also has a retractable stylus so that you can also use the touch screen without putting down the grip to reach for a stylus pen.
Speaking of the GAMEPAL, it's a seperate unit that is hot swapable into the right GRIP for data input, personal visuals or touch screen gameplay. I don't think it'll be a required thing, but I think the Revolution package should include one so that gamers/game makers can go for it if they want. I really like the idea that it's wearable so that you can put a personal avatar on the screen while you're out'n'about and everyone who see's you with it will know you own a Revolution. The unit will contain personal game info and when you meet another GAMEPAL wearer you can add them to your PAL list and meet up with them later to play games with them online or whatever. The unit's screen will be about the GBA's size, will beep a special programable tone when in the vacinity of another GAMEPAL wearer, have touch screen capabilities, includes some flash memory for personal data AND be able to hook up to another idea I've got called the GBA PAD to form a GBAmini (think a GBA...only even smaller). The idea behind the GBA PAD is that it's a cheap lil' GBA controller that can be hooked up dirrectly to your TV to play GBA games...and when you plug the GAMEPAL into it, it becomes a GBAmini. Remember, there was a rumor saying that Nintendo may make a new GBA and Mr. Miyamoto did say they could make it smaller...together with the Play Yan (Nintendo V-Pocket?)...this could be a hit all it's own.
Other idea's I've got for the GAMEGRIP are inner trackballs (much better than a D-Pad of C-Stick) for each GRIP, index finger toggle wheels with digital clicks for each GRIP, a built-in mic & headset jack on the left GRIP, a Zapper light gun sensor (imagine using this with the gyro motion control for precise aiming) for each GRIP, analog triggers with digital clicks (a mix of DC trigger with GCN clicks) for each GRIP, rechargable batteries for each GRIP and rumble for each GRIP. The power button/LED's can be used to turn them off and on as well as turning rumble off and on. There's a vulkanized rubber base button for each GRIP that you can use to either slap to reload in a light gun game or push down on to simulate the feel of an old arcade joystick or shifting gears in a racing game even.
Then there's the sensory feel buttons I had a while back. Now, I'm not too sure if they'll go all out on this like I was speculating before (giving us textures, symbols, sensations thru the buttons built-in electronic brail system), but if the rumors are true about not having a D-Pad or normal buttons then they've gotta be different somehow. I'm thinking maybe the buttons could sense rubbing or they might give a different feeling every time you press them depending on the situation...who knows.
Someone has already asked about how to change the batteries or clean the trackballs and I've thought about that, but I'm not really sure exactly how, but Nintendo has always made durable/reliable products in the past so I doubt that if they add such features they will qualm these querries. Also...notice in my concepts that the bottom part of each GRIP is very robust...plenty of room for rumble, rechargable batters & gyro sensors I'm sure.
I've also heard concerns over price. The current WaveBird is $35 and 1ST party X-BOX controllers started off at $40 so if those are doable, so is mine. In the past I had the touch screen built-in to my concepts, now I'm keeping it seperate. This will probably cut into Nintendo's profits (as current controllers are NOT as expensive to make as they let on about...I'd say they make about $10 to $15 for every 1ST party controller that's bought), but this should be offset by the fact that Nintendo can make it to where there are no 3RD party generic controllers competiting with their own.