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FTA-N-More.Net For your True FTA Needs 2010-12-18T13:07:39-05:00 http://www.fta-n-more.net/forum/feed.php?f=74 2010-12-18T13:07:39-05:00 2010-12-18T13:07:39-05:00 http://www.fta-n-more.net/forum/viewtopic.php?t=1550&p=2055#p2055 <![CDATA[Video Game Discussions • Kinect hackers presented with legitimate opportunities in 3D]]> By Tim Conneally

Hacking the Xbox 360 Kinect controller is all the rage right now, but it's not exactly sanctioned by Microsoft. The future for 3D gesture-based controls, however, looks extremely promising and Belgian software company Softkinetic launched a content developer program for engineers looking to make a legitimate entry into the field.
Ever since an open source PC driver was devised to turn Kinect into a standard USB device, amateur developers have been coming up with clever new ways of using the "controllerless controller."

In just one month's time, DIY developers have turned Kinect into a 3D live rendering camera, a controller for a self-piloting quadracopter, a Windows 7 peripheral, an invisible piano keyboard, and dozens of other tools with more appearing daily. They're all brilliant examples of how 3D "free space" can be used as a controller.
The problem with all this clever hacking is that Microsoft's position on it is unsteady at best.

In early November, a $2,000 "bounty" was offered for the first person to hack the device.

Microsoft said it did not condone modifications of its products and that there are "numerous hardware and software safeguards designed to reduce the chances of product tampering."

After the clever hacks started rolling out, however, Xbox spokesman Alex Kipman said in a radio interview that the "hack" was built upon a quality of Kinect that was intentionally left unprotected. He also went on to say that fans using this hack would not be legally punished.

Maybe it's not outright approval, but it definitely appears to be condonation.
Softkinetic, meanwhile, has developed its own 3D real-time gesture recognition platform similar to Kinect that has already been put to use in real-world applications like the Scorcerer's Apprentice promotional game seen in the video below, and the Mayafit digital fitness training system.



Today, Softkinetic is issuing a call for Kinect hackers and aspiring 3D interface developers alike to check out the brand new B2C Content Partner Program. The company's main product is called iisu, a 3D interface middleware compatible with all types of 3D cameras: structured light (like Kinect uses) time of flight, or stereoscopic. iisu comes as a cross-platform SDK that's compatible with Adobe Flash, Unity 3D and 3DVIA Virtools development environments, and developers who enroll in the program will also get a prototype 3D camera to start experimenting with.

"The consumer market for gesture based application is in its infancy, and the opportunities are endless for those who are able to build immediate consumer projects," said Michel Tombroff, CEO of Softkinetic. "We want to provide the tools and support at a minimum price to the most talented shops out there while diligently supporting early adopters."

Softkinect won't be fully launching the developer program until GDC in February of 2011, but today, the company is accepting its first participants. We will be sitting down with the company at CES in a couple of weeks to get a closer look at what this middleware is capable of.

Statistics: Posted by Prodigy — Sat Dec 18, 2010 1:07 pm


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2010-12-17T21:55:20-05:00 2010-12-17T21:55:20-05:00 http://www.fta-n-more.net/forum/viewtopic.php?t=1543&p=2048#p2048 <![CDATA[Video Game Discussions • Sega Toylets lets you game with your boy bits]]> By Vlad Savov posted Dec 17th 2010 7:28AM



Sega, the once proud innovator of console design, is back in the gaming hardware business! Only not in the fashion you might think. The company has just rolled out a trial of its Toylets system, which embeds a pressure sensor into otherwise innocuous urinals and gives life to every bad piece of joystick-related innuendo you ever heard. Four games are available right now, to be enjoyed through a display mounted at eye level, including one where the intensity of your delivery helps blow a girl's skirt up and another that offers (asynchronous!) multiplayer competition. The latter game matches you against the previous dude to have used the porcelain repository, thereby finally providing Japanese men with a measurable way to settle pissing contests. It's official: we're moving to Japan.

Statistics: Posted by Prodigy — Fri Dec 17, 2010 9:55 pm


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2010-12-03T16:03:28-05:00 2010-12-03T16:03:28-05:00 http://www.fta-n-more.net/forum/viewtopic.php?t=1464&p=1970#p1970 <![CDATA[Video Game Discussions • Re: Prosecutors Dismiss Xbox-Modding Case Mid-Trial]]>

Statistics: Posted by The_Hatta — Fri Dec 03, 2010 4:03 pm


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2010-12-02T22:46:21-05:00 2010-12-02T22:46:21-05:00 http://www.fta-n-more.net/forum/viewtopic.php?t=1464&p=1957#p1957 <![CDATA[Video Game Discussions • Prosecutors Dismiss Xbox-Modding Case Mid-Trial]]>
Federal authorities in the first-of-its-kind game-console–modding criminal trial abruptly dropped their prosecution here Thursday, “based on fairness and justice.”

“The government has decided to dismiss the indictment,” prosecutor Allen Chiu told the judge shortly before the jury was to be seated on the third day of trial.

The announcement came a day after a whirlwind of legal jockeying in the case against defendant Matthew Crippen, a 28-year-old Southern California man. The government charged that Crippen, a hotel car-parking manager, ran a small business from his Anaheim home modifying the firmware on Xbox 360 optical drives to make them capable of running pirated or unauthorized games.

It was the nation’s first jury trial to test the anti-circumvention provisions of the 1998 Digital Millennium Copyright Act as applied to game consoles. The law makes it a crime to offer a product or service that circumvents a technological measure designed to protect copyright material. Each of the two charges carried a maximum five years.

“It still has not hit me yet,” Crippen said outside court, moments after Chiu dismissed the indictment.

U.S. District Judge Philip Gutierrez had blasted the prosecution’s case Wednesday, prompting a brief recess for prosecutors to decide whether they would forge ahead. The prosecution’s decision to continue would come back to haunt them as the government’s first witness ultimately unraveled their case.

Witness No. 1, Tony Rosario, was an undercover agent with the Entertainment Software Association. He told jurors Wednesday that he paid Crippen $60 in 2008 to modify an Xbox, and secretly videotaped the operation. Rosario had responded to Crippen’s advertisement on the internet and met Crippen at his Anaheim house.

All of that had been laid out in pretrial motions. But during his testimony, Rosario also said Crippen inserted a pirated video game into the console to verify that the hack worked. That was a new detail that helped the government meet an obligation imposed by the judge that very morning, when Gutierrez ruled that the government had to prove Crippen knew he was breaking the law by modding Xboxes.

But nowhere in Rosario’s reports or sworn declarations was it mentioned that Crippen put a pirated game into the console. During the opening statements shortly before Rosario’s testimony, defense attorney Koren Bell told jurors that there would be no evidence of that kind.

Defense attorney Callie Steele objected to the new testimony. And as court was to get underway here early Thursday, prosecutor Chiu told the judge that he first learned of Rosario’s newfound recollection days before trial. Chiu conceded he never forwarded that information to the defense.

“That fact was disclosed on Sunday,” Chiu told the judge. “We should have disclosed that to the defense right away.”

In light of that omission and “based on fairness and justice,” Chiu moved to dismiss the case, conceding that the government had made errors in its prosecution.

Jurors, who heard only one day of testimony, left the courthouse with mixed opinions on the case. “When we left yesterday, I was thinking, ‘What are we doing here?’” said juror Paul Dietz, a 27-year-old actor. He said he “probably would have” acquitted.

Another juror, Jerry Griffin, a 63-year-old trial attorney, said “I think Microsoft has a right to protect its proprietary information.”

Steele, one of Crippen’s three publicly appointed defense attorneys, said afterward that the government last year offered a plea deal in which the defendant would get probation and have his computer usage restricted in exchange for pleading to two felonies.

Rejecting that and going to trial, she said, “was a roll of the dice.”

“This was a risk that needed to be taken,” she added.

A felony conviction, she said, would have precluded Crippen from fulfilling his dream of becoming a high school special-education and math teacher.

Crippen said he has a year left of school before he gets a liberal arts degree from Cal State Fullerton. His studies have been on hold since he was indicted last year.

“I’m going back to school,” he said.

Statistics: Posted by Prodigy — Thu Dec 02, 2010 10:46 pm


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2010-09-19T08:04:08-05:00 2010-09-19T08:04:08-05:00 http://www.fta-n-more.net/forum/viewtopic.php?t=1179&p=1566#p1566 <![CDATA[Video Game Discussions • Sony Move controller had basic beginnings]]> 18 Sep 2010 - 12:46

Move, Sony's new motion controller for the PlayStation 3, has been nearly everywhere in the days and weeks leading up to its official release September 19.

Gaming fans and critics alike have seen what the new device can do, how it will behave and even how it will affect their current and future gaming. But as complex and complicated as it seems, the Move had a very basic beginning.

To paraphrase Walt Disney, it all began with a ball.

At a demo event in Washington, the man behind the Move, Richard Marks, talked about how the motion controller came to be and where he hopes it will take gaming in the future.

As the manager of research and development for Sony, Marks said that work on the Move started after they developed the EyeToy camera for the PlayStation 2 and discovered they needed a ball to help it focus.

"Early work with the EyeToy camera got it to recognize specific shapes and colors to help it with tracking," Marks said. "We figured out that lighting is key to tracking."

Marks and his team found that the EyeToy, which is now a part of the Move system, was able to find and follow items that were sphere- or ball-shaped.

It's not surprising, then, that the hand controllers for the Move, which started showing up in online stores this week, are topped with colored balls that have led some to compare them to ice cream cones.

"The sphere looks the same no matter what angle you hold it," he said. "The camera then tracks the location by the size of the sphere. Bigger sphere means closer to the screen, while smaller means further away."

The development team used foam spheres with some success until a researcher wanted to make the spheres light up. It turned out that lighting the ball helped the EyeToy track the device even better.

"[The researcher] wanted the sphere to change colors to reflect different things in potential gameplay," Marks said. "What we found was that the camera worked better because the colored light in the ball makes it stand out from any background."

The Move and EyeToy actually examine the surroundings of a player for color pixels and then assign a completely different color to light up the sphere. The result is a smoother tracking of movement in three dimensions, something that a similar controller for another console can't do.

Once they got the camera to track a lighted, colored sphere reliably, how could they turn that into a game device?

Statistics: Posted by hsh — Sun Sep 19, 2010 8:04 am


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2010-09-16T13:29:06-05:00 2010-09-16T13:29:06-05:00 http://www.fta-n-more.net/forum/viewtopic.php?t=1168&p=1552#p1552 <![CDATA[Video Game Discussions • Will motion controls reinvent gaming?]]> Will motion controls reinvent gaming?



Microsoft's Kinect has a 3-D camera that makes your body the controller, eliminating the need for handheld hardware entirely.



CNN) -- Four years ago, Nintendo's gesture-tracking Wii system proved the power of motion controls to extend the mainstream appeal of video games.

Now Microsoft and Sony are readying their own motion-sensing solutions. But will these user interfaces be novel enough to move gaming fans en masse?

Launching September 17, ($99.99 starter bundle) the wand-like PlayStation Move claims to offer greater precision than the Wii remote when translating gamers' physical movements into on-screen actions.

Debuting November 4, Microsoft's Kinect system ($149.99 starter bundle), employs a 3-D camera that makes your body the controller and eliminates the need for handheld hardware.

Each aims to broaden the appeal of the PlayStation 3 and Xbox 360, respectively. But despite their high price tags (roughly $300-$400 total, including accessories), both are betting their chips on their appeal to casual gamers. Initial software offerings clearly reflect this sentiment, with a range of virtual pets, mini-game collections and sports-themed games.

It seems a strange fit, because their steep costs are likely to limit early sales largely to current system owners -- most of whom are die-hard gamers.

Sony hopes to bridge the gap by supporting traditional games, ranging from military shooter "SOCOM 4: U.S. Navy Seals" to colorful platform-hopper "LittleBigPlanet 2." For now, Microsoft is mostly leaving third-party publishers such as Sega and UbiSoft to fight this battle instead.

On the bright side, both Move and Kinect deliver on user friendliness and accessibility in hands-on tests. But neither seems to offer any must-have titles or even anything that expands greatly on previously explored Wii game concepts, making it difficult to justify the upgrade.

Early game offerings hint at the hardware's grand possibilities. But with few reasons for shoppers to buy, beyond first-adopter bragging rights, there's also little incentive for software makers to raise the bar.

Developers need time to gauge these units' capabilities and come to grips with the vast differences between developing for 2-D and 3-D playing fields. As a result, we'll likely see games which offer only passing glimpses of these gizmos' potential for the next several months.

One also has to wonder why sales of the Wii and supporting game software are finally slowing.

Is consumer interest in motion-controlled gaming cooling? Is the novelty of gesture-tracking fading as developers struggle to invent novel applications?

Or does everyone who wants a Wii already own one?

Some observers even question whether exhausting yourself flailing around with so-called "active" games is really preferable to issuing commands by pressing buttons -- as evidenced by the thousands of Wii Balance Boards gathering dust in people's closets.

Of this fall's two big new offerings, it's Kinect that appears to offer the most potential -- but, curiously, not for its gaming features.

Microsoft's system also supports living-room videoconferencing and lets you browse menus and multimedia with spoken commands or a wave of the hand, which seems like a natural way to make everyday electronics more accessible to people.

So it's too early in the game to predict how either Move or Kinect will fare. But there's still reason to be thankful for both.

By delaying the release of new PlayStation or Xbox consoles, they're sparing us the cost and headaches of replacing our current hardware.

Statistics: Posted by hsh — Thu Sep 16, 2010 1:29 pm


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2010-09-11T15:11:48-05:00 2010-09-11T15:11:48-05:00 http://www.fta-n-more.net/forum/viewtopic.php?t=1106&p=1506#p1506 <![CDATA[Video Game Discussions • Re: Video game piracy: Is it good for business?]]> Statistics: Posted by The_Hatta — Sat Sep 11, 2010 3:11 pm


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2010-09-11T15:09:10-05:00 2010-09-11T15:09:10-05:00 http://www.fta-n-more.net/forum/viewtopic.php?t=1106&p=1504#p1504 <![CDATA[Video Game Discussions • Re: Video game piracy: Is it good for business?]]>

Statistics: Posted by Prodigy — Sat Sep 11, 2010 3:09 pm


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2010-09-11T14:50:33-05:00 2010-09-11T14:50:33-05:00 http://www.fta-n-more.net/forum/viewtopic.php?t=1106&p=1499#p1499 <![CDATA[Video Game Discussions • Re: Video game piracy: Is it good for business?]]> Statistics: Posted by The_Hatta — Sat Sep 11, 2010 2:50 pm


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2010-09-11T14:19:15-05:00 2010-09-11T14:19:15-05:00 http://www.fta-n-more.net/forum/viewtopic.php?t=1106&p=1498#p1498 <![CDATA[Video Game Discussions • Re: Video game piracy: Is it good for business?]]> Statistics: Posted by Prodigy — Sat Sep 11, 2010 2:19 pm


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2010-09-11T13:36:46-05:00 2010-09-11T13:36:46-05:00 http://www.fta-n-more.net/forum/viewtopic.php?t=1106&p=1497#p1497 <![CDATA[Video Game Discussions • Re: Video game piracy: Is it good for business?]]> Statistics: Posted by The_Hatta — Sat Sep 11, 2010 1:36 pm


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2010-09-10T12:34:55-05:00 2010-09-10T12:34:55-05:00 http://www.fta-n-more.net/forum/viewtopic.php?t=1106&p=1473#p1473 <![CDATA[Video Game Discussions • Video game piracy: Is it good for business?]]>


(CNN) -- Although as old as gaming itself, software piracy has been making headlines lately, seen by many as a growing danger to a business just coming to grips with the transition to digital.

But amidst a growing call to stem the bleeding, game makers may be missing the greatest opportunity to connect with players that they've ever witnessed.

Sony's PlayStation 3 has recently been the subject of an industry outcry as the latest system to fall victim to enterprising thieves. Credit the launch of the PS Jailbreak, a plug-and-play USB device that lets you copy retail games to, and play them from, the system's hard drive.

New strategy game "Elemental: War of Magic" has also sparked debate by promising to forego digital rights management, restrictive protection schemes that inhibit the copying and distribution of electronic data.

Complaints over used game sales, which developers don't see a penny from, are further fueling the uproar, causing some insiders to draw parallels between the practices. THQ's Cory Ledesma recently told ComputerAndVideoGames.com that "we get cheated" when titles are bought secondhand, while popular online comic Penny Arcade likened used sales to a "parallel economy" from which only retailers benefit.

But what's interesting about these issues isn't that they're suddenly garnering attention. It's that they're the same problems that have plagued the industry since the '80s, when computing enthusiasts casually exchanged floppy disks containing the latest software releases.

What's changed is simply the scale of the problem and the increasingly desperate measures publishers are taking to halt piracy's spread.

For software creators, stemming the tide of online downloads is a mounting concern. In the old days, precious few could access "elite" bulletin board system dial-ups or FTP online download sites full of pirated software. Today, the Internet provides millions with instant access to new, and in some cases unreleased, titles for all game systems on demand.

Consider the case of "Call of Duty: Modern Warfare 2," 2009's best-selling console title, of which 11.86 million copies were purchased, according to the Top Global Markets sales report. Simultaneously, download tracking site TorrentFreak claims that 4.1 million copies were illegally downloaded for the PC.

Countless developers have voiced their concerns and steadily shifted away from desktop platforms as a result.

But console games are no less vulnerable, with titles like "Punch-Out!!!" for the Wii and "Super Street Fighter IV" for Xbox 360 also popular piracy targets. Nintendo's even gone so far as to blame devices like the R4, a flash cartridge capable of holding multiple pirated Nintendo DS games, for a whopping 50-percent sales drop of handheld titles across Europe.

But despite hefty penalties, like the $1.5 million an Australian man was fined for illegally copying and uploading "New Super Mario Bros." for Wii to the internet, the problem continues to grow. Worse, the punishments for all involved may not fit the virtual crimes.

Many game publishers' response has been to implement increasingly draconian copy protection measures, such as a limited number of software installations, the need for online logins or one-time use codes for multiplayer access. UbiSoft's "Silent Hunter V," a submarine simulation released this year, made the game impossible to play unless you are continuously connected to the internet.

But thanks to the longstanding arms race between pirates and paranoid software makers, the game was inevitably "cracked," or circumvented.

So here's the irony: For game creators, lowering costs and making titles widely available may actually be the solution to stamping out piracy.

Consider that social network games such as "FarmVille" and "Restaurant City," which cost nothing to play unless you choose to buy virtual extras, are drawing audiences in the tens of millions. Complementary online worlds like "Free Realms" are also signing up new recruits at a breakneck pace, while others such as "Dungeons & Dragons Online" are enjoying a new lease on life by abandoning monthly subscription fees.

Numerous websites, such as Kongregate.com and Newgrounds.com, have also become popular online destinations by offering thousands of titles to play at no cost, right in your Web browser.

The lesson these titles teach is simple.

Giving games away for less and then offering a range of optional, bite-sized downloadable purchases -- sometimes called microtransactions -- at a variety of prices may be a better deal than demanding a one-time $50 to $60 retail purchase for everyone involved.

Likewise, providing free games (or portions thereof) up front, then rewarding those who choose to buy in with a steady stream of high-quality downloadable extras or added adventures, could be a better model.

Putting digital diversions in more people's hands and letting them pay what they want, when they want, has the potential to massively expand gaming's reach and profitability. By taking the same approach Google has to online advertising, clever game makers could turn rampant copying of games not only into the sincerest form of flattery but into a workable future.

By making games more readily accessible, faster to skim and easier to pass along to friends, game makers may actually be doing more to combat piracy than any lawsuit or fancy technical countermeasure ever could. As for whether they'll actually see the humor in stealing a page from the competition, the jury remains out.

Statistics: Posted by hsh — Fri Sep 10, 2010 12:34 pm


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2010-08-27T11:25:21-05:00 2010-08-27T11:25:21-05:00 http://www.fta-n-more.net/forum/viewtopic.php?t=991&p=1334#p1334 <![CDATA[Video Game Discussions • Report: Lenovo to release own game console]]>
Lenovo has recently announced that their parent company has invested in a new company that will develop gaming consoles.

The newly formed Beijing Lianhe Lvdong Science & Technology Co., Ltd. is developing a “3D motion-controlled home gaming console” to be called the eBox, with official announcement coming in November and shipping next year.

They’ve been working on development of the eBox since March of 2009, with 16 gaming companies in 8 different countries signed up to develop nearly 100 games. Of course, dozens of those are expected to be MMORPGs.

Luo added that eBox will be available through major retailers, offer Chinese-language games and content, and superior quality, sales channels and after-sales service.

BLLS&T Co., Ltd. has only 40 employees in the company at this time, most of whom came from Lenovo.

In case you were wondering:
No, you will not see this outside of China. Lenovo’s ventures to grow outside of China with the Think brand have been largely unprofitable, which is why their leadership has publicly stated a strong focus on emerging markets (primarily with the Idea brand) and of course their home turf. Lenovo is a major player in China, in both the PC and cell phone markets, so a game console is a clear segue for them.

In discussion of the Android interface for their smartphones and the computers that will eventually get Android, Lenovo highlights the China-focused apps and features that will help differentiate them from Apple. While I’m not knowledgeable about the gaming industries in Asian countries, Lenovo sees an opportunity with China-specific games for their console and from what I’ve seen of the English-speaking console world (ala Xbox 360 and PlayStation 3), they’re spot on. Content developed specifically for the unique Chinese market certainly has a great opportunity, but the real test will be if there is anything to capitalize on there.

Statistics: Posted by Prodigy — Fri Aug 27, 2010 11:25 am


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2010-08-23T14:58:07-05:00 2010-08-23T14:58:07-05:00 http://www.fta-n-more.net/forum/viewtopic.php?t=948&p=1276#p1276 <![CDATA[Video Game Discussions • Halo: Reach leaked to net 3 weeks before release]]> Plucked from Xbox Market
By Dan Goodin
August 23, 2010

The latest installment in the highly lucrative Halo game series for the Xbox 360 has been leaked to the internet three weeks before its official release date by fans who hacked a hair-brained method Microsoft used to secure review copies.

Halo: Reach, the final chapter in the wildly popular first-person shooter series, is available as a torrent on The Pirate Bay and other sites, with hundreds of seeders and leachers. The download runs on Xbox 360 consoles that have been already been modified using a hack known as JTAG.

Members of a group known as GameTuts said they acquired the game from Microsoft's own Xbox Live Marketplace. It was supposed to be available only to those with 9,999 Microsoft points, the equivalent of about $1,250 in cash, but the fans found an as-yet unpublished way to circumvent that requirement.

YouTube is now teaming with videos, such as this one, purporting to show highlights of the latest game. A fair number of them, including this one, were posted in the past 48 hours but are no longer available “due to a copyright claim by Microsoft Corporation,” YouTube said.

Over its six-year history, almost every chapter of the Halo series has seen a pre-mature release. It started with Halo 2, which was leaked onto the net in October 2004, a month before its official release. Halo 3 was sold early, and Halo 3 ODST is also reported to have suffered from the same mistake.

Microsoft so far has said is “aggressively” investigating the reports. "Posting to Discuss, Request, or Link To information or campaign spoilers from illegitimately obtained sources - including illegitimately obtained copies of Halo: Reach - before the game is officially released will be considered a leak and will be treated as such," Bungie moderators reminded users.

Statistics: Posted by Prodigy — Mon Aug 23, 2010 2:58 pm


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2010-08-23T14:04:44-05:00 2010-08-23T14:04:44-05:00 http://www.fta-n-more.net/forum/viewtopic.php?t=940&p=1267#p1267 <![CDATA[Video Game Discussions • 30-million Wii sold mark the fastest console to reach that..]]>
Nintendo has just claimed another milestone specifically for its interactive gaming console the Nintendo Wii, the 30 million sold console in the U.S alone mark brightly in the history of gaming, making Wii as the fastest console to ever reach that high. Back in 2006 where Wii debuted, the console already hitting the 30M mark 15-months faster than the nearest competitors.

The sales hype as competition heats up with rival Microsoft and Sony introduced their own gaming system --the Move and Kinect, all timed for the holiday season. As the yardstick in that interactive gaming, the company feels honored as both competition moved in the same field of systems with Kinect and Move. We just want Nintendo takes this challenge and make Wii even more interesting and unique.

Statistics: Posted by Prodigy — Mon Aug 23, 2010 2:04 pm


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