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Vi uma matéria no Engadget (abaixo) e vi que aqui ainda não tinha tópico sobre o tal QOL. Vamos usar esse tópico pra centralizar as informações. Essa matéria fala sobre um novo depósito de patente da Nintendo que explica um pouco mais sobre o que pode vir a ser o produto QOL da Nintendo. Nintendo wants to build a sleep monitor with a projector July 25th 2015 at 9:34pm Nintendo first announced its intention to develop a sleep monitor as part of its "quality of life" initiative in 2014. Now, thanks to a recently published patent unearthed by NeoGAF forum members, we have an idea of what the system could look like. The gamemaker is apparently planning to build a sensor-laden alarm clock-like gadget that's equipped with a projector. Since the documents are mostly in Japanese, we only have their summaries and the device's illustration to go by, which you can see below the fold. It's unclear at this point if the sleep monitor is a two-device system, or if it's just the dock and the handset-like drawing is merely the user's smartphone. Either way, Nintendo's tracker will be equipped with sensors, microphone and a camera that will keep track of the user's temperature and pulse rate, among other things. It will then use the data it collects to assess a user's emotional state and calculate his/her "sleep score" -- the person's stats and results will be projected on the wall or the ceiling. Some people will undoubtedly find all those sensors a bit too intrusive (perhaps even creepy), but this is just a patent anyway. We'll know the monitor's features for sure when Nintendo releases it, which according to IGN could be sometime in 2016. --- Mais informações A patente na íntegra (em japonês): http://www.freepatentsonline.com/WO2015107681A1.pdf Abaixo, uma matéria da Forbes de outubro de 2014 que resume bem tudo o que se sabia sobre o QOL até aquela data: Nintendo Explains Its Mysterious 'Quality of Life' Tech At Last OCT 30, 2014 @ 5:06 PM Buried in Nintendo’s financial briefing yesterday, which boasted increased hardware and software sales, was a revelation of something the company has been teasing for a while now. Nintendo has previously said that they were planning an upcoming project that would be related to “Quality of Life,” yet not be explicitly video game related. But past that, they also said it wouldn’t be a wearable device, as is so often the trend these days. A non-wearable, non-video game, “Quality of Life” product from Nintendo was an enigma for months, but now the riddle has been solved. And it’s exactly as weird as you may have imagined. The device is a touchless sleep sensor, a product which will sit by a user’s bed to track their sleeping habits at night. Nintendo’s “Quality of Life Sensor,” as they call it. “Fatigue and sleep are themes that are rather hard to visualize in more objective ways,” said Iwata. “At Nintendo, we believe that if we could visualize them, there would be great potential for many people regardless of age, gender, language, or culture.” Naturally, this will remind many of the never-released Nintendo Vitality Sensor, but Iwata said that device didn’t make it to market because users had to touch/wear/operate it, whereas they have to do none of that with the sleep sensor. Nintendo is partnering with American medical device company Resmed for the product, which will measure a user’s sleep patterns and offer suggestions for improvement. Resmed actually just came out with a device that sounds more or less identical to Nintendo’s own sensor, as it also is a touchless sleep monitor, and it syncs with a smartphone app. But Nintendo says their unique position of knowing how to properly gamify things will be essential in getting users to adopt their own product. Gold coins for consecutive hours of REM sleep, perhaps? As for why Nintendo, who has been struggling as of late to ensure their continued survival as a force in video gaming, would focus on such a device that seems entirely outside their usual fare, well, that’s a question only Nintendo can answer. But really, it’s probably summed up best by saying “Well, they’re Nintendo.” The company marches to the beat of its own drum and has for decades. This could be another Vitality Sensor debacle, even if they try to distance themselves for that device, or it could be a product that catches on. It does seem further away from video gaming that nearly anything else they’ve done in years, but perhaps it will somehow be 3DS or Wii U integrated in a way that isn’t yet being explained. I think most Nintendo fans are more curious about what plans they have for their upcoming video game hardware than their adventures with touchless sleep sensors, but again, Nintendo does what Nintendo wants. Hopefully we’ll hear more about this soon.
Porra depois da mudanca parece que nada quer funcionar. O Dynavision nao quer ligar. A luz acende, tanto o rf quanto o av parecem dar sinal na tv, mas nada do jogo rodar. Abri ele pra checar se, sei la, algum capacitor vazou e tudo parece normal exceto pelo sujeira. Com o que posso tentar limpar a placa mae dele?
Eu estava procurando velharias por ai e encontrei esse blog. Achei foda e recomendo fortemente pra quem não conhece: http://blog.beforemario.com/p/list-of-toys-and-games.html O blog mostra os brinquedos e demais produtos da Nintendo de 1965 a 1983. Vale a pena conferir.
Vamos postando as news aqui. Algumas informações aleatórias: The twelve minigames of Nintendo Land are based off popular Nintendo franchises, and are designed to incorporate elements which utilize the features of the Wii U Gamepad, often in conjunction in with other players using Wii Remotes and Nunchucks (with some games supporting up to five players in this configuration). The combination of Wii Remotes and Wii U GamePads allows for what Nintendo calls "asymmetric gameplay," where plays have different experiences depending on which controller scheme they use. Takamaru's Ninja Castle Based off the 1986 Family Computer Disk System game Nazo no Murasame Jō (also released as a Virtual Console title), the player uses the GamePad's touchscreen to launch paper shuriken at waves of enemy ninjas. The controller can be tilted in order to change the trajectory of the throws. Luigi's Ghost Mansion Based upon the Luigi's Mansion series, up to four players must try to find a ghost in a maze, and weaken it by shining their flashlight towards it. The ghost is controlled by a player using the GamePad, who plays using the screen on the controller. The ghost remains invisible to the remaining players (unless the flashlight is shined at it, or lightning strikes illuminate it), but their respective controller will vibrate if the ghost is near them, requiring cooperation in order to catch the ghost. The Legend of Zelda: Battle Quest Based upon the Legend of Zelda series, up to three players use their swords to fight enemies. One more player uses their GamePad to control a player in the rear of the pack bow and arrow. The player with the GamePad can also lift their controller to spy for sniping enemies. To reload their bow and arrow, the player must put the controller on a flat surface. Animal Crossing: Sweet Day Based on the Animal Crossing series, four players control animals trying to collect candies as a team before they get caught by one of two guards who make them drop candies, controlled by another player using the GamePad. As players collect more candies, their movement becomes slower, making it easier for them to be caught. Donkey Kong's Crash Course The player uses the GamePad to tilt a trolley through a platform-based obstacle course, influenced by the original Donkey Kong arcade game. The analog sticks can be pressed in to activate levers and switches. F-Zero A game based off Nintendo's futuristic racing game F-Zero was revealed during Nintendo's developer presentation later in the day after their press conference, where the player must race down a track and avoid obstacles placed by the other player using the GamePad.