Nintendo Connect Technical Specifications
The Nintendo Connect is a handheld gaming device very similar to OTL's Playstation Vita in both form factor and functionality. A smidge more powerful than OTL's Vita (and significantly less powerful than the Apple Gemini), the device features a quad core CPU and a dual core GPU, along with 512 MB of RAM. It has a cartridge slot for games (rather than the Supernova's disc slot) and it also takes microSD cards, distinguishing it from OTL's Vita (it also has 8GB of on-board flash storage, which the Vita did not have). It has a touchscreen in front and a touchpad in back, and features controls virtually identical to OTL's Vita, with two exceptions: the device has L2 and R2 buttons next to the L/R buttons, and the dual control sticks click, allowing for L3/R3 control as well. The main technical quirk of the Connect is its connectivity with a wide variety of multimedia devices, including built-in Remote Play support for the Nintendo Sapphire and the upcoming next generation Nintendo console (which will be completed with a patch after that console's release). It can also connect with other Nintendo and Sony devices, and if the user has a Sony television, it can interact with that television in a number of ways. The system can export visual and audio output to the television, enabling the player to use the Connect as a controller while playing their game on the TV. It can be used as a visual remote control for the TV with a built-in app (with the screen displaying program information and even capable of doubling as a picture in picture with the Connect's on-board flash storage as a DVR). It's capable of using Bluetooth to connect to paired wireless speakers (and they don't have to be Sony speakers). It can interact with the user's smart home devices as well. Capable of connecting with dozens of electronic devices out of the box (and eventually thousands thanks to patches and updates), the Connect is capable of being used as a full multimedia hub and device controller in addition to its numerous gaming applications.
The Connect comes in four colors out of the box: white, gray, aqua blue, and cosmo black/purple. The Connect has immediate access to Nintendo's virtual game store, allowing it to download NES, SNES, SNES-CD, Ultra Nintendo, Game Boy, Game Boy Nova, and Game Boy Supernova games immediately, along with all Connect releases. However, it isn't and will never be capable of playing Wave games via digital download (though dozens of Wave games will find their way to the device via ports/remakes). This will ultimately leave the Nintendo Wave as the only Nintendo system not capable of being played on the Connect via emulation or streaming, which still makes it almost a perfect legacy Nintendo device with incredible value even if one never plays any of its games. Though the Connect isn't packaged with any games out of the box, games themselves retail for $39.99 and come in both physical and digital versions.
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Launch Title Summaries-
The Legend Of Zelda: Tower Of Sentinels
The Legend Of Zelda: Tower Of Sentinels is a 3-D adventure game exclusive to the Nintendo Connect. Designed to be a fully featured 3-D Zelda title, the game takes place entirely within a grand tower reaching miles into the sky, which Link must climb in order to save Hyrule from an ancient cataclysm said to be caused by a great and powerful artifact that rests atop the tower, which is revealed to be the Dark Triforce, a corrupt and inverted version of the Triforce that grants the worst nightmares of those in its domain. Link must battle his way up this ancient tower, along the way fighting six mighty beasts known as Sentinels, who lurk at important points within the tower. The tower is a world all its own, with multiple dungeons contained within its walls, as well as an entire civilization known as the Skydwellers, a race of ancient Hylians with angel-like wings who float between secret passages in the tower and have constructed their own cities. Link will acquire all his familiar weapons and items in the tower, including bombs, the Bow, the Boomerang, the Lantern, the Hookshot, and more, with some brand new weapons and items also able to be acquired. Among them are the Sticky Gloves, which give Link Spider-Man esque powers to climb walls and shoot goo, and the Winged Suit, which enables Link to fly short distances. He'll also need to upgrade his sword from a wooden sword to a metal sword to what's called the Fabled Sword, said to be wielded only by legendary Skydweller champions. As Link traverses the tower, he'll acquire keys to a massive elevator that lets him travel between previously explored floors. The tower itself has 500 floors in all, and it's possible to visit each and every single one during the course of the game, with the game's six dungeons all spanning between 12-100 floors each, and towns spanning several floors on their own. The game makes beautiful use of the Connect's technology, and though the Connect isn't as powerful as the Sapphire, the game's graphics can at times look almost as good as those in Spirit Of The Woods, mostly thanks to the Connect's smaller screen relative to the player's television. There are some truly stunning sky visuals as Link occasionally traverses the outside of the massive tower, with some players reporting getting vertigo from playing certain parts of the game. The dungeons are actually quite varied despite being in the same building, with different themes for each dungeon, including a rain-themed dungeon, an electricity-themed dungeon, and even a living dungeon surrounding a massive beating heart. Some memorable characters are introduced in the game as well, including a Skydweller warrior named Cordu, a Skydweller elder named Edron, and a beautiful Skydweller warrior priestess named Vanora. Of course, Zelda also makes an appearance as the princess of the Skydwellers, with her own set of angel wings and a warrior spirit of her own. The primary antagonist of Tower Of Sentinels isn't Ganon, but is instead a fallen Skydweller named Destrael, who invoked the Dark Triforce as revenge for the Hylians banning his people to the tower and raising the Sentinels to keep them prisoner. It's revealed that the Hylians are the ones who corrupted the Dark Triforce to keep the Skydwellers trapped, invoking their worst nightmare of being prisoners to erect the tower for them, and Destrael used the force of his will to twist that nightmare into one that would affect Hyrule. Zelda was once a Hylian, but she decided to become a Skydweller as pennance for the imprisonment of their people, and now only she and Link can stop Destrael's plans. The final battle with Destrael takes place on the roof of the tower, which is so high up that it's possible to see the curvature of the Earth, making for a spectacular final boss sequence. Eventually, Link and Zelda defeat Destrael, saving Hyrule and freeing the Skydwellers from their curse. The tower collapses, but with the help of the restored Triforce, Link and Zelda aid everyone's escape. The Skydwellers roam free in the skies above Hyrule, while Zelda reclaims her rightful place on the throne of Hyrule.
Tower Of Sentinels gets a strong critical reception, but compared to some recent Zelda games, it's seen as a bit underwhelming. Though a great effort is made to differentiate the dungeons, they're seen by some as being repetitive nonetheless, and the boss battles are also a bit on the unoriginal side. The game is still a great, epic Zelda title and a beautiful visual spectacle, and despite the criticisms, is still a critical and commercial success.
GameRankings Score: 88.27%
Wave Race
The latest Wave Race title, Wave Race for the Nintendo Connect takes the series' classic formula and leaves it largely intact, but improves significantly on visuals and the amount of different things to do in the game. In addition to the traditional stunt modes and race modes, there's a brand new adventure mode which combines the two, and a bevy of creator modes, including track and character creators. The game has a fully featured online mode as well, with competitive racing for up to twelve players at once. Combine that with stunning visuals (the best looking water ever seen on a gaming handheld), amazing sound (including a beautiful original score and some voice acting for adventure mode and stunt mode), and the game's huge amount of content, and this is another amazingly fun Wave Race game and another massive hit for Nintendo.
GameRankings Score: 90.41%
Parcels: Special Delivery
Satoru Iwata's brainchild franchise launches its first ever handheld installment on the Connect, and the gameplay remains largely the same: deliver a variety of packages for hundreds of different clients in a big open city. However, there are numerous gameplay additions designed to allow the player a lot more freedom in their playstyle. For the first time, it's possible to hire couriers to deliver packages for you, and each one has their own distinct skills and personality. It's also possible to do stunts on the player's delivery scooter, which can score points and impress clients and potential hires (while also just being fun to ride around the city doing insane scooter stunts). There's plenty to do in Parcels: Special Delivery, and while it's not for everyone, it's still probably the best open world game launching for the Connect.
GameRankings Score: 83.98%
Infinitia
Squaresoft's brilliant launch RPG for the Nintendo Connect, Infinitia is comparable to games such as Bravely Default IOTL, and contains many of the same mechanics, including character classes and the ability to risk one's turns for a chance at a big special attack (unlike in Bravely Default, where you spent turns to take extra turns, here it's more like Octopath Traveler, where you spend turns to power up your attack and unlock special attacks only available through gambling turns). The game has only four playable characters, who stay with you for the entire journey: Rorek, Primrose, Mell, and Falcon (though Primrose shares a name with the OTL Octopath Traveler character, the two are vastly different in personality, sharing only royal blood, Infinitia's Primrose has a much less tragic story). Rorek is a sort of classic hero type, Primrose is a somewhat prim and proper princess, Mell is a more rough and tumble heroine (similar to OTL's Edea from Bravely Default) and Falcon is a morally ambiguous badass with similarities to OTL's Ringabel. The game itself is chock full of references to classic Final Fantasy games, including the presence of chocobos and moogles, but most importantly, two sets of four crystals, which the characters must retrieve in order to battle an ancient evil. The game world is absolutely huge, spanning multiple continents and featuring dozens of towns and dungeons... and that's just the overworld: just like Final Fantasy IV, there's an entire underworld with its own set of crystals, towns, and dungeons to explore, one that opens up about 40 percent of the way through the game. The game's score is composed by Naoshi Mizuta, who composed the score for OTL's Final Fantasy: The 4 Heroes Of Light, and his score for that game shares a lot of similarities with the score for Infinitia. The game is fully voice acted and dubbed in English, with voice acting both inside of battle and out of it in cutscenes and in the game itself. The game's graphics, while not quite cutting edge for the Connect, are still quite beautiful, done in a more artistic style that resembles Bravely Default with more detail and definition (basically Bravely Default if it was done for the Vita). The game's plot sees its four heroes racing against a powerful empire to retrieve four crystals, with the empire led by three people: the mighty Emperor Brannock, his right hand man, the Dark Knight Atruin, and his fairy adviser, Lady Aetheria (basically OTL's Airy with a more grown-up, femme fatale look). Atruin is linked to both Primrose and Falcon, serving as an ex-lover to Primrose and a former mentor to Falcon, but his early viciousness leads players to believe that he could end up being the game's main villain. Of course, Brannock is a red herring, but the heroes do fight him for the final time about 70 percent through the game (after the villains claim the last of the eight crystals). Then, he's betrayed, not by Atruin, but by Aetheria. Atruin is disheartened by this turn of events, but remains a villain, though after a crucial revelation, he goes on a paladin quest not all that unlike Cecil's. This leads up to a brutal scene in which Atruin, now a paladin, sacrifices himself to try and take down Aetheria, who herself is serving a being known as Dark Krystaxis. Primrose and Falcon (who had his own redemption quest during the course of the game) are both devastated by Atruin's death, but the quest goes on and the heroes eventually defeat both Krystaxis and Aetheria to save the world. Of course, in addition to the 50+ hour main quest, there are a massive number of sidequests both during the main game and the postgame, with several superbosses and plenty of opportunities for grinding and character optimization. It's possible for hardcore players to spend over 200 hours playing Infinitia, and many do. The game is considered a brilliant handheld JRPG, one of the biggest and most epic ever created, with some calling it the best RPG of all time and a potential Game of the Year contender. It's the best critically reviewed game of the Connect's launch lineup, and a massive best seller in Japan, though it does only moderately well in the States.
GameRankings Score: 91.96%
Call Of Duty: Green Beret
Intended as a major third party launch title for the Connect, Call Of Duty: Green Beret can be compared somewhat to Black Ops Declassified in terms of graphics, but it's a significantly better game, with a wider variety of missions and better gameplay as well. Its protagonist is a Green Beret soldier sent in to take down a terrorist warlord, but who becomes tangled up in the activities of a corrupt mercenary squadron which tests his loyalties to his country and to himself. The game's campaign is fairly short, but it makes up for that with a strong multiplayer component that can be enjoyed both locally (with players who have their own Connect systems and a copy of the game) or online. While still not considered as good as a main series Call Of Duty game (and vastly inferior to the critical darling Nightfall), it's absolutely better than OTL's Vita game, and its sales reflect its quality.
GameRankings Score: 78.10%
Connectsquare
A fast-paced puzzle title meant to take advantage of the Connect's touch screen, this Bejeweled/Candy Crush-esque game developed by Ubisoft is underwhelming commercially, but gets great reviews, and in the absence of a World of Color game for the Connect in 2011, this is an acceptable substitute.
GameRankings Score: 86.50%
Pistol Smoke
A third person open-world shooter developed by Rockstar, this cel shaded game is surprisingly violent and features a gangster out to avenge his friend by any means necessary. One of the more hyped third party games of the Connect launch, it's no Grand Theft Auto and ends up being somewhat of a critical and commercial disappointment.
GameRankings Score: 72.70%
Assault Soldier
A third person shooter with a very seventh-gen-esque graphical style but fairly generic gameplay. It's intended to be released at the launch of the Gemini, but is delayed a couple weeks until the end of November. It does make it onto the Connect at the launch of that system. While technically impressive, there will be much better shooters on the new handhelds, and after strong initial sales, the buzz dies down.
GameRankings Score: 74.44%
Fort Defenders
A relatively generic tower defense style game, and not really worth mentioning other than the fact that the Connect gets a tower defense game at launch and the Gemini doesn't (unless you count one of several superior tower defense games available on the iTunes Store at launch).
GameRankings Score: 61.56%
Madden NFL 2012
NBA Elite 12
FIFA 12
Tony Hawk: Legends Of The Park
Thrillseekers: Motocross
There's not much to say about these ports that hasn't been said as part of the Gemini post, it's just worth mentioning that these games are also on the Connect at launch. All of them are slightly inferior to their Gemini counterpart in terms of graphics, though Tony Hawk and Thrillseekers are virtually identical, and Madden NFL 2012 isn't as fully featured as it appears on the Gemini. All would get GameRankings scores ranging from about 15% below the Gemini version (in Madden's case), to around 1-2% below (in the case of the Activision extreme sports ports).
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December 6, 2011
The Nintendo Connect is launched worldwide at an MSRP of $249.99. Initially announced to launch on December 2nd, the Connect's launch was pushed back a few days in September to accommodate more production and promotion. Like the Gemini, it doesn't come with a pack-in game at launch, but its price makes it immediately competitive with the Apple Gemini, and indeed, it would sell more units in North America (916,532), Europe (397,814), and Japan (860,445) in its first week than the Gemini did. In fact, the Connect enjoys the best launch of any handheld system ever, with more than two million units sold worldwide. It would launch with 14 games in North America, 12 in Europe, and 13 in Japan. Overall, the Gemini's games would get a slightly better reception from both critics and fans, with fans in particular considering The Legend Of Zelda a slight disappointment, and the multiplatform ports being widely considered inferior to those launched on the Gemini. The Connect would also enjoy a slightly lower software attach rate at launch despite the lower overall price of the system. However, critical assessments aside, Nintendo considers the launch of the Connect an overwhelming success, and the system continues to sell strongly in the days leading up to Christmas, while the Gemini would see its sales fall off more quickly.
Here are the launch week sales figures for the 14 launch titles, based on North American sales (on a total of 916,532 first week units sold in North America):
The Legend Of Zelda: Tower Of Sentinels: 425,796
Call Of Duty: Green Beret: 180,663
Parcels: Special Delivery: 123,701
Wave Race: 108,313
Infinitia: 80,615
Madden NFL 2012: 69,487
Assault Soldier: 59,387
Tony Hawk: Legends Of The Park: 54,859
Thrillseekers: Motocross: 48,612
NBA Elite 12: 45,214
Pistol Smoke: 38,415
FIFA 12: 34,715
Connectsquare: 31,234
Fort Defenders: 9,873
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December 19, 2011
Satoru Iwata was quite pleased as he reviewed the initial sales figures for the Nintendo Connect's hardware and software. He was particularly pleased to see that Parcels: Special Delivery was the third most popular launch title worldwide, behind The Legend Of Zelda: Tower Of Sentinels and just behind Squaresoft's Infinitia, with nearly half a million units sold worldwide in its first week of release. While Iwata didn't consider himself to be nearly as good a game designer as Shigeru Miyamoto, he was quite happy to know that so many people were enjoying his game, and he was also pleased to read the comments made about the Connect, particularly by children and parents who were enjoying playing the Connect together. He viewed the Connect as strictly a game device, with much of the other functionality coming from the Sony side of hardware development. He thought it was interesting that it was capable of doing so many other things, and he did like the fact that it could be played on a television screen without the use of wires, but he enjoyed playing it on the go, as did most of the people in the comments that he read.
He was reviewing the results alongside Shawn Layden, the president of Nintendo of America. While Layden had stayed mostly out of the public eye (instead, NoA VP Bill Trinen carried the public speaking duties), he had quietly guided the sales and promotion of the Sapphire and Supernova in North America, and had done quite a good job. Sapphire sales were trending slightly behind those of the Nintendo Wave, and the console was actually trailing the iTwin in North American and worldwide sales, but the system was still an unmitigated success, and it and its games had kept Nintendo's profits high. Meanwhile, the Supernova had enjoyed sales somewhat above what the Nova had accomplished, and while not a runaway success, had thoroughly trounced the iPod Play after a somewhat rocky start. Now, the Connect was poised to be Nintendo's next big handheld success, and would pave the way for the launch of Nintendo's next-gen Sapphire successor, already deep in development.
“The Connect is poised to sell more than twice as many units as the Gemini over the month of December,” said Layden, reviewing his own copy of the sales figures. “Our promotional campaign has been a big success, and it doesn't hurt that we were able to launch at fifty dollars less than the Gemini, and with a flagship Zelda title to boot.”
“I hope we'll be able to produce more games quickly,” said Iwata. “It's worrisome that we don't have a Mario title ready...”
Nintendo had been planning to release a new Mario game for the Connect, but didn't want to overshadow its upcoming Sapphire game, Super Mario Laboratory. A Mario title was planned, but wouldn't see release until 2013 at the earliest... the company was hoping that its other franchises could attract players before then, with a new game in the Pokemon series planned for 2013 as well.
“We've already got plenty of third parties lined up to create games for the Connect, and Sony is ready to give us software support as well. Games won't be a problem.”
Iwata was already brainstorming ideas in his head for potential original games to create for the Connect. The new touchscreen technology had limitless potential, particularly the back touchpad. If there wasn't a Mario game ready in a couple years, he'd try to make at least one game of his own.
Iwata was also thinking about the future of Nintendo's home console business. Their new console, which was also being made in conjunction with Sony, was poised to be significantly more powerful than Google's upcoming machine, and he imagined it would be more powerful than Apple's as well. He knew that Apple's next machine would involve virtual reality and motion control of some sort, but he wanted to create new experiences that could be made possible via traditional gaming technology. While virtual reality would eventually become a priority for Nintendo's next generation console, he wanted to keep things simple, a formula that had been successful for Nintendo in the past and would certainly be so in the future, as long as the games were good.
“Next year, we'll be announcing our next system,” said Iwata, sitting down at his desk. “I want the Sapphire and the Connect to remain fresh in players' minds up to and after that announcement. We need to keep producing games, fun games, lots of games... and not be afraid to innovate, even on the Sapphire in the last couple years of its lifespan.”
“So, we'll gear our promotion toward pushing more unique games? Games like Hoseki, ones that offer unique experiences?”
“Correct... with an emphasis on fun.”
Layden had ideas as well... ideas for promoting Nintendo's new system. It didn't have a name just yet, but Layden had a good one in mind.
“If we're going to use this system to promote the idea that powerful technology can be used to push innovative styles of gameplay, why not emphasize that this new system merges the real world and the world of games in a way that's never been done before?”
Layden showed Iwata his proposal. Iwata looked at it and nodded.
“It's promising,” said Iwata, “though I will have to look at other name proposals as well.”
“Just don't call it the Nintendo Diamond,” said Layden. Iwata laughed.
“No, no, we won't be using another jewelry name for the new console.”
Iwata looked at Layden's proposed name again. It did invoke a sense of power, but also a sense of wonder, as if Nintendo's new machine was going to alter your perception of the world and become, well... your new Reality.
The Nintendo Reality... it is the best name proposed so far, but there is still time for someone to propose another. Still, I do like it. And yes, it does sound much better than Nintendo Diamond.