번역이 개같아도.. 이해해주시기 바랍니다..
미야모토 시게루가.. 레볼루션 패드에 언급이 있었다고 합니다..
중요한 요약만 몇가지 말씀드리겟습니다..
1.플삼이나 엑박 한바퀴가 이아이디어를 채택하지 않은것은 놀라운 일이다..
2.한개의 아이디어와 또 다른 한개의 아이디어를 결합하여 전혀 새로운 결과물이
창조하듯이.. 레볼루션패드또한 그러할 것이다..
3.그들이 소니나 마소가 이것을 따라하기에는 매우 어려울 것이지만..
정보량이 많아 진다면..그것은 매우 쉬운일이 될것이다..
4.레볼루션 패드로 조작할수 없는 것은 없다.. 모든 게임은...
플레이어의 조작에 의한 레볼루션 패드로 모든것을 통제할수 있다..
<원문>
AdvertisementShigeru Miyamoto, Nintendo's living legend, has seen next-generation systems come and go. He saw the NES replace the Atari generation. When the Super NES replaced the NES, Miyamoto may still have been a relatively unknown personality, but the characters and games he created were among the most bankable properties in the entertainment world.
Four years later, as the PlayStation and Saturn ushered in the next generation, Miyamoto's name was no longer a secret. He appeared in mainstream magazines and became the gaming world's first genuine celebrity.
In his latest interview with GameSpy, Miyamoto took off his game designer hat and spoke about making controllers. Miyamoto helped design the controller for the N64 -- the first controller to feature an analog stick. He helped design the controller for the GameCube. Now he is currently working on the Revolution controller.
As games become more complex, Miyamoto worries that game controllers are following suit.
The idea that somebody might look at the Revolution controller and think, 'Oh, this is too much for me' is something that I would really regret. That is something I would love to avoid if I can, says Miyamoto.
The controllers for this generation do not look fun to use. You don't look at any of the controllers and think, 'Wow, I want to play [with] this.' You look at these controllers and think, 'Oh my God, it looks so difficult.' That scares people away.
Actually, at Nintendo, we're not even sure which is better. Is the + control pad the better way to, go or is the analog stick the better way to go? I haven't really been able to decide which is best.
Shigeru Miyamoto has long specialized in making family friendly games. The PlayStation 2 controller may scare off younger players, but it has not deterred older players. The Xbox controller ran into some criticism because of size, but its layout went largely unnoticed -- though the smaller white and black buttons were somewhat criticized.
The GameCube controller, with its distinctly shaped buttons, probably was the easiest of the controller to use. When asked about this, Miyamoto expresses surprise that Sony and Microsoft did not adopt this innovation. Sony certainly borrowed the analog stick from the N64 controller.
Miyamoto is obviously happy with the GameCube controller, but he admits it is not perfect. Using the analog and the L and R shoulder buttons was maybe a little hard for the younger players. We were not able to use that functionality very well in games either. On this next one [Revolution], we're really looking at solving some of those problems.
With the GameCube, we originally thought we'd be able to use the functionality of the L and R buttons to create some really unique things. In the end we just made basic games and didn't really utilize the full potential, but with the Revolution we're hoping to do is utilize the interface to create more interesting and unique games….
Asked to clarify, Miyamoto explains that he is simply referring to using the shoulder buttons. We're looking at utilizing the functionality of the Revolution and its user interface to create really unique gaming experiences.
Miyamoto has two goals for his Revolution controller design. He states them quite succinctly.
What we really want to do is create something that's not frightening to the user that is usable for a Zelda-type game. We're going to have to figure out a way to marry both those ideas.
Miyamoto says that Nintendo has created such a controller. Asked about all the secrecy surrounding the new controller design, he says, Graphic chips are one thing. Those are hard to imitate. But if we showed our controller, we'd be revealing way too much. It's very easy to copy. We really want to present our interface, the controller, with software as a package.
It is worth pointing out that with the exception of analog sticks (a Nintendo innovation) and an internal solenoid, PlayStation controllers have not seen any drastic changes. The Xbox and Xbox 360 controllers are fairly similar. Nintendo, on the other hand, has dramatically changed its control pads with every generation.
프롬스프트웨어에서 아머드 코어를 DS 로 발표합니다.. 뒷북인가??
도대체 패드의 정체는?
아머드코어 ds는 어젠가 올라왔던 내용이네요. 닌텐도계열로는 룬시리즈 이후 처음이라고...
엑박 한바퀴의 압박 '3'乃
엑박 한바퀴 - -;
기존 버튼수에서 방향키->자이로스코프로 바꾼건 아닐까요? 좌우로 기울이면 좌우 방향키 역할 하고, 앞으로 기울이면 아래로, 뒤로 기울이면 위로..
레볼루션 패드... 저렇게 여유있는 자신감은.. 대단~ -0-;; 따라할까봐 걱정할정도면.. 그렇게.. 대단한 인터페이스란말인가? 와우~
게임할떄 진짜 조심히 해야겠네요..게임하다 흥분해서 과격하게 조작하거나 떨구거나 던지기라도 하면..수리비..10만원 나오는건 아닐런지 ㅡㅡ;;
정체는 마우스와 키보드이다!!!!!!(두둥) 그나저나 저렇게 자신있음 특허신청을하징..
역시 안어벙
ㅡㅡ;;특허신청해도 다 빠져나가요. 예를들면 드림캐스트패드는 십자키랑 아날로그버튼이랑 묶어서 특허신청해버렸죠
닌64부터 패드하난 정말 일품이었죠 글고 그 당시 진동팩이란 정말.... 암튼 너무 너무 기대됩니다 인터페이스가 좋으면 NDS처럼 양질의 소프트가 폭주하겠쬬모 아 정말 닌빠에서 벗어날수가 없군여 일단 엑박이 쌀것같으니까 엑박샀다가 레볼로 기변해야징....
정말 대단한거길 바란다...
실망시키지만 말아줘~~
그래 너희들이 짱이다! ㅋ
미야모토 안어벙 '이거 게임기능 되거등요?'
딱 보니깐 두뇌이식형이구만...
현존하는 진동패드 중에 최고는 역시 N64 라고 하고 싶습니다. 진동면에서 사실 프루프루 보다 한수 아래 이지만.. 전용팩 과 내장형과 비교할수는 없으니.. 역시 조작감과 진동으로 N64 패드!! 저도 한표 입니다..
N64 패드의 독특함... 느낌도 좋았고.. 슈퍼 마리오 64를 열나게 했던 기억이 나네요.. -0-; N64 패드의 위력을 실감나게 표현했다는...
아 뭐하자는 play야!? 그냥 좀 보여달라고!! 말로만 그렇게 하지말고.. 아 짱난다 진짜..
3축센서가 적용되는 건가?.... -.-;;;....좀 공개하라..
자꾸 혁신적이라고만 하고 뜬구름잡는 예기만 하는군요ㅠㅠ 나오길 기다려야...
★쭈비// 그냥 보여 줄수 없는게.. 정보 많이 나가면 다른 회사가 도용하기 쉽기 때문이랍니다...
난 또 한번 닌텐도의 장인정신애 박수를 보낸다...
궁금하네-_-;
미야모토 시게루씨가 계속 자신감을 표출하는걸로 봤을땐 정말 손맛나는 패드를 만들려나 봅니다.
-_- 그러면 패드로 RTS도 할 수 있다는겐가 ㅡ..ㅡ
레볼 갈수록 기대되네!
하합^^ 기대는 하겠는데 표정이 영~
레볼 기대는되는데 또 대원이 유통하면 ..-_-;;
시게루아저씨가...저정도로 자신감을 표출한다는건 정말 무엇인가 있을법합니다~ 다른 찌질이 프로듀서도 아닌 시게루상이...흠~