New Super Mario Bros. U announced
As you can't have a Nintendo platform without a Mario game, the company announced one during its E3 showcase today. New Super Mario Bros. U continues the four-player co-op tomfoolery from NSMB on Wii, but also lets someone help them out using the game pad.
As you can't have a Nintendo platform without a Mario game, the company naturally announced one during its E3 showcase today. New Super Mario Bros. U continues the four-player co-op tomfoolery from NSMB on Wii, but also lets someone help them out using the tablet.
In 'Boost Mode,' the player with the tablet can place blocks that speed the characters along. Handy if you've got four friends who want to play, then, or simply for speedrun fun.
A wingsuit, blowing bubbles, level-illuminating orbs, underwater sections, and the usual Mario merriness were on show too.
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Alice O'Connor posted a new article, New Super Mario Bros. U announced.
As you can't have a Nintendo platform without a Mario game, the company announced one during its E3 showcase today. New Super Mario Bros. U continues the four-player co-op tomfoolery from NSMB on Wii, but also lets someone help them out using the game pad.-
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Main Application Processor
PowerPC architecture.
Three cores (fully coherent).
3MB aggregate L2 Cache size.
core 0: 512 KB
core 1: 2048 KB
core 2: 512 KB
Write gatherer per core.
Locked (L1d) cache DMA per core.
Main Memory
Up to 3GB of main memory (CAT-DEVs only). Note: retail machine will have half devkit memory
Please note that the quantity of memory available from the Cafe SDK and Operating System may vary.
Graphics and Video
Modern unified shader architecture.
32MB high-bandwidth eDRAM, supports 720p 4x MSAA or 1080p rendering in a single pass.
HDMI and component video outputs.
Features
Unified shader architecture executes vertex, geometry, and pixel shaders
Multi-sample anti-aliasing (2, 4, or 8 samples per pixel)
Read from multi-sample surfaces in the shader
128-bit floating point HDR texture filtering
High resolution texture support (up to 8192 x 8192)
Indexed cube map arrays
8 render targets
Independent blend modes per render target
Pixel coverage sample masking
Hierarchical Z/stencil buffer
Early Z test and Fast Z Clear
Lossless Z & stencil compression
2x/4x/8x/16x high quality adaptive anisotropic filtering modes
sRGB filtering (gamma/degamma)
Tessellation unit
Stream out support
Compute shader support
GX2 is a 3D graphics API for the Nintendo Wii U system (also known as Cafe). The API is designed to be as efficient as GX(1) from the Nintendo GameCube and Wii systems. Current features are modeled after OpenGL and the AMD r7xx series of graphics processors. Wii U’s graphics processor is referred to as GPU7.
Sound and Audio
Dedicated 120MHz audio DSP.
Support for 6 channel discrete uncompressed audio (via HDMI).
2 channel audio for the Cafe DRC controller.
Monaural audio for the Cafe Remote controller.
Networking
802.11 b/g/n Wifi.
Peripherals
2 x USB 2.0 host controllers x 2 ports each.
SDCard Slot.
Built-in Storage
512MB SLC NAND for System.
8GB MLC NAND for Applications.
Host PC Bridge
Dedicated Cafe-to-host PC bridge hardware.
Allows File System emulation by host PC.
Provides interface for debugger and logging to host PC.-
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The only difference I see is that the gamepad requires the WiiU unit. It's the size of a tablet, it records and plays video, it streams video wirelessly, texts, interacts with the internet and so on.
I'm not trying to rag on you or anything. If they really do screw up and only have a short cord like the PS3's, then I'll be pretty disappointed to have to buy an extension.
I just don't think 3-5 hours of battery life is a huge deal breaker.
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