Dance Dance Revolution: Hottest Party Experiment

dance dance revolution hottest party

An 8 week gaming session to see the effects on the male and female human body.

After the unexpected international success of my “Wii Sports Experiment” I thought it was time to put my body through the ringer once again.

This time around my fiance (wife by the time the experiment is over) will be joining me. I plan on keeping an extremely detailed journal on every aspect of the experiment. During my Wii Sports Experiment I kept track of a lot of things, but I had some critisms about not including my diet and some even questioned my photos. I will be filming our before and after shots, so that you’ll get a 360 view of our body. I will take daily photos of my progress, film each time I step on the scale, etc… I plan to make this as accurate and scientific as possible.

I will be keeping track of the following:

- Weight
- BMI
- Heart Rate (at rest)
- Calories burned per session/per game (via BioTrainer)
- Body fat % (via a Digital Body Fat Caliper and a body fat scale)
- Pain/Soreness
- Additional Notes/Findings
- Wii Fitness Age

I plan on taking all of the measurements three times a day to get an extremely accurate number, that way if I weigh myself before a meal or in the morning, it should counter balance my weight before bed or after a meal. Each meal will be documented as well. What I ate, when, calorie content, etc…

ddr wii

I’ll be starting this experiment on September 25th and ending it on November 25th, a full two month experiment. If you’re a trainer/fitness guru that would like to donate any new fitness gadgets or if you want to see me track something else, send me an email or just post a comment below.

After my 9lbs. weight loss from the Wii Sports Experiment, I’m still down 6lbs. I have not put all the weight back, so this may make weight loss even harder. Dance Dance Revolution is already a proven “fitness game”, but since I already have a control variable from my Wii Sports Experiment, it will be a good gaige of how much more (or less) this game will give you a workout.

What is DDR?

Dance Dance Revolution: Hottest Party is an upcoming title for the Wii from Konami being released on 9/25/07. It will be an installment in the popular rhythm game series Dance Dance Revolution. In addition to the traditional dance pad, the Wii version will utilize the Wii Remote and Nunchuk attachment, allowing the user to use their hands while playing. In the demo, a new type of arrow, resembling two vertical lines, signified motioning with the Wii Remote or Nunchuk instead of stepping on the mat.

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Elderly ‘addicted’ to Nintendo Wii

The bridge games have been abandoned and the crosswords put to one side. Instead, the elderly residents of one retirement home in a Birmingham suburb have opted for a slightly more advanced means of entertainment. Pensioners aged 80 and above at the Sunrise Senior Living Centre in Edgbaston are now hooked to the Nintendo Wii, the latest hi-tech video games console.

Taking it in turns with the hand-held controls, the pensioners go head to head against one another in the various games.

The console, which costs about £200, reacts to body motion. The games require each player to carry out appropriate actions depending on what they want their character to do.

For example Wii Tennis, one of the most popular games, requires players to swing their controls as if they were holding a racquet. The golf game works in a similar way.

The craze at the home all started three weeks ago when one of the chefs brought in a console belonging to his son and lent it to staff for the weekend. Diane Rudge, the executive director at the centre, said: “They were absolutely hooked.

“They’re up of their armchairs and moving about and there’s a real team spirit.

“We’re going to invest in a whole library of games so they don’t get bored.”

Bowling has proved to be the most popular game at the home where 90-year-old Barrie Edgar is emerging as a keen star.

Mr Edgar said: “It’s fiercely competitive. We’re all addicts and it’s really bridged the generation gap.

“I’m so glad they got us one of own.”

Next month staff are organising a special tournament amongst the residents with a prize of gift vouchers on offer for the winner.

The games system has proved to be such a success that executives at Sunrise Senior Living are now planning to buy one for each of their 15 residential homes.

If this goes ahead, inter-care home tournaments would take place with teams of elderly residents travelling to other care homes via mini-buses for matches.

Dr Lorna Layward, research manager at Help the Aged, said: “Anything that gets elderly people up off their feet and trying something new is a very good thing.

“There have been no studies into the health benefits effects of this game on the elderly, but we are always encouraging them to stay physically and mentally active.”

Such games consoles have already been shown to burn up calories and help weight loss.

Earlier this year a study by John Moores University in Liverpool found that regular use could help shift 27lb (12.25kg) a year.

Residents, who are aged between 80 and 103, were so enthralled by the games that they demanded that staff purchase one immediately.

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Active Life: Athletic World announced for the Wii

NAMCO BANDAI have today announced that they will be releasing Active Life: Athletic World (working title) for the Nintendo Wii.

The game will put the Wii Remote to use, along with a custom mat controller that lets players manipulate the on-screen action with a combination of hand gestures and movements with their feet across the mat’s eight sensor pads. From rowing and dodging obstacles on a white-water rafting expedition to clearing an obstacle course, each of the game’s more than 10 activities features a unique control scheme designed to provide an active and fun gameplay experience. Keeping track of each player’s in-game accomplishments, Active Life: Athletic World provides detailed information on personal best scores and times as well as updates on the progress of their friends and family with the game. The game also supports unique competitive and multiplayer challenges for up to two players such as mine cart racing and rope climbing on a single mat.

“By combining the motion-based Wii Remote and a custom gaming mat to create an entirely unique gaming experience, Active Life: Athletic World delivers unprecedented interactivity as players use their whole body to take control of the game,” said Makoto Iwai, Executive Vice President and COO, NAMCO BANDAI Games, Inc. “With a wide assortment of timeless games that everyone can enjoy as well as cooperative and  Active Life: Athletic Worldcompetitive multiplayer elements, Active Life: Athletic World is sure to get the whole family off the couch and into the fun.”

The game is due for release in 2008.

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Super Paper Mario recalled by Nintendo

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It appears the European version of Super Paper Mario has a small problem, I wont call it a problem but a programming glitch where certain game events freeze your Wii. The game has been out since quite some time and the situation where the error occurs is so specific, it’s very possible that you may not experience any issue at all. The problem occurs at start of Chapter 2-2 where you meet Mimi and if you talk to her without picking up the key the game freezes, after which you have to restart the Wii and start from the last saved point. The versions affected are UK English, German or Spanish and Nintendo is offering a free replacement for them.
(Full press release after the jump)

When you are playing Super Paper Mario in UK English, German or Spanish, a problem can occur in a very specific situation. Since the situation where the error occurs is so specific, it’s very possible that you may not experience any issue at all.

At the start of Chapter 2-2, you will come across a character called Mimi. She will tell you to go to the farthest room on the first floor to meet a character called Merlee. Enter that room and press the green switch. A trap will be triggered, and a spiked ceiling will descend upon Mario. Before the ceiling reaches him, flip into 3D and jump on it to find a key.

If you pick up the key, you won’t run into any problems. Use it to open the locked door to Mimi’s right. However, if you talk to Mimi without picking up the key, the game will freeze. You will then have to turn off your Wii console and start again from your last save point.

Please note that your game freezing up will not do any damage to your Wii or the game itself, but we do sincerely apologize for this error and the inconvenience caused to your game play experience.

While you can avoid the problem as described above, we want to give you the opportunity to replace your Super Paper Mario game disc free of charge with a new version that doesn’t contain the error. Details about the replacement procedure will be announced shortly on this website.

We hope this problem doesn’t stop you from enjoying Super Paper Mario and would once again like to apologise for any inconvenience caused.

Rockstar Games Presents Table Tennis

Where Wii Sports is a small fix of motion control luxury, Rockstar’s Table Tennis is a full-on effort. Wii Sports Tennis has been one of the best examples of the Wii’s motion control system, but Rockstar has finally stepped up with a more substantial offering. For the record, we asked why Rockstar hadn’t done Wii Table Tennis last Christmas…

Table tennis on Wii is pretty much a direct port of the Xbox 360 version with the ultra-high resolutions swapped out for newfangled motion controls.

The basic control option uses just the Wii Remote on its own, and the computers takes control of your characters movement. As you’d expect, the Wii Remote becomes your bat as you swing it to hit the ball.

Unlike Wii Sports Tennis, however, Rockstar has put together a brilliant system for guiding the ball where you want it to go. You smash the ball left or right with forearm and backhand swings of the Remote. So, for example, if you’re holding the Remote in your right hand, a forearm swing hits the ball left and a backhander knocks the ball right.

You can determine how far over the net your shot travels too. A large, forward-driving swing in either direction will push the ball deep into the other side of the table, while a subtle flick of the wrist will dip the ball just over the net.

Those all-important spin shots are controlled with the Wii Remote’s D-pad. You apply left, right, forward and backspin to your shot by holding the corresponding D-pad direction as you swing.

It’s a simple but intuitive control system and being as Table Tennis doesn’t require a great deal of player movement it doesn’t feel like the CPU control over your player is holding your hand like a child that can’t play games (as in Wii Sports).

But the key thing that Rockstar has done here - and it’s something that Nintendo seems defiantly reluctant to do - is given you the chance to choose your own control system and, in turn, the level of control you have over the game.

What if you’re a hardcore gamer that wants to take it further once you’ve mastered batting? Wii Sports says “no, play me like all the other mums and five-year-olds.” Rockstar says “Sure, have a couple of ‘Advanced’ control methods”, and we smile.

The ‘Advanced’ control method allows you to take full control of your player’s movement with the analogue stick on the Nunchuk controller. All of the Wii Remote functions remain the same, but you can get into positions in anticipation of a trick smash from your opponent, and if you don’t get to a ball in time you can’t blame it on the computer (as your more stubborn mates will no-doubt do when the CPU-controlled option fails to get them there on time).

A third control option seeks to emulate the traditional controls of the 360 version with the Wii Remote and Nunchuk (there’s no option to use the Classic controller, oddly). You control player movement and hit direction with the analogue stick, and you hit the ball just by flicking the Wii Remote in any way you like - it makes no difference.

Playing this way feel nicely familiar, and reintroduces the mechanic of the controller rumbling when you’re about to hit the ball out play, but if you’re going to play it like this you might as well get the 360 version.

We prefer the other more involving control methods, even though it takes about half an hour to calibrate your brain to swing in specific ways to get a desired shot. And if you add character movement to that your mind will be spinning for the first hour.

You’d also be interested to know that, unlike Wii Sports Tennis, you don’t swing the Remote to get an immediate response in the game. It’s more like the 360 game in that you swing in advance of the ball reaching your character and your player takes the swing when the ball gets there (which, at the speedy pace of this game, is a split second later anyway).

We know you might be thinking that sounds rubbish because you want 1:1 control over the motion of your player, but once you get playing it really doesn’t matter - the illusion is still there, you still get totally absorbed into it and we guarantee you’ll have an aching arm after a few tense 60-hit rallies.

Our only concern right now is that Rockstar has online play currently pencilled down as ‘unconfirmed’. You need to confirm that, Rockstar. You need to confirm it’s in there or there’ll be trouble.

Online issues aside, we spent all afternoon playing the game in two-player mode - that’s four hours of non-stop play - and would have been quite happy to stay well into the evening. It’s a good laugh and it just works.

We’ll have more on Table Tennis when a more final version drops onto our laps (with online play in, fingers crossed).

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How the Wii is Winning

The Internet gives market researchers a massive space to mine consumers for opinion of a product. Lucky for inquisitive game companies, if there’s one thing that videogamers love more than playing videogames, it’s praising or utterly trashing games and consoles on Internet message boards. By reading through a few forum threads, you can get the general feel for product sentiment albeit in a small pocket of the Internet.

“In the videogame space, we find that gamers are fairly enthusiastic when they like a product,” says Alan Dean, BrandIntel VP of business innovation.

But if you didn’t notice, the Internet is a big place, and there are lots of people using it to comment on blogs and message boards.

That’s where BrandIntel comes in. The Toronto-based company released its “Top Video Game Console Report: Consumer Insight Monitor,” which claims that sentiment and purchase intent for the Nintendo Wii tops that of Xbox 360 and PlayStation 3.

BrandIntel’s scale rates purchase intent on a five-point scale. The Wii ranks in at over 3.5, the Xbox 360 just under 3.5 and PS3 intent is just above the 3.0 neutral mark. We’ll get to those scores in a moment.

Dean explains further how gamers are often ready to love or hate a videogame product; praising it to high heaven or mercilessly crucifying it. “If gamers like something, scores tend to be very high, over 4.0 in the games space… If [gamers] don’t like it, we tend to see scores that are around 1.0… this is fairly consistent over time,” says Dean.

Data taggers and emotional payloads

So how does BrandIntel aggregate Internet opinion about a videogame console? The firm monitors “Google-esque” amounts of search results across the Internet for consumer discussion forums using proprietary technology. Comments about a product need to have some kind of “emotional payload” to be considered, according to Dean. In order for a comment to be included in the final data, consumers can’t merely mention a console, but must attach some kind of sentiment. BrandIntel utilizes language processing that looks for clues that indicate that sentiment.

Once the technology gathers enough relevant data, a human workforce that Dean calls the “data taggers” actually reads through all of the comments that the technology identified. Then those web conversations are deconstructed and assigned codes that define the topic of console-related conversation: the feature set, graphics, gameplay, library, etc.

“In the videogame console report, we started out with 437,000 hits and through technology we sifted out the duplicates and the other stuff and we wind up with 106,000 web pages of interest,” Dean says. This was then whittled down to 2,000 consumer mentions related to next-gen consoles.

This sentiment is then quantified on the five-point scale. “The middle of the scale is three, which is neutral, where somebody doesn’t say whether something is good or bad. If somebody just says ‘well, I just saw a new ad for the Wii, and I understand that it already comes with a controller,’ That’d be tagged as neutral.”

The rules for quantifying sentiment seem fairly simple. An unqualified positive comment (merely “good”) is a 4/5 on the scale. However, comments like “extraordinary,” “excellent” and “this is the best console ever created” are all rated at a five, for example. Same goes for the negative end of the scale.

“It’s testing at times, but we don’t try and make the scale more than it is. It’s simply a rough and ready kind of guide.” Regardless, he claims the method is consistent.

Dean adds, “These numbers aren’t likely to change dramatically in say, the next two weeks” barring surprise developments such as, for example, a major PS3 price cut tomorrow or if Wiis begin exploding.

“Then all bets are off,” he says.

Are the results accurate? or The Wii as a McDonald’s burger

But is measuring purchase intent via Internet message boards really a good way of accurately testing the market waters? Anyone who frequents message boards knows that many are infested with fanboys whose opinions don’t necessarily reflect the overall market.

A separate analyst, Michael Pachter with Wedbush Morgan Securities, who wasn’t involved with the BrandIntel report says such studies of purchase intent are actually “quite useful and extremely accurate.”

“It’s great data for forecasting, provided that we make realistic assumptions about pricing and functionality in the future,” he says, wryly referring to the importance of one of the main aspects of his job, which is essentially trying to predict the industry’s future.

Pachter says that it’s not surprising that Wii purchase intent is higher than the other two, but he doesn’t believe it’s because Super Mario Galaxy is going to be totally sweet.

“Purchase intent for McDonald’s burgers is higher than purchase intent at Ruth’s Chris steakhouse,” he says analogously. “Of course, a burger costs 69 cents, and the average ticket at Ruth’s is $40, but who’s counting?

“In other words, price is the determining factor of consumer purchase intent. More people buy Fords than Porsches. Ask people which they would buy at the same price, and I’d bet that 99 percent pick Porsche. Ask them which they’d buy if the price was only 50 percent higher for a Porsche (instead of 400 percent), and the numbers would skew dramatically in favor of Porsche.

“At $249 with a game, the Wii is a bargain. Once the PS3 is $299 and the 360 is $249, the Wii will probably be $149, and purchase intent will shift. Once Blu-ray becomes the high definition movie standard, purchase intent will again shift,” Pachter states.

While Pachter says that price is the determining factor for purchase intent (at the same time likening the Wii to a McDonald’s hamburger), BrandIntel gaming analyst Gerrard Suyao says other factors play a large role as well.

“Wii is very much ahead of PS3,” Suyao says, citing Wii’s lower price point, intuitive control and a subsequent appeal to the casual gamer as reasons for its appeal.

“On top of that, games like Super Mario Galaxy and Super Smash Bros. are creating positive word of mouth.”

Suyao believes that the PS3, priced twice as much as the Wii, is closing in on a crucial time during which it needs to deliver on all its promises. “Everybody knows that PS3 has a lot of potential,” he says. “Its processors are very powerful. It’s just that Sony needs to lower the price to compete with the 360, even. I think PlayStation Home might be pretty critical…If that doesn’t follow through and meet expectations, I think that might be the end of the PlayStation—well, never say never, but online will be crucial, I think.”

Arguably even more interesting than the Wii is the more expensive Xbox 360, whose purchase intent remains competitive with the Wii despite Microsoft’s public admission of widespread design flaws in the hardware. Thanks in part to an extension of the Xbox 360’s warranty (which resulted in more than a $1 billion charge for Microsoft), consumers seem to have remained loyal.

“That’s pretty indicative about how strongly gamers feel about their intent to purchase no matter what happens to the console,” Suyao believes. “Those faulty consoles were a pretty big deal… but the intent to purchase didn’t waver too much.”

Dean adds that Xbox 360’s purchase intent is indicative of Microsoft “handling the situation effectively.” It’s also indicative of just how far a billion dollars can go.

BrandIntel believes the results of holiday sales will be quite revealing, and could help industry watchers map out more accurately where exactly this console war is going. But neither Sanyao or Dean are willing to place their bets on any console, even the Wii.

“Nintendo is really well positioned,” Dean admits. “They’re not competing on the same metrics as the other consoles. In effect, the gamble they took has paid off very handsomely for them.”

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