Register|Login
March
28
2007
10:48 am
Tags:
Post Meta :

This is the fact sheet of the Nintendo Wii game Meet the Robinsons

Overview
Disney’s Meet the Robinsons, based on the upcoming Walt Disney Pictures animated film, is a time-traveling action/adventure game. Players take on the role of Wilbur Robinson, helping him chase the dastardly Bowler Hat Guy and his diabolical robotic hat Doris through multiple timelines in an attempt to thwart their evil plans. The game weaves in and out of the film’s plot, expanding the Robinson world and offering missions never seen before. Wilbur will have a host of gadgets at his disposal as he battles enemies and solves puzzles while pursuing Bowler Hat Guy and saving the future.

Key Features
Experience large-scale and stunning environments that expand the movie universe — fully explore the Robinson’s House, Lewis’s science fair, Lizzie’s Ant Underworld and much more
Travel through time to alter the past and affect the future, interacting with the funny and distinct cast of characters from the movie
Utilize and upgrade the game’s myriad cool gadgets in funny and clever ways, including the: Chargeball Glove, Disassembler, Scanner, Family Album, Havoc Gloves and Levitation Ray
Solve puzzles and complete missions, discovering hidden upgrades, new items, and adventure areas in an interactive environment
Play various Charge Ball mini-games and collect Virtual Reality discs to unlock new courts

GAME PUBLISHER: Buena Vista Games
DEVELOPER: Avalanche Software, a BVG studio
GENRE: Action/Adventure
SHIP DATE: March 29, 2007 (film release: March 30, 2007)
PEGI RATING: 7+
TARGET AUDIENCE: Kids 6-11
PLAYERS: 1
GAME PLATFORM: PlayStation 2, Nintendo DS, Game Boy Advance, Xbox 360, Wii, PC

More About: Nintendo Wii, Meet the Robinsons

January
31
2007
11:30 pm
Tags:
Post Meta :

Wii modchip CycloWiz

MaxConsole just took the Wii modchip CycloWiz for a review and it seem to work great.

The installation Was Easy with “quick-solder” holes and an LED indicator to let you know if you do it ok.

For compatibility, everything works well, with GameCube  and Wii backups working just like original discs, and GameCube hombrew working just fine as well. The big drawback is a lack of import support, which was done to make sure the Wii can’t detect the modchip.

There are some graphics problems with PAL games right now.

The “audio-streaming” and Multi-Disc GameCube games worked like a charm.

More About: Wii modchip, CycloWiz, Wii backups





January
16
2007
4:09 pm
Tags:
Post Meta :

Meet the Robinsons Wii fact sheets

Overview

Disney’s Meet the Robinsons, based on the upcoming Walt Disney Pictures animated film, is a time-traveling action/adventure game. Players will experience the adventure as Wilbur Robinson, helping him chase the dastardly Bowler Hat Guy and his diabolical robotic hat Doris through multiple timelines in an attempt to thwart their evil plans. The game weaves in and out of the film’s plot, expanding the Robinson world and offering an all-new adventure. Wilbur will have a host of gadgets at his disposal as he battles enemies and solves puzzles while pursuing Bowler Hat Guy and trying not to alter the future.

Key Features

Game control will utilize the innovative Nintendo Wii controller
Experience large-scale and stunning environments that deepen the movie universe — fully explore the Robinson’s House, Lewis’s science fair, Lizzie’s Ant Underworld and much more
Travel through time to alter the past and affect the future, interacting with the funny and distinct cast of characters from the movie
Utilize and upgrade the game’s myriad cool gadgets in funny and clever ways, including the: Chargeball Glove, Disassembler, Scanner, Family Album, Havoc Gloves and Levitation Emitting Volume
Solve puzzles and complete missions, discovering hidden upgrades, new items, and adventure areas in an interactive environment
Play various Charge Ball mini-games and collect Virtual Reality discs to download new courts

About the “Meet the Robinsons” film

Lewis is a brilliant 12-year-old boy with a surprising number of clever inventions to his credit. His latest and most ambitious project is the Memory Scanner, which he hopes will retrieve early memories of his mother and maybe even reveal why she put him up for adoption. But before he can get his answer, his invention is stolen by the dastardly Bowler Hat Guy and his diabolical hat – and constant companion – Doris. Lewis has all but given up hope in his future when Wilbur Robinson, a boy from the future, whisks our bewildered hero away in a time machine into a great big beautiful tomorrow. In a world filled with flying cars and floating cities, they hunt down Bowler Hat Guy, save the future and uncover the amazing secret of Lewis’ future family. Meet the Robinsons is based on the book A Day with Wilbur Robinson by William Joyce.

GAME PUBLISHER: Buena Vista Games
DEVELOPER: Avalanche Software, a BVG studio
GENRE: Action/Adventure
SHIP DATE: Spring 2007
ESRB RATING: Rating Pending
PRICE: To Be Announced
TARGET AUDIENCE: Kids 6-14
PLAYERS: 1
GAME PLATFORM: Wii (also for PlayStation 2, Nintendo DS, Game Boy Advance)

November
6
2006
9:19 am
Tags:
Post Meta :

This are the images of 3 japanese wii game cases and wii game discs of the games: Wario Ware, Wii Sports and Twilight Princess.

wii game cases and wii game discswii game cases and wii game discswii game cases and wii game discs

More About: wii game cases, wii game discs, Wario Ware, Wii Sports, Twilight Princess

July
31
2006
9:46 am
Tags:
Post Meta :

Maxconsole published new nintendo wii specs that where sended to them by an anonymous Wii Developer

The Wii Hardware

  • Nintendo Wii’s ‘Broadway’ CPU operates at 729MHZ with a maximum bandwith of 1.9gbyte/sec.
  • Nintendo Wii’s ‘HollyWood’ GPU is clocked at 243MHZ, the internal memory of it includes 3mb of embedded graphics memory and 24megabytes of high speed main memory.
  • 64megabytes of GDDR3 (MEM2) as the external main memory. Just like the internal memory, it can be accessed from the CPU and GPU with a maximum bandwidth of 4gbytes/sec and can also store programs in the MEM2.
  • The GPU of the Wii is identical to the GC’s but it is on average 1.5X faster.

Wii’s Optical Disc Drive

  • Opitcal Disc Drive (ODD) supports single and dual layer Wii disks, discs eject with software or button and the maximum read speed is the equivalent of DVDx6.
  • Two main disc types supported the single sided 12cm single sided 4.7gb and the double sided 8.51 GB. Nintendo GC discs also supported. Some of the capacity of the discs are used by the system and games can not use full disc space.
  • Inserting a disc will start the Wii console, even if it was already in an off state. Pressing the eject button will change the console to an on state to take out the disc also.

Wii General Overview

  • An optional wired LAN adapter that connects to a USB port is in the pipeline for users who do not possess a wireless LAN set-up currently.
  • Internal non-removable 512MB flash memory used to storage game save data and downloadable content thus eliminating the Need for a memory card.
  • Both Wii discs and Gamecube discs can be played via an intelligent mode swap. When running in GC mode, the Wii’s CPU and GPU will lower to the respective speeds of the GC and some of the MEM2 functions as ARAM.
  • Software development environment is an upgrade to the ‘Dolphin SDK’ used with the GC; the same libraries are used so developers can get up to scratch easily as well as the possibility of ports being easier.
  • The following interfaces are included with the Wii; SD card slot, Wireless controller, two USB 2.0 ports, wireless LAN, 4x GC controller ports, 2x GC memory card slots and an AV multi output jack (only an analog jack).
  • Supports Wii disks (one sided 12cm) and GC discs (one sided 8cm) and console auto switches depends on what disk is inserted
  • More than just the Nunchaku is planned as an extension. GC peripherals such as DK bongos can be used in both Wii and GC modes.
  • Three power status, on, off and unplugged. To prevent mistaken turn offs, the power button must be held for about a second.

The Wii Control System

  • The Wii controller features; Direct Pointing Device, Three axis accelerometer, Wii power button (remotely turn console on/off), buttons, wireless connectivity, indicator LED’s, rumble, battery powered (two AA alkaline batteries) and ability to connect extension unit.
  • The Wii controller supports three types of operations; by itself, with a nunchuk extension or with a classic controller. Classic controllers will ship to developers during August 2006.
  • The SYNCHRO button on the Wii controller exchanges wireless ID numbers when pressed at the same time as SYNCRHO on the Wii console. Wireless communications are only possible with consoles which have been authenticated.
  • The rumble motor can be turned on and off and the intensity can be changed.
  • The Wii remote has a pointer for fine movements as well as a motion sensor +/- 3.4G suitable for larger body movements, the nunchuk attachment has a sensor of +/- 2G
  • The sensor bar must be placed above or below a TV set, the pointer measures coordinates between the ends of the bar which are about 20cm apart.
  • The Wii remote has four status, disconnected, communicating, establishing connection and pairing wait status.
  • The pointer can measure co-ordinates within bounds of rectangle centered upon the sensor bar, thus it can also measure points beyond the screen. It also responds to strong light sources, windows, fluorescent lamps, fireplaces, mirrors etc.
  • Due to players hands shaking while holding the controller, a ring buffer allows a precise direction to be created to hold and average accelerator samples.

Wii Broadway CPU

Broadway is Wii’s CPU. Broadway functionality and specifications are as follows.

  • Operating speed: 729 MHz
  • Bus to main memory: 243 MHz, 64 bits (maximum bandwidth: 1.9 gigabytes/sec)
  • 32-kilobyte 8-way set-associative L1 instruction cache
  • 32-kilobyte 8-way set-associative L1 data cache (can set up 16-kilobyte data scratch pad)
  • Superscalar microprocessor with six execution units (floating-point unit, branching unit, system register unit, load/store unit, two integer units)
  • DMA unit (15-entry DMA request queue) used by 16-kilobyte data scratch pad
  • Write-gather buffer for writing graphics command lists to the graphics chip
  • Onboard 256-kilobyte 2-way set-associative L2 integrated cache
  • Two, 32-bit integer units (IU)
  • One floating point unit (FPU) (supports single precision (32-bit) and double precision (64-bit))
  • The FPU supports paired single floating point (FP/PS)
  • The FPU supports paired single multiply add (ps_madd). Most FP/PS instructions can be issued in each cycle and completed in three cycles.
  • Fixed-point to floating-point conversion can be performed at the same time as FPU register load and store, with no loss in performance.
  • The branch unit supports static branch prediction and dynamic branch prediction.
  • When an instruction is stalled on data, the next instruction can be issued and executed.
  • All instructions maintain program logic and will complete in the correct program order.
  • Supports three L2 cache fetch modes: 32-Byte, 64-Byte, and 128-Byte.

Supports these bus pipeline depth levels: level 2, level 3, and level 4.
Reference Information: Broadway is upward compatible with Nintendo GameCube’s CPU (Gekko).

Wii Hollywood GPU

Hollywood is a system LSI composed of a GPU and internal main memory (MEM1). Hollywood is clocked at 243 MHz. Its internal memory consists of 3 megabytes of embedded graphics memory and 24 megabytes of high speed main memory.

Hollywood includes the following.

  • Graphics processing unit (with 3 megabytes of eDRAM)
  • Audio DSP
  • I/O Bridge
  • 24 megabytes of internal main memory
  • Internal main memory operates at 486 MHz.
  • Maximum bandwidth between Hollywood and internal main memory: 3.9 gigabytes per second
  • Possible to locate a program here

Reference Information: Hollywood is similar to Nintendo GameCube’s Flipper and Splash components.

Wii External Main Memory (MEM2)

Wii uses 64 megabytes of GDDR3 (MEM2) as external main memory. Like internal main memory, MEM2 can be accessed directly from Broadway and the GPU at high speed and has a peak bandwidth of 4 gigabytes/sec. Programs can also be placed in MEM2.

More About: nintendo wii specs, Wii Developer, Wii Hardware, Wii’s Optical Disc, Wii Control System, Wii Broadway CPU, Wii Hollywood GPU, Wii External Main Memory

April
29
2006
11:57 am
Tags:
Post Meta :
Nintendo wii Console

Nintendo Wii console Image

The new Nintendo Wii is the smallest stationary console Nintendo has ever manufactured, described by Nintendo as being “about the thickness of three standard DVD cases and only slightly longer”. The console will have the ability to stand either horizontally or vertically. The front of the console features a self loading media drive which is illuminated by a blue light and will accept 12 cm Wii game discs and 8 cm GameCube game discs.

When the Wii (revolution in that time) console was unveiled at E3 2005 the console was colored black. However, at the Tokyo Game Show 2005 when the controller was revealed, promotional material depicted a white console. Nintendo has since revealed three additional colors (platinum, lime green, and red).

April
29
2006
11:45 am
Tags:
Post Meta :

The Nintendo Wii will feature parental controls, prohibiting young viewers from viewing inappropriate content. This allows parents to set the age level of the system, and when a disc is inserted, it will read the content rating encoded on the game discs; if this rating is greater than the system’s age level setting, the game will not load unless the user correctly enters a password to override the setting.
For instance, a game carrying an ESRB rating of M for Mature, which is intended for those over the age of 17, will not play on a system that is set to only allow games rated E for Everyone (six and older) and EC for Early Childhood (three and under).

This will be found in all systems released around the world; it is confirmed that the European units will use the PEGI rating system, North American units will use the ESRB rating system, units for the Japanese market will presumably use the CERO rating system, German units will use the USK system, and Australian units will use the OFLC system.

April
29
2006
11:23 am
Tags:
Post Meta :

Processors:

  • IBM “Broadway” CPU
  • ATI “Hollywood” GPU

Memory:

  • Unknown amount of RAM
  • 512 MB built-in flash memory.

Ports and Peripherals:

  • Two USB 2.0 ports.
  • Support for wireless controllers.
  • 4 Nintendo GameCube controller ports and 2 Nintendo GameCube memory card ports (for backward compatibility).
  • Optional USB PC-compatible 802.11b (Wi-Fi) wireless attachment. (see Connectivity)

Media:

  • Slot-loading optical disc drive compatible with both 12 cm Wii optical discs and 8.0 cm GameCube optical discs (1.5 GB) as well as standard DVD discs.
  • 2 Front-loading SD memory card slots.

Built-in content ratings system:

  • PEGI 3+, 7+, 12+, 16+, 18+
  • ESRB EC, E, E10+, T, M, and AO.
  • CERO All Ages, 12+, 15+ 18+.
  • OFLC G, PG, M, MA15+

Networking

  • Wi-Fi by Broadcom

Video:

  • up to 480p and will work with a computer monitor as well as any TV or projector.

Audio:

  • Unknown




[ Nintendo Wii ][ Wii Games ][ Wii Friend Codes ][ Wii Wallpapers ][ Wii Cheats ]
[ Wii Virtual Console Games ][ WiiWare Games ]




[About Us][Privacy Policy][Contact Us]