They will probably announce US release date for the WiiFit and some WiiWare games.
``WII FIT: Creating a Brand New Interface for the Home Console Takao Sawano Game Design/ 60-minute Lecture Overview: A fitness video game? Nintendo developers were challenged from the start when given the directive to develop an application for daily use that enables you to have fun while monitoring your fitness. Takao Sawano, the principal Wii Balance Board developer, discusses how his team ended up creating an unprecedented new game controller that will have a far-reaching impact for both casual and core gamers in WII FIT and beyond. Attendees will learn about the development of WII FIT as well as how the product, which recently launched in Japan, is already turning family living rooms into private fitness clubs.
Creating Spielberg's BOOM BLOX Louis Castle Game Design/ 60-minute Lecture Overview: This presentation focuses on the unique production and design processes used to create BOOM BLOX, a Spielberg | EA original game for the Nintendo Wii shipping early this year. BOOM BLOX was created highly collaboratively with Steven Spielberg by a very small team in a relatively short period of time. Dozens of unrelated playable prototypes were created which focused on game play compulsion loops built around the Wii controller to determine which would create the most entertai
Development - SUPER SMASH BROS. BRAWL Masahiro Sakurai Game Design/ 60-minute Lecture Overview: One of the strengths of Nintendo is its great number of character franchises. SUPER SMASH BROS. BRAWL builds on this legacy by providing a unique experience for Wii, leveraging many popular characters from the history of Nintendo and beyond. However, integrating so many different characters, each with its own personality, is no easy task, especially when characters from other publishers are willing to join the brawl. The man behind SMASH BROS., Masahiro Sakurai, discusses how he has approached this unique game series.
Implementing Ragdoll Physics on the Nintendo DS Eric Brown Programming/ 60-minute Lecture Overview: This lecture will address three specific technical issues which, will enable development of Ragdoll physics on the Nintendo DS. These issues are: * Development of a robust particle system with constraints * Breaking the precision barriers in fixed point math * A very cool trick for performing rotations
Planning the Wii Menu: From Pre-Launch to WiiWare Takashi Aoyama Game Design/ 60-minute Lecture Overview: Takashi Aoyama of Nintendo's Network Group explains for attendees the story of the development of Wii hardware's internal programming. The Wii Menu includes a diverse array of built-in entertainment and educational options for users, including the News Channel, the Everybody Votes Channel and the Check Mii Out Channel. Aoyama discusses how the team at Nintendo has tackled these unprecedented challenges for Wii, including the most recent challenge to introduce WiiWare.``
As I predicted, Nintendo is also planning to launch a new online service in the U.S. in May called WiiWare that will allow game publishers to distribute new titles over the Internet directly to users instead of on discs.