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Asher
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Calgary, Alberta
Nov 1999 time: 22:36
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quote: Japan was host to the Xbox Summit on Monday, and Bizarre Creations was in on the ground floor.
This week our very own Nick Davies was shipped out to Japan to give the press some info on PGR3. Talking at the Xbox Japan Summit, Nick outlined some further details on the third Project Gotham Racing in the series, as well as showing a new trailer from of the game.
Some points that were covered at the Summit:
The new Route Creator allows you to design your own tracks, and share them online over Xbox Live.
It is now possible to drive any car, at any time. You can buy your favourite super car at the beginning of your career, and use it right through to the completion of the game if you wish.
80 high-powered automobiles are featured in PGR3. You'll be able to drive the most desirable collection of super cars ever featured in a game, such as the Ferrari 430, the Lamborghini Gallardo, and the McLaren F1 LM.
Fully motion captured, 3d crowds react to your racing. They will cheer the cars as they race past, and move away from the barriers if you crash.
Our new sound engine uses 30 individual samples; this is 3 times more than in PGR2.
On average, each car is rendered using 80,000 polygons. This consists of approximately 40,000 for the interior, and 40,000 for the exterior. To put this in perspective, PGR2 used only 10,000 polys per car.
Along a similar sort of lines, the geometry of only the Brooklyn Bridge structure uses the same number of polygons as an entire city in PGR1. |



High-resolution video trailer, realtime captures off the Xbox 360 beta kits (CPU/GPU aren't running full speed):
640x480 (13.3MB)
1280x720 (98.4MB), native resolution
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Asher
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Calgary, Alberta
Nov 1999 time: 22:36
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Nintendo is teh d00m3d
http://asia.news.yahoo.com/050728/3/24ps5.html
quote: Nintendo's quarterly profit, sales plunge
TOKYO, July 28 (Reuters) - Japan's Nintendo Co. Ltd. reported a 78.5 percent decline in quarterly operating profit on Thursday as a greater proportion of its sales came from low-margin game machines and as development costs rose, but it kept its forecast for a full-year profit increase of 3.1 percent.
Nintendo, known for software titles featuring characters such as Mario, Donkey Kong and Pokemon, is enjoying strong sales of its DS portable game machine, launched late last year, but sold 60 percent fewer GameCube consoles compared with a year earlier.
The company was also hurt during the quarter by a lack of new big software titles. Most of its widely anticipated games such as a new "Legend of Zelda" for GameCube and "Pokemon Diamond/Pearl" for DS in Japan are expected to launch in the second half.
"I think the results came in pretty much as expected," said Yuta Sakurai, senior analyst for Nomura Securities.
"This is a seasonally volatile industry and Nintendo's biggest games will come later in the year. They didn't change their full-year forecast, so I'm not worried," he said.
Nintendo's consolidated operating profit for the April-June first quarter fell to 3.75 billion yen ($33.35 million) from 17.47 billion yen a year earlier.
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Last year's results were boosted by strong demand for GameBoy Advance software and GameCube consoles.
Total quarterly sales fell 14 percent to 70.7 billion yen.
"The difference in profitability from a year earlier is due to the fact that it hasn't been long since DS entered markets so costs are still high," said Yoshihiro Mori, senior managing director at Nintendo, adding that it usually takes about a year to benefit from mass production.
Nintendo, which dominates the portable game industry with a roughly 94 percent market share, said it sold 1.38 million DS games in the first quarter.
But rival Sony Corp. is threatening its grip with PlayStation Portable (PSP), which it launched in Japan in December and in the United States in March.
Sony on Thursday raised its full year shipment target for the PSP to 13 million units from 12 million units. Nintendo expects to sell 12.4 million DS game machines in the current year.
Analysts believe Sony's PSP is selling slightly better than the DS in the United States while DS sales are a little stronger in Japan.
NEXT GENERATION
Nintendo's GameCube console has never sold well compared with the more popular PlayStation 2 made by Sony or the Xbox by Microsoft Corp. , but Takashi Oya, senior analyst for Deutsche Securities, said the drop in its sales could be one indication of the end of current-generation consoles.
Microsoft, Sony and Nintendo are all expected to launch next-generation game consoles over the next 12 to 18 months.
Sony, which dominates the game console market, raised its PS2 shipment target for the year to 13 million from 12 million, but that is still a 19.6 percent drop from a year earlier.
Nintendo expects GameCube sales to fall 33.8 percent in the current year to 10.2 million units.
"It just shows that the market is finished with current-generation models," Oya said.
Nintendo might still see a small boost in GameCube sales in the latter half of the year, helped by the launches of the much-anticipated new "Legend of Zelda" and "Pokemon XD".
But its game titles are also facing stiff competition, particularly in the United States, from the likes of Electronic Arts Inc. (EA) , Take-Two Interactive Software Inc. and Activision Inc. .
EA, the world's biggest game publisher, reported a quarterly loss on Tuesday on sluggish game sales and it cut its full-year forecast.
Nintendo said in May it expected its operating profit this business year to rise slightly to 115 billion yen from 111.52 billion yen last year.
Net profit for the first quarter fell to 14.12 billion yen ($125.6 million) from 22.64 billion a year earlier.
Shares in Nintendo fell 0.9 percent in the quarter, in line with the Nikkei average , while Sony fell 10.5 percent.
Nintendo shares closed down 0.1 percent at 12,010 yen on Thursday ahead of its earnings announcement. ($1=112.44 yen) (Additional reporting by Yumi Horie) |
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Asher
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Calgary, Alberta
Nov 1999 time: 22:36
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From Gamespy: http://www.gamespy.com/articles/641/641662p1.html
quote: John Carmack's platform of choice for console development is the Xbox 360, and he explained why. But first, a bit of history:
Back in the DOOM era of game development, high-speed graphics were coded at the register level (basically in machine language). Then, as development moved from DOS to Windows and code started being done through APIs, game development became more abstract and higher-level. Carmack remembers a frustrating time when there were literally 20 different graphics chips that game makers had to code for, but nowadays there's only two to worry about. While coding through these layers is sometimes easier, it can also be frustrating. Carmack often finds himself wondering if a mistake was "my fault, the drivers fault, or the hardware's fault?"
Carmack raved about the relative ease of developing for Xbox 360.
But the Xbox 360 was designed to have a very thin API layer. In Carmack's words, he can "basically talk directly to the hardware ... doing exactly what I want."
Here Carmack heaped praise on the decisions that Microsoft has made with the Xbox 360. "It's the best development environment I've seen on a console," he says. Microsoft has taken a very developer-centric approach, creating a system that's both powerful but easy to code for. This is in contrast to Nintendo, Sony, and (formerly) Sega, who generally focused on the hardware.
Carmack ruminated on how throughout history consoles have swung back and forth between providing high-end hardware or development tools. Until the PS1 came out, nearly everything was done at the register level, but Sony's first console shipped with tools to help speed the development process. This was in opposition to the Sega Saturn, which was very powerful but nearly impossible to efficiently code for. Then, with the release of the PS2, Sony flip-flopped: the PS2 had much more complicated hardware and you basically had to program it at the low level again. Then along came the Xbox, which didn't have low-level access but was way easier to program.
Carmack looks forward to what's coming up. "It'll be real interesting to see how this next generation pans out," he said. This time around, the Xbox 360 is coming out sooner and is easier to program; will it be enough to supplant Sony's market lead? |
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Asher
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Calgary, Alberta
Nov 1999 time: 22:36
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UGH.
http://xbox360.ign.com/articles/642/642656p1.html
There will be 2 models on launch, $299 and $399...the $299 "core" package won't come with a HD. 
quote: GC 2005: Xbox 360 Pricing Revealed
Microsoft drops the bill at the German Games Convention.
by Tal Blevins
August 17, 2005 - Today at the Games Convention in Leipzig, Germany, Microsoft unveiled the price of their upcoming next-generation system.
The new 'box will come in two flavors, a core and a fully-loaded model, and will carry two separate price points.
The Xbox 360 core system -- priced at $299.99 in the United States, ?299.99 in Europe and £209.99 in the U.K. -- will come with the console, a wired controller, faceplate, standard audio-visual cable and an Xbox Live Silver membership. An Xbox Live Silver membership allows you to create a user id, download game content, access the Xbox 360 marketplace and gives Live users the ability to chat with friends. It does not, however, allow users to play games online. To do this, Silver members must upgrade to a Gold membership.
The Xbox 360 fully-loaded system -- priced at $399.99 in the United States, ?399.99 in Europe and £279.99 in the U.K. -- will come complete with the console, a wireless controller, a 20GB detachable hard drive, a faceplate, headset, component HD audio-visual cables, an Ethernet cable, Xbox Live Silver membership and, for a limited time, an Xbox 360 media remote.
The Xbox 360 will launch in North America, Europe and Japan this holiday season. Expect to hear more about the Japanese launch and pricing at the upcoming Tokyo Game Show, which takes place in mid-September. |
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