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Nintendo putting an end to Wii repairs after March 2020 in Japan

End of an era

Nintendo has announced that they're going to stop taking on Wii repairs in Japan after March 31st, 2020. Nintendo has said that they'll be stopping the service due to difficulty in securing the parts required. Nintendo will stop offering these repairs when they run out of parts in stock.

IP attorney says Nintendo's legal victory against iLife is a warning to other patentees

Be warned!

All the way back in 2013, iLife filed a lawsuit against Nintendo pertaining to the Wii. iLife claimed Nintendo's Wii Remote tech infringed on one of their patents. That legal battle has been going on ever since, but earlier this week we found out Nintendo has emerged victorious.

This was a particularly ugly legal battle that many lawyers were keeping an eye on. Following Nintendo's victory, law firm and gaming IP specialist Dorsey & Whitney shared a statement from Ryan Meyer, an intellectual property attorney at the company. Meyer says that this outcome is a warning to patentees with overly-broad claims. Check out Meyer's full statement below.

"The iLife ruling provides another example of the patent ineligibility of using conventional hardware to implement a conventional, abstract idea.

The iLife decision is a warning to patentees, particularly with respect to computer hardware-implemented inventions, that overly broad claims are more likely to be found to be patent ineligible. As a precaution, patentees should identify the most inventive features of their invention and draft at least some claims directed specifically to those features.

Had iLife been more mindful of the inventive aspects of its technology when drafting its claims, this case might have ended much differently. As the Court noted, iLife’s patent arguably discloses a preferred embodiment with inventive features, but iLife’s asserted claim was found to be invalid because it fails to include any of those features.

iLife is procedurally interesting because, although Nintendo teed up the patent ineligibility issue in a motion for summary judgment, the Court waited to decide the issue as a post-trial judgment as a matter of law, without presenting it to the jury. The Court’s decision was partly based on expert and inventor trial testimony which emphasizes how evidence presented to the jury can affect even non-jury issues."

$10.1 Million Court Case between Nintendo and iLife rules in Nintendo's favor


Back in 2013, iLife filed a lawsuit against Nintendo that claimed that the motion-sensing technology found in a Wii remote infringes on one of their patents. After submitting several more lawsuits over the past few years, a federal court in Dallas ruled the following:

The court concluded that iLife Technologies Inc. was impermissibly trying to cover the broad concept of using motion sensors to detect motion.

As such, Ajay Singh, Nintendo of America’s Deputy General Counsel, has also issued the following statement:

Nintendo has a long history of developing new and unique products, and we are pleased that, after many years of litigation, the court agreed with Nintendo. We will continue to vigorously defend our products against companies seeking to profit off of technology they did not invent.

First 4 Figures "Okami – Amaterasu: Divine Descent" statue up for preorder, new promo videos released

Which one is going to be yours?

First 4 Figures has opened up preorders for their "Okami – Amaterasu: Divine Descent" statue, and there's four different options to check out. The promo videos in this post give a good look at all the different options there are. Give them a watch, and then hit up the link below to plop down some cash on the one you want!


Grab yours here

Dragon Quest X 'Version 5.1' intro video

All sorts of fun in Version 5.1

Dragon Quest X is getting a major Version 5.1 update on Jan. 29th, 2020. We went over the details for that update a few days back, but now we have a trailer to showcase what's to come. See everything Version 5.1 has to offer in the video intro above.

More games hit Switch in 2019 than PS4 and Xbox One combined

A huge year for Switch

NPD analyst and all-around good guy Mat Piscatella has put together some interesting information on the Switch in 2019. According to his calculations, over 1,480 new Switch titles were tracked by NPD in 2019, which is 400 more new titles than the PS4 and Xbox One got in 2019...combined. That shows you just how many devs are flocking to the platform.

Piscatella went a step further and compared the Switch game data to Wii, and you can see just how much more there is to experience on Wii. Obviously that has a lot to do with digitally being a fully-fledged option on Switch, but it's still impressive.

Ubisoft’s #JustDanceMemories campaign raises £60,000 for Alzheimer's Research UK

Dancing for donations

We’re excited to announce that our partnership with Ubisoft, the creator and publisher of Just Dance, has raised an incredible £60,000 for life-changing dementia research – double the original target!

Alzheimer's Research UK joined forces with Ubisoft to celebrate the 10-year anniversary of Just Dance and support our vital work.

People were asked to share an inspiring film on social media, which features Alzheimer's Research UK supporter Lynne, and her mam Anne. The film shows how dance still connects the pair, despite Anne being in the late stages of Alzheimer’s disease.

Ubisoft pledged to donate £1 for every share, retweet or comment on the film and for every use of the campaign’s hashtag #JustDanceMemories.

Thanks to you and the incredible support across social media, Ubisoft doubled its commitment from £30,000 to £60,000.

PlatinumGames co-founder says MadWorld and The Wonderful 101 were the most fun games to make, says working with Kamiya can be 'very painful'

They were certainly fun to play!

http://www.nintendolife.com/news/2019/12/platinumgames_co-founder_says_madworld_and_the_wonderful_101_were_the_most_fun_to_make

Last week, we posted up an episode of Electric Playground that featured an interview with PlatinumGames co-founder Atsushi Inaba. In part of that interview, Inaba is asked to name the games that were the most fun to make. You can see his full statement below, which also includes a snippet about working alongside Hideki Kamiya.

“You always ask the hard questions, trying to make us choose one game.

I guess if there’s one I would have to choose it’s probably MadWorld. It’s one of the first titles we released, and that’s because obviously it’s a Sin City visual design. The team at Clover Studios had just done Okami, which is of course a game about peace, tranquility, these very colorful colors we’re using, and then to go to this violent, dark, brutal world. The one thing the game taught me is that you can have the violence and the brutality, but still turn it into a really interesting game experience, so the visuals – that level of brutality – doesn’t have to mean that the game itself isn’t deep or isn’t a lot of fun, so there was a really unique learning for myself being on that title.

I guess if I had to say one other one, it would probably be The Wonderful 101 because that was the last game I collaborated with Kamiya-san on. Kamiya-san and I both have very strong personalities. We’re very opinionated, we have our own flow, we think about games. I would tell him, ‘We need this level of quality.’ And he would then come back to me and say, ‘No, it needs to be higher in a different way.’ We really do riff off of each other, but it’s also a very painful experience, because you’re really pushing each other in a direction towards excellence, but with that comes a lot of stress and pain and pressure. It’s never an easy experience, but even in the pain of working with him to create an amazing game, there’s still a lot of fun that is had, so I guess if I’m gonna choose a collaborative game where I get to work with Kamiya, Wonderful 101 is the one I thought was a lot of fun. But every single game is fun in its own way, so that’s why these questions are so hard to answer.”

Just Dance 2020 "Infernal Galop (Can Can) by The Just Dance Orchestra" promo video

Who doesn't love the Can Can?

Infernal Galop (Can Can) by The Just Dance Orchestra is available now on Just Dance 2020! Gather your friends and family and Just Dance like nobody’s watching with Just Dance® 2020! The #1 Music Video Game Franchise of All Time*, with over 67 million units sold**, is back this fall. The newest, freshest Just Dance celebrates 10 years of bringing people together with 40 new hot tracks, more stunning universes and exclusive surprises for the players to discover!

Reggie on how Nintendo's analysis of the video game industry lead to the Wii and DS

Two huge success for the Big N

The Wii and DS remain the brightest spots in Nintendo's hardware history. Absolutely phenomenal successes by any measure, both platforms made their way into millions upon millions of homes. In an interview with GameDaily, Reggie Fils-Aime talked about the decisions at Nintendo that lead to the creation of those platforms.

“... with the Wii, it's tough for people to remember, but back in the early 2000s, only about one out of every three people played video games. Also back then, the industry was stagnant and in key markets like Europe and Japan, software sales were actually in decline,” Reggie continued. “And you know, clearly the company thought deeply about this. And to be clear, the thinking happened before I joined the company. The company saw the stagnation of the industry as a result of too much complexity, too many sequels. [They saw] the same general game, but now it's version five or six, the lack of innovation and the lack of fun.

That was their diagnosis. Competing companies saw the answer in more horsepower and more accurate visual representation. And you can clearly see the divergence in the Nintendo DS, for example, versus the PlayStation Portable. You can see divergence and strategy in the Wii, versus what Sony and Microsoft executed in their machines. And so absolutely, intellectual curiosity, asking tough questions to get at the heart of a business problem and proposing solutions that are based on what the issues are versus what your belief set is, is clearly something that the company has done well.”

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