Text/Garland SK
When it comes to Nintendo's innovations, new players may first think of the name of switch, and then list all the new gadgets; however, if the old players may have more memories.
As far as the FC console, as close as 3DS, there are many players who are more familiar with the Wii - after all, this is a game console that sharks crazy in the seventh generation (now it seems that the Switch is also thriving). The phrase "shark crazy" does not seem to be enough to summarize the charm of this game console, even if it is listed in the world's sales of 100 million units, it is only macro data, lacking the persuasiveness of details.
To be careful, we have to start with Nintendo's development philosophy.

In fact, the concept of Wii was mentioned as early as when Nintendo released NGC, and Shigeru Miyamoto mentioned in an interview that "performance as a consensus is not everything to game consoles, and too many powerful game consoles on the market cannot coexist." So with this philosophy, they focus not only on hardware performance, but also on the form of interaction with players.
From conceptualization to reality, the specific performance is a somatosensory game. The supporting Wii fit focuses on fitness games, including yoga, strength training, aerobic fitness and balance games, encouraging the participation of the whole family, and the internal and external linkage between the body and the screen is extremely surprising, setting off a wave in the blue ocean. This revolutionary pioneering success attracted the attention of other manufacturers, Sony took out the Ps Move, and Microsoft took out the Kinect; but it seized the opportunity, laid out the market, and the old Ren finally won the battle.
Having said that, back to this host, in addition to the stunning peripherals, there must be a double-cut stick (chicken leg) handle. Nunchuk and Retreat implement motion sensing, subverting the player's traditional perception of the controller, and once making the cross key and joystick no longer standard. By shaking, pushing and pulling, paddling, rotating and other actions, a series of operations such as tennis racket swing, golf pole lifting, shooting game reloading and aiming can be realized. Although the accuracy is still lacking, the platform lineup is solid enough, and most of them have been modified and designed for hardware, including the first-party masterpieces "Super Mario Galaxy", "Sky Sword", "Twilight Princess", as well as "Wii Sport" that can attract blue ocean players, not to mention "Monster Hunter 3" brought by Capcom.
As for the inspiration for the retrospective handle, we have to turn back the time and come to the FC period. Energy gloves, released in the 1980s, were a trendy product of the time, no need to set gems, no need to put on the finger, a set in hand, you can become the trend of the times.
Detached from the gamepad and connected to the sensor, the glove can use the player's gestures to transmit signals through ultrasonic waves, thus entering commands. The idea is good, the idea is excellent, and it also satisfies the teenagers' secondary fantasies, but the technology is difficult to keep up with the creativity, whether it is the offset crosshair or the delayed feedback is not so satisfactory, not to mention the lack of enough exclusive games. In the end, the first party has not been able to come up with enough convincing results, so the third-party manufacturers who are waiting and seeing will naturally turn a blind eye and have a tacit understanding.
The energy glove is mentioned above, so it is impossible to avoid the light gun that was also louder in the 1980s (1984).
Admittedly, the light gun is a childhood memory of many old players, dating back to the history of this peripheral, even earlier than the birth of video games.
It's just that the early light gun game consoles or toys are mostly composed of guns that emit light and targets that can detect light, and if Nintendo wants to move to the screen, it has to find a way to solve the objective problems in front of it. According to the traditional idea, the screen itself can not detect the light (or to make such a TV is too expensive), even the RGB light gun can not do anything, so the use of another way of thinking. That is, the light detector is installed inside the muzzle, and the position of the aim is reversed by sensing the brightness of the TV screen, which is reversed from the convention and solves the problem. It is also true that the old ren's first generation of light guns, although pronounced as "guns", are nothing more than cameras with gun shells. The principle of the game is that when the gun is fired, the screen is first blackened, and then the target is displayed on the screen in a white block in order, and the time when the light detector inside the muzzle detects the bright light is determined which target the muzzle hits.
That said, while being funny is fun, black and white flashing can also help players quit their addiction, and the more fancy the gameplay, the more targets you shoot, which means that the effect is more significant.
Looking back at a few glorious pasts, let's put our perspective on the present.
The idea of horizontal thinking about "obsolete" technology has underpinned Nintendo's innovations. Junpei Yokoi, a key member of Nintendo's early days, once said: "For product development, you'd better choose a cheap technology ("obsolete") and use it in a new way ("lateral thinking") than to look for the most cutting-edge future technology." ”
Of course, this does not mean that Nintendo is just a bunch of old people who spend their days tinkering with some old things and not paying attention to industry trends; as can be seen in recent years, technological advances and Nintendo's innovations have allowed them to try different fields: on the one hand, they have not forgotten the old line, the joy-con controller continues the excellent performance of the body sensation, the combination of software and hardware, "Aerobic Boxing" and "Fitness Ring Adventure" are brilliant; on the other hand, the century-old shops that started with flowers and toys are not only mixed in the game industry. He also made toys again, and took the lead in using Labo to help players find their childlike hearts.
Speaking of Labo's shape, it looks like nothing more than a cardboard toy, but the small body has a big idea. Nintendo put the designs into the toy, which consisted of two parts: Toy-Con, made of cardboard parts, and Joy-Con, NS itself. The assembly of these two achieves a fun deformation. From the initial piano, fishing rod, and motorcycle, to the robot suit, driving suit, and VR glasses (dragged down by the function), Labo will make, play, and explore the concept throughout. Either link brings no less fun than the other two, and only by doing it yourself can you feel the percentage of fun.
If cardboard makes you feel like you smell something unusual, the fitness ring is unpretentious; just one ring and one strap. For no other reason, Lao Ren once again focused on game design.
One is the "Ring-con", which is a resettable ring. Operated with two hands during the game, it has a sophisticated "mechanical sensor" that senses the force of pushing and pulling.
The second is the "leg sensor", which is the strap. Using Joy-Con's "Motion Sensor" and "Gyroscope", the fixing strap is tied to the thigh to sense lower body movements.
The fitness movements in the game are divided into three categories: muscle building, rhythm system, and yoga system, with a total of 60 kinds of movements. Adventure mode contains more than 20 worlds, and even if you play for 30 minutes a day, it will take 3 months to get through the game.
In addition, even if the boot is not turned on, you can also use the fitness ring to pull a few times when chatting and brushing the drama, and the corresponding number of exercises will be recorded, and you can get rewards in adventure mode after booting. Pay attention to is a caring.
Years later, I can still remember the afternoon when I got a good result in the final exams, my parents took me to the mall to buy a remote control four-wheel drive car, thanks to this technology, now the old Ren has transformed the living room into a racing playground.
The advent of fitness rings blurs the boundaries between playing games and doing workouts, and soon after, Nintendo prepared a new toy for players, Mario Karting Live: Family Circuit, which uses MR (mixed reality) technology to further combine virtual reality.
VR, AR and MR were hot topics in the tech space before the metaverse was unveiled, representing Virtul Really, Augmented Reality and Mixed Reality, respectively. The first two will not be introduced here (interested friends can seek Baidu foreign assistance), and mention a few words of MR technology used in "Mario Karting Live". The so-called mixed reality, as the name suggests, is to combine the virtual world and the real world into a seamless virtual-real fusion world. This explanation may be confusing, so let's talk about it in conjunction with the game.
Although everyone is still wondering who has not yet bought Super Mario Racing 8, it seems that this game is not worried about sales, but the old Ren is not idle, this time to do is to combine the experience of the traditional carriage with the remote control car. The box includes four cardboard gates to build the track, which can be identified by cameras on the remote-controlled car. Players need to pass through these gates in order. Players can set up the track in their own home, learn about the road conditions through the camera on the physical remote control car, and the Switch controller acts as a remote control. After some processing, the content captured by the camera is gorgeously transformed and displayed on the screen, so that the family runway can be used to compete with the AI opponent for the final victory.
Looking at your own room from a different perspective, with the familiar Mario series of characters, feeling the familiar gameplay, and watching the props flying on the screen, this is the novel experience brought by Mario Kart Live: Family Circuit. It can be used as a parent-child game, purely enjoying the fun of racing, or it can be used as a new type of cat stick - but the cost seems to be a little high.
Of course, there must be enough space to unleash the player's creativity.
Such a thing is already attractive to adults, not to mention for children, and it is a young and old thing that once again embodies Nintendo's creativity. It is worth mentioning that the Bank of China's "Mario Kart Live: Family Circuit" has been officially released. The official offers two versions of Mario and Luigi to choose from, and this time it is not hidden, directly indicating that it can be used in other versions of the host.
Although Nintendo does have invincible creativity and deserves the title of "world master", for players like me whose room is not much larger than the dormitory, it is still difficult to ask:
Old Ren, are the requirements for players in this game a little higher and higher?
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Pay attention to the "Broken Thought Workshop", spread the game culture, and make the game more than just a game.