Stan Lee (born Stanley Martin Lieber; December 28, 1922) is an American comic book writer, editor, actor, producer, publisher, television personality, and the former president and chairman of Marvel Comics.
In collaboration with several artists, most notably Jack Kirby and Steve Ditko, he co-created Spider-Man, the Fantastic Four, the X-Men, the Avengers, Iron Man, the Hulk, Thor, Daredevil, Doctor Strange, and many other fictional characters, introducing complex, naturalistic characters and a thoroughly shared universe into superhero comic books. In addition, he headed the first major successful challenge to the industry's censorship organization, the Comics Code Authority, and forced it to reform its policies. Lee subsequently led the expansion of Marvel Comics from a small division of a publishing house to a large multimedia corporation.
He was inducted into the comic book industry's Will Eisner Comic Book Hall of Fame in 1994 and the Jack Kirby Hall of Fame in 1995.
Early life and career
Lee was born in New York City, New York, in the apartment of his Romanian-born Jewish immigrant parents, Celia (née Solomon) and Jack Lieber, at the corner of West 98th Street and West End Avenue in Manhattan. His father, trained as a dress cutter, worked only sporadically after the Great Depression, and the family moved further uptown to Fort Washington Avenue, in Washington Heights, Manhattan. When Lee was nearly 9, his only sibling, brother Larry Lieber, was born. By the time Lee was in his teens, the family was living in a one-bedroom apartment at 1720 University Avenue in The Bronx. Lee described it as "a third-floor apartment facing out back", with him and his brother sharing a bedroom and his parents using a foldout couch.
Lee attended DeWitt Clinton High School in The Bronx, where his family had moved next. A voracious reader who enjoyed writing as a teen, he worked such part-time jobs as writing obituaries for a news service and press releases for the National Tuberculosis Center; delivering sandwiches for the Jack May pharmacy to offices in Rockefeller Center; working as an office boy for a trouser manufacturer; ushering at the Rivoli Theater on Broadway; and selling subscriptions to the New York Herald Tribune newspaper. He graduated high school early, at age 16½ in 1939, and joined the WPA Federal Theatre Project.
With the help of his uncle, Robbie Solomon, Lee that same year became an assistant at the new Timely Comics division of pulp magazine and comic-book publisher Martin Goodman's company. Timely, by the 1960s, would evolve into Marvel Comics. Lee, whose cousin Jean was Goodman's wife, was formally hired by Timely editor Joe Simon.
His duties were prosaic at first. "In those days dipped the pen in ink, I had to make sure the inkwells were filled", Lee recalled in 2009. "I went down and got them their lunch, I did proofreading, I erased the pencils from the finished pages for them". Marshaling his childhood ambition to be a writer, young Stanley Lieber made his comic-book debut with the text filler "Captain America Foils the Traitor's Revenge" in Captain America Comics #3 (May 1941), using the pseudonym "Stan Lee", which years later he would adopt as his legal name. Lee later explained in his autobiography and numerous other sources that he had intended to save his given name for more literary work. This initial story also introduced Captain America's trademark ricocheting shield-toss, which immediately became one of the character's signatures.
He graduated from writing filler to actual comics with a backup feature, "'Headline' Hunter, Foreign Correspondent", two issues later. Lee's first superhero co-creation was the Destroyer, in Mystic Comics #6 (August 1941). Other characters he created during this period fans and historians call the Golden Age of comics include Jack Frost, debuting in USA Comics #1 (August 1941), and Father Time, debuting in Captain America Comics #6 (August 1941).
When Simon and his creative partner Jack Kirby left late in 1941, following a dispute with Goodman, the 30-year-old publisher installed Lee, just under 19 years old, as interim editor. The youngster showed a knack for the business that led him to remain as the comic-book division's editor-in-chief, as well as art director for much of that time, until 1972, when he would succeed Goodman as publisher.
Lee entered the United States Army in early 1942 and served stateside in the Signal Corps, writing manuals, training films, and slogans, and occasionally cartooning. His military classification, he says, was "playwright"; he adds that only nine men in the U.S. Army were given that title.[19] Vincent Fago, editor of Timely's "animation comics" section, which put out humor and funny animal comics, filled in until Lee returned from his World War II military service in 1945 and rented the top floor of a brownstone in the East 90s in Manhattan.
He married Joan Clayton Boocock on December 5, 1947, and in 1949, the couple bought a two-story, three-bedroom home at 1084 West Broadway in Woodmere, New York, on Long Island, living there through 1952. By this time, the couple had daughter Joan Celia "J.C." Lee, born in 1950; another child, Jan Lee, died three days after delivery in 1953. Lee by this time had bought a home at 226 Richards Lane in the Long Island town of Hewlett Harbor, New York, where he and his family lived from 1952 to 1980, including the 1960s period when Lee and his artist collaborators would revolutionize comic books.
In the mid-1950s, by which time the company was now generally known as Atlas Comics, Lee wrote stories in a variety of genres including romance, Westerns, humor, science fiction, medieval adventure, horror and suspense. By the end of the decade, Lee had become dissatisfied with his career and considered quitting the field.
Marvel revolution
In the late 1950s, DC Comics editor Julius Schwartz revived the superhero archetype and experienced a significant success with its updated version of the Flash, and later with super-team the Justice League of America. In response, publisher Martin Goodman assigned Lee to create a new superhero team. Lee's wife urged him to experiment with stories he preferred, since he was planning on changing careers and had nothing to lose.
Lee acted on that advice, giving his superheroes a flawed humanity, a change from the ideal archetypes that were typically written for pre-teens. His heroes could have bad tempers, melancholy fits, vanity, greed, etc. They bickered amongst themselves, worried about paying their bills and impressing girlfriends, and even were sometimes physically ill. Before him, most superheroes were idealistically perfect people with no serious, lasting problems.
The first superhero group Lee and artist Jack Kirby created was the Fantastic Four. The team's immediate popularity led Lee and Marvel's illustrators to produce a cavalcade of new titles. With Kirby primarily, Lee created the Hulk, Iron Man, Thor and the X-Men; with Bill Everett, Daredevil; and with Steve Ditko, Doctor Strange and Marvel's most successful character, Spider-Man.
Stan Lee's Marvel revolution extended beyond the characters and storylines to the way in which comic books engaged the readership and built a sense of community between fans and creators. Lee introduced the practice of including a credit panel on the splash page of each story, naming not just the writer and penciller but also the inker and letterer. Regular news about Marvel staff members and upcoming storylines was presented on the Bullpen Bulletins page, which (like the letter columns that appeared in each title) was written in a friendly, chatty style.
Throughout the 1960s, Lee scripted, art-directed, and edited most of Marvel's series, moderated the letters pages, wrote a monthly column called "Stan's Soapbox," and wrote endless promotional copy, often signing off with his trademark phrase "Excelsior!" (which is also the New York state motto). To maintain his taxing workload, yet still meet deadlines, he used a system that was used previously by various comic-book studios, but due to Lee's success with it, became known as the "Marvel Method" or "Marvel style" of comic-book creation. Typically, Lee would brainstorm a story with the artist and then prepare a brief synopsis rather than a full script. Based on the synopsis, the artist would fill the allotted number of pages by determining and drawing the panel-to-panel storytelling. After the artist turned in penciled pages, Lee would write the word balloons and captions, and then oversee the lettering and coloring. In effect, the artists were co-plotters, whose collaborative first drafts Lee built upon.
Because of this system, the exact division of creative credits on Lee's comics has been disputed, especially in cases of comics drawn by Kirby and Ditko. Similarly, Lee shares co-creator credit with Kirby on the two Fantastic Four films, while also sharing the same credit with Ditko with the Spider-Man feature film series.
In 1971, Lee indirectly reformed the Comics Code. The US Department of Health, Education and Welfare asked Lee to write a story about the dangers of drugs and Lee wrote a story in which Spider-Man's best friend becomes addicted to pills. The three-part story was slated to be published in Amazing Spider-Man #96-98, but the Comics Code Authority refused it because it depicted drug use; the story context was considered irrelevant. With his publisher's approval, Lee published the comics without the CCA seal. The comics sold well and Marvel won praise for its socially conscious efforts. The CCA subsequently loosened the Code to permit negative depictions of drugs, among other new freedoms.
Lee also supported using comic books to provide some measure of social commentary about the real world, often dealing with racism and bigotry. "Stan's Soapbox", besides promoting an upcoming comic book project, also addressed issues of discrimination, intolerance, or prejudice. In addition, Lee took to using sophisticated vocabulary for the stories' dialogue to encourage readers to learn new words. Lee has justified this by saying: "If a kid has to go to a dictionary, that's not the worst thing that could happen."
Friday, March 27, 2009
Thursday, March 26, 2009
Spider-Man (Character)
Spider-Man is a fictional Marvel Comics superhero. The character was created by writer-editor Stan Lee and writer-artist Steve Ditko. He first appeared in Amazing Fantasy #15 (Aug. 1962). Lee and Ditko conceived of the character as an orphan being raised by his Aunt May and Uncle Ben, and as a teenager, having to deal with the normal struggles of adolescence in addition to those of a costumed crime fighter. Spider-Man's creators gave him super strength and agility, the ability to cling to most surfaces, shoot spider-webs using devices of his own invention which he called "web-shooters", and react to danger quickly with his "spider-sense", enabling him to combat his foes.
When Spider-Man first appeared in the early 1960s, teenagers in superhero comic books were usually relegated to the role of sidekick to the protagonist. The Spider-Man series broke ground by featuring Peter Parker, a teenage high school student to whose "self-obsessions with rejection, inadequacy, and loneliness" young readers could relate. Unlike previous teen heroes such as James Buchanan "Bucky" Barnes and Robin, Spider-Man did not benefit from being the protégé of any adult mentors like Captain America and Batman, and thus had to learn for himself that "with great power there must also come great responsibility" — a line included in a text box in the final panel of the first Spider-Man story, but later retroactively attributed to his guardian, the late Uncle Ben.
Marvel has featured Spider-Man in several comic book series, the first and longest-lasting of which is titled The Amazing Spider-Man. Over the years, the Peter Parker character has developed from shy, high school student to troubled but outgoing college student, to married high school teacher to, in the late 2000s, a single freelance photographer, his most typical adult role. He is even been a member of an unofficial splinter group of the Avengers, one of Marvel's flagship superhero teams. In the comics, Spider-Man is often referred to as "Spidey," "web-slinger," "wall-crawler," or "web-head."
Spider-Man is one of the most popular and commercially successful superheroes. As Marvel's flagship character and company mascot, he has appeared in many forms of media, including several animated and live-action television shows, syndicated newspaper comic strips, and a successful series of films starring actor Tobey Maguire as the "friendly neighborhood" hero in the first three movies. Andrew Garfield will take over the role of Peter Parker in a planned reboot of the films. Also Reeve Carney will star as Spider-Man in Spider-Man: Turn Off the Dark, the new musical adaptation of the comics.
Creation and Development
In 1962, with the success of the Fantastic Four, Marvel Comics editor and head writer Stan Lee was casting about for a new superhero idea. He said that the idea for Spider-Man arose from a surge in teenage demand for comic books, and the desire to create a character with whom teens could identify. In his autobiography, Lee cites the non-superhuman pulp magazine crime fighter The Spider as a great influence, and in a multitude of print and video interviews, Lee stated he was further inspired by seeing a spider climb up a wall---adding in his autobiography that he has told that story so often he has become unsure of whether or not this is true. Looking back on the creation of Spider-Man, 1990s Marvel editor-in-chief Tom DeFalco stated he did not believe that Spider-Man would have been given a chance in today's comics world, where new characters are vetted with test audiences and marketers. At that time, however, Lee had to get only the consent of Marvel publisher Martin Goodman for the character's approval. In a 1986 interview, Lee described in detail his arguments to overcome Goodman's objections. Goodman eventually agreed to let Lee try out Spider-Man in the upcoming final issue of the canceled science-fiction and supernatural anthology series Amazing Adult Fantasy, which was renamed Amazing Fantasy for that single issue, #15 (Aug. 1962).
Comics historian Greg Theakston says that Lee, after receiving Goodman's approval for the name Spider-Man and the "ordinary teen" concept, approached artist Jack Kirby. Kirby told Lee about an unpublished character on which he collaborated with Joe Simon in the 1950s, in which an orphaned boy living with an old couple finds a magic ring that granted him superhuman powers. Lee and Kirby "immediately sat down for a story conference" and Lee afterward directed Kirby to flesh out the character and draw some pages. Steve Ditko would be the inker. When Kirby showed Lee the first six pages, Lee recalled, "I hated the way he was doing it! Not that he did it badly -- it just wasn't the character I wanted; it was too heroic". Lee turned to Ditko, who developed a visual style Lee found satisfactory. Ditko recalled:
One of the first things I did was to work up a costume. A vital, visual part of the character. I had to know how he looked ... before I did any breakdowns. For example: A clinging power so he wouldn't have hard shoes or boots, a hidden wrist-shooter versus a web gun and holster, etc. ... I wasn't sure Stan would like the idea of covering the character's face but I did it because it hid an obviously boyish face. It would also add mystery to the character....
In an early recollection of the character's creation, Ditko described his and Lee's contributions in a mail interview with Gary Martin published in Comic Fan #2 (Summer 1965): "Stan Lee thought the name up. I did costume, web gimmick on wrist & spider signal." At the time, Ditko shared a Manhattan studio with noted fetish artist Eric Stanton, an art-school classmate who, in a 1988 interview with Theakston, recalled that although his contribution to Spider-Man was "almost nil", he and Ditko had "worked on storyboards together and I added a few ideas. But the whole thing was created by Steve on his own... I think I added the business about the webs coming out of his hands".
Kirby disputed Lee's version of the story, and claimed Lee had minimal involvement in the character's creation. According to Kirby, the idea for Spider-Man had originated with Kirby and Joe Simon, who in the 1950s had developed a character called The Silver Spider for the Crestwood comic Black Magic, who was subsequently not used. Simon, in his 1990 autobiography, disputed Kirby's account, asserting that Black Magic was not a factor, and that he (Simon) devised the name "Spider-Man" (later changed to "The Silver Spider"), while Kirby outlined the character's story and powers. Simon later elaborated that his and Kirby's character conception became the basis for Simon's Archie Comics superhero the Fly. Artist Steve Ditko stated that Lee liked the name Hawkman from DC Comics, and that "Spider-Man" was an outgrowth of that interest. The hyphen was included in the character's name to avoid confusion with DC Comics' Superman.
Simon concurred that Kirby had shown the original Spider-Man version to Lee, who liked the idea and assigned Kirby to draw sample pages of the new character but disliked the results—in Simon's description, "Captain America with cobwebs". Writer Mark Evanier notes that Lee's reasoning that Kirby's character was too heroic seems unlikely—Kirby still drew the covers for the first issues of Spider-Man. Likewise, Kirby's given reason that he was "too busy" to also draw Spider-Man in addition to his other duties seems false, as Kirby was, in Evanier's words, "always busy". Neither Lee's nor Kirby's explanation explains why key story elements like the magic ring were dropped; Evanier states that the most plausible explanation for the sudden change was that Goodman, or one of his assistants, decided that Spider-Man as drawn and envisioned by Kirby was too similar to the Fly.
Author and Ditko scholar Blake Bell writes that it was Ditko who noted the similarities to the Fly. Ditko recalled that, "Stan called Jack about the Fly", adding that "days later, Stan told me I would be penciling the story panel breakdowns from Stan's synopsis". It was at this point that the nature of the strip changed. "Out went the magic ring, adult Spider-Man and whatever legend ideas that Spider-Man story would have contained". Lee gave Ditko the premise of a teenager bitten by a spider and developing powers, a premise Ditko would expand upon to the point he became what Bell describes as "the first work for hire artist of his generation to create and control the narrative arc of his series". On the issue of the initial creation, Ditko states, "I still don't know whose idea was Spider-Man". Kirby noted in a 1971 interview that it was Ditko who "got Spider-Man to roll, and the thing caught on because of what he did". Lee, while claiming credit for the initial idea, has acknowledged Ditko's role, stating, "If Steve wants to be called co-creator, I think he deserves". Writer Al Nickerson believes "that Stan Lee and Steve Ditko created the Spider-Man that we are familiar with today ultimately, Spider-Man came into existence, and prospered, through the efforts of not just one or two, but many, comic book creators".
In 2008, an anonymous donor bequeathed the Library of Congress the original 24 pages of Ditko art of Amazing Fantasy #15, including Spider-Man's debut and the stories "The Bell-Ringer", "Man in the Mummy Case", and "There Are Martians Among Us".
Commercial success
A few months after Spider-Man's introduction in Amazing Fantasy #15 (Aug. 1962), publisher Martin Goodman reviewed the sales figures for that issue and was shocked to find it to have been one of the nascent Marvel's highest-selling comics. A solo ongoing series followed, beginning with The Amazing Spider-Man #1 (March 1963). The title eventually became Marvel's top-selling series with the character swiftly becoming a cultural icon; a 1965 Esquire poll of college campuses found that college students ranked Spider-Man and fellow Marvel hero the Hulk alongside Bob Dylan and Che Guevara as their favorite revolutionary icons. One interviewee selected Spider-Man because he was "beset by woes, money problems, and the question of existence. In short, he is one of us." Following Ditko's departure after issue #38 (July 1966), John Romita, Sr. replaced him as artist, and would provide the pencil drawings of the character over the next several years. In 1968, Romita would also draw the character's extra-length stories in the magazine The Spectacular Spider-Man, a graphic novel precursor designed to appeal to older readers but which lasted only two issues. Nonetheless, it represented the first Spider-Man spin-off publication, aside from the original series' summer annuals that began in 1964.
An early 1970s Spider-Man story led to the revision of the Comics Code. Previously, the Code forbade the depiction of the use of illegal drugs, even negatively. However, in 1970, the Nixon administration's Department of Health, Education, and Welfare asked Stan Lee to publish an anti-drug message in one of Marvel's top-selling titles. Lee chose the top-selling The Amazing Spider-Man; issues #96–98 (May–July 1971) feature a story arc depicting the negative effects of drug use. In the story, Peter Parker's friend Harry Osborn becomes addicted to pills. When Spider-Man fights the Green Goblin (Norman Osborn, Harry's father), Spider-Man defeats the Green Goblin, by revealing Harry's drug addiction. While the story had a clear anti-drug message, the Comics Code Authority refused to issue its seal of approval. Marvel nevertheless published the three issues without the Comics Code Authority's approval or seal. The issues sold so well that the industry's self-censorship was undercut and the Code was subsequently revised.
In 1972, a second monthly ongoing series starring Spider-Man began: Marvel Team-Up, in which Spider-Man was paired with other superheroes and villains. In 1976, his second solo series, The Spectacular Spider-Man began running parallel to the main series. A third series featuring Spider-Man, Web of Spider-Man, launched in 1985, replacing Marvel Team-Up. The launch of a fourth monthly title in 1990, the "adjectiveless" Spider-Man (with the storyline "Torment"), written and drawn by popular artist Todd McFarlane, debuted with several different covers, all with the same interior content. The various versions combined sold over 3 million copies, an industry record at the time. There have generally been at least two ongoing Spider-Man series at any time. Several limited series, one-shots, and loosely related comics have also been published, and Spider-Man makes frequent cameos and guest appearances in other comic series.
The original Amazing Spider-Man ran through issue #441 (Nov. 1998). Writer-artist John Byrne then revamped the origin of Spider-Man in the 13-issue limited series Spider-Man: Chapter One (Dec. 1998 - Oct. 1999, with an issue #0 midway through and some months containing two issues), similar to Byrne's adding details and some revisions to Superman's origin in DC Comics' The Man of Steel. Running concurrently, The Amazing Spider-Man was restarted with vol. 2, #1 (Jan. 1999). With what would have been vol. 2, #59, Marvel reintroduced the original numbering, starting with #500 (Dec. 2003).
By the end of 2007, Spider-Man regularly appeared in The Amazing Spider-Man, New Avengers, Spider-Man Family, and various limited series in mainstream Marvel Comics continuity, as well as in the alternate-universe series The Amazing Spider-Girl, the Ultimate Universe title Ultimate Spider-Man, the alternate-universe tween series Spider-Man Loves Mary Jane, the alternate-universe children's series Marvel Adventures Spider-Man, and Marvel Adventures: The Avengers.
When primary series The Amazing Spider-Man reached issue #545 (Dec. 2007), Marvel dropped its spin-off ongoing series and instead began publishing The Amazing Spider-Man three times monthly, beginning with #546-549 (each Jan. 2008).
When Spider-Man first appeared in the early 1960s, teenagers in superhero comic books were usually relegated to the role of sidekick to the protagonist. The Spider-Man series broke ground by featuring Peter Parker, a teenage high school student to whose "self-obsessions with rejection, inadequacy, and loneliness" young readers could relate. Unlike previous teen heroes such as James Buchanan "Bucky" Barnes and Robin, Spider-Man did not benefit from being the protégé of any adult mentors like Captain America and Batman, and thus had to learn for himself that "with great power there must also come great responsibility" — a line included in a text box in the final panel of the first Spider-Man story, but later retroactively attributed to his guardian, the late Uncle Ben.
Marvel has featured Spider-Man in several comic book series, the first and longest-lasting of which is titled The Amazing Spider-Man. Over the years, the Peter Parker character has developed from shy, high school student to troubled but outgoing college student, to married high school teacher to, in the late 2000s, a single freelance photographer, his most typical adult role. He is even been a member of an unofficial splinter group of the Avengers, one of Marvel's flagship superhero teams. In the comics, Spider-Man is often referred to as "Spidey," "web-slinger," "wall-crawler," or "web-head."
Spider-Man is one of the most popular and commercially successful superheroes. As Marvel's flagship character and company mascot, he has appeared in many forms of media, including several animated and live-action television shows, syndicated newspaper comic strips, and a successful series of films starring actor Tobey Maguire as the "friendly neighborhood" hero in the first three movies. Andrew Garfield will take over the role of Peter Parker in a planned reboot of the films. Also Reeve Carney will star as Spider-Man in Spider-Man: Turn Off the Dark, the new musical adaptation of the comics.
Creation and Development
In 1962, with the success of the Fantastic Four, Marvel Comics editor and head writer Stan Lee was casting about for a new superhero idea. He said that the idea for Spider-Man arose from a surge in teenage demand for comic books, and the desire to create a character with whom teens could identify. In his autobiography, Lee cites the non-superhuman pulp magazine crime fighter The Spider as a great influence, and in a multitude of print and video interviews, Lee stated he was further inspired by seeing a spider climb up a wall---adding in his autobiography that he has told that story so often he has become unsure of whether or not this is true. Looking back on the creation of Spider-Man, 1990s Marvel editor-in-chief Tom DeFalco stated he did not believe that Spider-Man would have been given a chance in today's comics world, where new characters are vetted with test audiences and marketers. At that time, however, Lee had to get only the consent of Marvel publisher Martin Goodman for the character's approval. In a 1986 interview, Lee described in detail his arguments to overcome Goodman's objections. Goodman eventually agreed to let Lee try out Spider-Man in the upcoming final issue of the canceled science-fiction and supernatural anthology series Amazing Adult Fantasy, which was renamed Amazing Fantasy for that single issue, #15 (Aug. 1962).
Comics historian Greg Theakston says that Lee, after receiving Goodman's approval for the name Spider-Man and the "ordinary teen" concept, approached artist Jack Kirby. Kirby told Lee about an unpublished character on which he collaborated with Joe Simon in the 1950s, in which an orphaned boy living with an old couple finds a magic ring that granted him superhuman powers. Lee and Kirby "immediately sat down for a story conference" and Lee afterward directed Kirby to flesh out the character and draw some pages. Steve Ditko would be the inker. When Kirby showed Lee the first six pages, Lee recalled, "I hated the way he was doing it! Not that he did it badly -- it just wasn't the character I wanted; it was too heroic". Lee turned to Ditko, who developed a visual style Lee found satisfactory. Ditko recalled:
One of the first things I did was to work up a costume. A vital, visual part of the character. I had to know how he looked ... before I did any breakdowns. For example: A clinging power so he wouldn't have hard shoes or boots, a hidden wrist-shooter versus a web gun and holster, etc. ... I wasn't sure Stan would like the idea of covering the character's face but I did it because it hid an obviously boyish face. It would also add mystery to the character....
In an early recollection of the character's creation, Ditko described his and Lee's contributions in a mail interview with Gary Martin published in Comic Fan #2 (Summer 1965): "Stan Lee thought the name up. I did costume, web gimmick on wrist & spider signal." At the time, Ditko shared a Manhattan studio with noted fetish artist Eric Stanton, an art-school classmate who, in a 1988 interview with Theakston, recalled that although his contribution to Spider-Man was "almost nil", he and Ditko had "worked on storyboards together and I added a few ideas. But the whole thing was created by Steve on his own... I think I added the business about the webs coming out of his hands".
Kirby disputed Lee's version of the story, and claimed Lee had minimal involvement in the character's creation. According to Kirby, the idea for Spider-Man had originated with Kirby and Joe Simon, who in the 1950s had developed a character called The Silver Spider for the Crestwood comic Black Magic, who was subsequently not used. Simon, in his 1990 autobiography, disputed Kirby's account, asserting that Black Magic was not a factor, and that he (Simon) devised the name "Spider-Man" (later changed to "The Silver Spider"), while Kirby outlined the character's story and powers. Simon later elaborated that his and Kirby's character conception became the basis for Simon's Archie Comics superhero the Fly. Artist Steve Ditko stated that Lee liked the name Hawkman from DC Comics, and that "Spider-Man" was an outgrowth of that interest. The hyphen was included in the character's name to avoid confusion with DC Comics' Superman.
Simon concurred that Kirby had shown the original Spider-Man version to Lee, who liked the idea and assigned Kirby to draw sample pages of the new character but disliked the results—in Simon's description, "Captain America with cobwebs". Writer Mark Evanier notes that Lee's reasoning that Kirby's character was too heroic seems unlikely—Kirby still drew the covers for the first issues of Spider-Man. Likewise, Kirby's given reason that he was "too busy" to also draw Spider-Man in addition to his other duties seems false, as Kirby was, in Evanier's words, "always busy". Neither Lee's nor Kirby's explanation explains why key story elements like the magic ring were dropped; Evanier states that the most plausible explanation for the sudden change was that Goodman, or one of his assistants, decided that Spider-Man as drawn and envisioned by Kirby was too similar to the Fly.
Author and Ditko scholar Blake Bell writes that it was Ditko who noted the similarities to the Fly. Ditko recalled that, "Stan called Jack about the Fly", adding that "days later, Stan told me I would be penciling the story panel breakdowns from Stan's synopsis". It was at this point that the nature of the strip changed. "Out went the magic ring, adult Spider-Man and whatever legend ideas that Spider-Man story would have contained". Lee gave Ditko the premise of a teenager bitten by a spider and developing powers, a premise Ditko would expand upon to the point he became what Bell describes as "the first work for hire artist of his generation to create and control the narrative arc of his series". On the issue of the initial creation, Ditko states, "I still don't know whose idea was Spider-Man". Kirby noted in a 1971 interview that it was Ditko who "got Spider-Man to roll, and the thing caught on because of what he did". Lee, while claiming credit for the initial idea, has acknowledged Ditko's role, stating, "If Steve wants to be called co-creator, I think he deserves". Writer Al Nickerson believes "that Stan Lee and Steve Ditko created the Spider-Man that we are familiar with today ultimately, Spider-Man came into existence, and prospered, through the efforts of not just one or two, but many, comic book creators".
In 2008, an anonymous donor bequeathed the Library of Congress the original 24 pages of Ditko art of Amazing Fantasy #15, including Spider-Man's debut and the stories "The Bell-Ringer", "Man in the Mummy Case", and "There Are Martians Among Us".
Commercial success
A few months after Spider-Man's introduction in Amazing Fantasy #15 (Aug. 1962), publisher Martin Goodman reviewed the sales figures for that issue and was shocked to find it to have been one of the nascent Marvel's highest-selling comics. A solo ongoing series followed, beginning with The Amazing Spider-Man #1 (March 1963). The title eventually became Marvel's top-selling series with the character swiftly becoming a cultural icon; a 1965 Esquire poll of college campuses found that college students ranked Spider-Man and fellow Marvel hero the Hulk alongside Bob Dylan and Che Guevara as their favorite revolutionary icons. One interviewee selected Spider-Man because he was "beset by woes, money problems, and the question of existence. In short, he is one of us." Following Ditko's departure after issue #38 (July 1966), John Romita, Sr. replaced him as artist, and would provide the pencil drawings of the character over the next several years. In 1968, Romita would also draw the character's extra-length stories in the magazine The Spectacular Spider-Man, a graphic novel precursor designed to appeal to older readers but which lasted only two issues. Nonetheless, it represented the first Spider-Man spin-off publication, aside from the original series' summer annuals that began in 1964.
An early 1970s Spider-Man story led to the revision of the Comics Code. Previously, the Code forbade the depiction of the use of illegal drugs, even negatively. However, in 1970, the Nixon administration's Department of Health, Education, and Welfare asked Stan Lee to publish an anti-drug message in one of Marvel's top-selling titles. Lee chose the top-selling The Amazing Spider-Man; issues #96–98 (May–July 1971) feature a story arc depicting the negative effects of drug use. In the story, Peter Parker's friend Harry Osborn becomes addicted to pills. When Spider-Man fights the Green Goblin (Norman Osborn, Harry's father), Spider-Man defeats the Green Goblin, by revealing Harry's drug addiction. While the story had a clear anti-drug message, the Comics Code Authority refused to issue its seal of approval. Marvel nevertheless published the three issues without the Comics Code Authority's approval or seal. The issues sold so well that the industry's self-censorship was undercut and the Code was subsequently revised.
In 1972, a second monthly ongoing series starring Spider-Man began: Marvel Team-Up, in which Spider-Man was paired with other superheroes and villains. In 1976, his second solo series, The Spectacular Spider-Man began running parallel to the main series. A third series featuring Spider-Man, Web of Spider-Man, launched in 1985, replacing Marvel Team-Up. The launch of a fourth monthly title in 1990, the "adjectiveless" Spider-Man (with the storyline "Torment"), written and drawn by popular artist Todd McFarlane, debuted with several different covers, all with the same interior content. The various versions combined sold over 3 million copies, an industry record at the time. There have generally been at least two ongoing Spider-Man series at any time. Several limited series, one-shots, and loosely related comics have also been published, and Spider-Man makes frequent cameos and guest appearances in other comic series.
The original Amazing Spider-Man ran through issue #441 (Nov. 1998). Writer-artist John Byrne then revamped the origin of Spider-Man in the 13-issue limited series Spider-Man: Chapter One (Dec. 1998 - Oct. 1999, with an issue #0 midway through and some months containing two issues), similar to Byrne's adding details and some revisions to Superman's origin in DC Comics' The Man of Steel. Running concurrently, The Amazing Spider-Man was restarted with vol. 2, #1 (Jan. 1999). With what would have been vol. 2, #59, Marvel reintroduced the original numbering, starting with #500 (Dec. 2003).
By the end of 2007, Spider-Man regularly appeared in The Amazing Spider-Man, New Avengers, Spider-Man Family, and various limited series in mainstream Marvel Comics continuity, as well as in the alternate-universe series The Amazing Spider-Girl, the Ultimate Universe title Ultimate Spider-Man, the alternate-universe tween series Spider-Man Loves Mary Jane, the alternate-universe children's series Marvel Adventures Spider-Man, and Marvel Adventures: The Avengers.
When primary series The Amazing Spider-Man reached issue #545 (Dec. 2007), Marvel dropped its spin-off ongoing series and instead began publishing The Amazing Spider-Man three times monthly, beginning with #546-549 (each Jan. 2008).
Monday, March 16, 2009
Xbox 360
The Xbox 360 is the second video game console produced by Microsoft, and the successor to the Xbox. The Xbox 360 competes with Sony's PlayStation 3 and Nintendo's Wii as part of the seventh generation of video game consoles. Some major features of the Xbox 360 are its integrated Xbox Live service that allows players to compete online, download arcade games, game demos, trailers, TV shows, music and movies and its Windows Media Center multimedia capabilities. The Xbox 360 also offers region specific access to third-party media streaming services such as Netflix and ESPN in the USA or Sky Player in the UK.
The Xbox 360 was officially unveiled on MTV on May 12, 2005, with detailed launch and game information divulged later that month at the Electronic Entertainment Expo (E3). The console sold out completely upon release in all regions except in Japan. As of June 2010, there are over 41.7 million Xbox 360 consoles worldwide.
At their E3 presentation on June 14, 2010, Microsoft announced a redesigned Xbox 360 that would ship on the same day. The redesigned console is slimmer than the previous Xbox 360 model and features integrated 802.11 b/g/n Wi-Fi, TOSLINK S/PDIF optical audio output, 5 USB 2.0 ports (compared to the 3 from older versions) and a special AUX port. Older models of the Xbox 360 have since been discontinued. The first new console to be released features a 250 GB hard drive, while a later, less expensive SKU features 4 GB internal storage.
With the announcement of the Xbox 360 S, Microsoft have said that they believe that the console is only mid-way through its life-cycle and will continue on through 2015. In 2009, IGN named the Xbox 360 the sixth greatest video game console of all time, out of a field of 25.
Development
Known during development as Xbox Next, Xenon, Xbox 2, Xbox FS or NextBox, the Xbox 360 was conceived in early 2003.[18] In February 2003, planning for the Xenon software platform began, and was headed by Microsoft's Vice President J Allard. That month, Microsoft held an event for 400 developers in Bellevue, Washington to recruit support for the system. Also that month, Peter Moore, former president of Sega of America, joined Microsoft. On August 12, 2003, ATI signed on to produce the graphic processing unit for the new console, a deal which was publicly announced two days later. Before the launch of the Xbox 360, several Alpha development kits were spotted using Apple's Power Mac G5 hardware. This was due to the system's PowerPC 970 processor running the same PowerPC architecture that the Xbox 360 would eventually run under IBM's Xenon processor. The cores of the Xenon processor were developed using a slightly modified version of the PlayStation 3's Cell Processor PPE architecture. According to David Shippy and Mickie Phipps, the IBM employees were "hiding" their work from Sony and Toshiba."
Launch
The Xbox 360 was released on November 22, 2005, in the United States and Canada; December 2, 2005, in Europe and December 10, 2005, in Japan. It was later launched in Mexico, Brazil, Chile, Colombia, Hong Kong, Singapore, South Korea, Taiwan, Australia, New Zealand, South Africa, India, and Russia. In its first year on the market, the system launched in 36 countries, more countries than any console has launched in a single year.
The Xbox 360 was officially unveiled on MTV on May 12, 2005, with detailed launch and game information divulged later that month at the Electronic Entertainment Expo (E3). The console sold out completely upon release in all regions except in Japan. As of June 2010, there are over 41.7 million Xbox 360 consoles worldwide.
At their E3 presentation on June 14, 2010, Microsoft announced a redesigned Xbox 360 that would ship on the same day. The redesigned console is slimmer than the previous Xbox 360 model and features integrated 802.11 b/g/n Wi-Fi, TOSLINK S/PDIF optical audio output, 5 USB 2.0 ports (compared to the 3 from older versions) and a special AUX port. Older models of the Xbox 360 have since been discontinued. The first new console to be released features a 250 GB hard drive, while a later, less expensive SKU features 4 GB internal storage.
With the announcement of the Xbox 360 S, Microsoft have said that they believe that the console is only mid-way through its life-cycle and will continue on through 2015. In 2009, IGN named the Xbox 360 the sixth greatest video game console of all time, out of a field of 25.
Development
Known during development as Xbox Next, Xenon, Xbox 2, Xbox FS or NextBox, the Xbox 360 was conceived in early 2003.[18] In February 2003, planning for the Xenon software platform began, and was headed by Microsoft's Vice President J Allard. That month, Microsoft held an event for 400 developers in Bellevue, Washington to recruit support for the system. Also that month, Peter Moore, former president of Sega of America, joined Microsoft. On August 12, 2003, ATI signed on to produce the graphic processing unit for the new console, a deal which was publicly announced two days later. Before the launch of the Xbox 360, several Alpha development kits were spotted using Apple's Power Mac G5 hardware. This was due to the system's PowerPC 970 processor running the same PowerPC architecture that the Xbox 360 would eventually run under IBM's Xenon processor. The cores of the Xenon processor were developed using a slightly modified version of the PlayStation 3's Cell Processor PPE architecture. According to David Shippy and Mickie Phipps, the IBM employees were "hiding" their work from Sony and Toshiba."
Launch
The Xbox 360 was released on November 22, 2005, in the United States and Canada; December 2, 2005, in Europe and December 10, 2005, in Japan. It was later launched in Mexico, Brazil, Chile, Colombia, Hong Kong, Singapore, South Korea, Taiwan, Australia, New Zealand, South Africa, India, and Russia. In its first year on the market, the system launched in 36 countries, more countries than any console has launched in a single year.
Friday, March 13, 2009
Wii Remote
The Wii Remote (Wiiリモコン Uī Rimokon?), sometimes unofficially nicknamed "Wiimote", is the primary controller for Nintendo's Wii console. A main feature of the Wii Remote is its motion sensing capability, which allows the user to interact with and manipulate items on screen via gesture recognition and pointing through the use of accelerometer and optical sensor technology. Another feature is its expandability through the use of attachments. The attachment bundled with the Wii console is the Nunchuk, which complements the Wii Remote by providing functions similar to those in gamepad controllers. Some other attachments include the Wii Classic Controller, Wii Zapper, and the Wii Wheel, originally used for Mario Kart.
The controller was revealed at the Tokyo Game Show on October 14, 2005, with the name "Wii Remote" announced April 27, 2006. It has since received much attention due to its unique features and the contrast between it and typical gaming controllers. It has also gained significant attention from hackers using it to control non Wii-related devices through Wii homebrew.
Development
Development of a motion enabled controller began in 2001, coinciding with development of the Wii console. In that year, Nintendo licensed a number of motion-sensing patents from Gyration Inc., a company that produces wireless motion-sensing computer mice. Nintendo then commissioned Gyration Inc. to create a one-handed controller for it, which eventually developed the "Gyropod", a more traditional gamepad which allowed its right half to break away for motion-control. At this point, Gyration Inc. brought in a separate design firm Bridge Design to help pitch its concept to Nintendo. Under requirement to "roughly preserve the existing Game Cube button layout", it experimented with different forms "through sketches, models and interviewing various hardcore gamers". By "late 2004, early 2005", however, Nintendo had come up with the Wii Remote's less traditional "wand shape", and the design of the Nunchuk attachment. Nintendo had also decided upon using a motion sensor, infrared pointer, and the layout of the buttons, and by the end of 2005 the controller was ready for mass production.
During development of the Wii Remote, video game designer Shigeru Miyamoto brought in mobile phones and controllers for automotive navigation systems for inspiration, eventually producing a prototype that resembled a cell phone. Another design featured both an analog stick and a touchscreen, but Nintendo rejected the idea of a touchscreen on the controller, "since the portable console and living-room console would have been exactly the same".
Sources also indicate that the Wii Remote was originally in development as a controller for the Nintendo GameCube, rather than the Wii. Video game developer Factor 5 stated that during development of launch title Star Wars Rogue Squadron II: Rogue Leader, it had an early prototype of a motion-sensing controller. Video game journalist Matt Casamassina, from gaming website IGN, stated that he believed that Nintendo had planned to release the Wii Remote for the GameCube, noting that "Nintendo said that it hoped that GCN could enjoy a longer life cycle with the addition of top-secret peripherals that would forever enhance the gameplay experience." He suggested that Nintendo may have wanted to release the Wii Remote with a new system, instead of onto the GameCube, as " Revolution addresses one of the GameCube's biggest drawbacks, which is that it was/is perceived as a toy."
Third-party use
Since the release of the Wii console, people have been exploring different new ways in which to use the Wii Remote. Many third-party applications are currently in development through Wii homebrew. One popular Windows program called GlovePIE allows the Wii Remote to be used on a personal computer to emulate a keyboard, mouse or joystick. Connecting the Wii Remote to a personal computer is done via a Bluetooth connection. The Bluetooth program BlueSoleil has been proven to successfully connect a Wii Remote to a PC. Still another program (like GlovePIE) is needed to utilize the Wii Remote's protocol and to use the data it offers.
The Wii Remote Bluetooth protocol can be implemented on other devices including cell phones, which often have poor usability with games. Two students have demonstrated this concept by creating a driver software that has the capability to connect the Wii Remote to a Symbian OS smartphone. The idea behind this driver is that a mobile phone with a TV-out port can replace the game console.
Programmer Johnny Lee has posted video demos and sample code at his website related to the use of the Wii Remote for finger tracking, low-cost multipoint interactive whiteboards, and head tracking for desktop VR displays. This was the subject for his presentation at the prestigious TED conference, where he demonstrated several such applications. The WiimoteProject forum has become the discussion, support and sharing site for Lee's Wii Remote projects and other newer developments.
Studies have also been conducted to use the Wii Remote as a practice method to fine-tune surgeons' hand motions. Utilizing DarwiinRemote, researchers at the University of Memphis have adapted the Wii Remote for data collection in cognitive psychology experiments. Autodesk has released a plugin that allows the Wii Remote to control orientation of 3D models in Autodesk Design Review.
Counterfeit units
As the Wii gained in popularity, reports surfaced of counterfeit Wii Remotes entering circulation. Although these devices may provide the same functionality as official Wii Remotes, the build quality is typically inferior and components such as the rumble pack and speaker are noticeably different. It is also unclear if current and future accessories will operate correctly with counterfeit units due to the differences in internal components.
Design
The Wii Remote assumes a one-handed remote control-based design instead of the traditional gamepad controllers of previous gaming consoles. This was done to make motion sensitivity more intuitive, as a remote design is fitted perfectly for pointing, and in part to help the console appeal to a broader audience that includes non-gamers. The body of the Wii Remote measures 148 mm (5.83 in) long, 36.2 mm (1.43 in) wide, and 30.8 mm (1.21 in) thick. The Wii Remote model number is RVL-003, a reference to the project codename "Revolution". The controller communicates wirelessly with the console via short-range Bluetooth radio, with which it is possible to operate up to four controllers as far as 10 meters (approx. 30 ft) away from the console. However, to utilize pointer functionality, the Wii Remote must be used within five meters (approx. 16 ft) of the Sensor Bar. The controller's symmetrical design allows it to be used in either hand. The Wii Remote can also be turned horizontally and used like a Famicom/NES controller, or in some cases (like Excite Truck, Sonic and the Secret Rings, Mario Kart Wii, and Sonic and Sega All-Stars Racing) a steering wheel. It is also possible to play a single-player game with a Wii Remote in each hand, as in the Shooting Range game contained in Wii Play.
At E3 2006, a few minor changes were made to the controller from the design presented at the Game Developer's Conference. The controller was made slightly longer, and a speaker was added to the face beneath the center row of buttons. The "B" button became more curved resembling a trigger. The "Start" and "Select" buttons were changed to plus "+" and minus "–", and the "b" and "a" buttons were changed to 1 and 2 to differentiate them from the "A" and "B" buttons. Also, the symbol on the "Home" button was changed from a blue dot to a shape resembling a home/house, the shape of the power button was made circular rather than rectangular, and the blue LEDs indicating player number are now labeled using small Braille-like raised dots instead of Arabic numerals, with "1" being "•", "2" being "••", "3" being "•••", and "4" being "••••". The Nintendo logo at the bottom of the controller face was replaced with the Wii logo. Also, the expansion port was redesigned, with expansion plugs featuring a smaller snap-on design.
The blue LEDs also show how much battery power remains on the Wii Remote. By pressing any button, besides the power button while the controller is not being used to play games, a certain number of the four blue LEDs will light up, showing the battery life: four of the LEDs flash when it is at, or near, full power. Three lights flash when it is at 75%, two lights when at 50%, and one light flashes when there is 25% or less power remaining.
Similarities have been noted between the Wii Remote and an early Dreamcast controller prototype.
In the Red Steel trailer shown at E3 2006, the Wii Remote featured a smaller circular shaped image sensor, as opposed to the larger opaque IR filters shown on other versions. In the initial teaser video that revealed the controller at Tokyo Game Show 2005, the 1 and 2 buttons were labeled X and Y, respectively.
The controller was revealed at the Tokyo Game Show on October 14, 2005, with the name "Wii Remote" announced April 27, 2006. It has since received much attention due to its unique features and the contrast between it and typical gaming controllers. It has also gained significant attention from hackers using it to control non Wii-related devices through Wii homebrew.
Development
Development of a motion enabled controller began in 2001, coinciding with development of the Wii console. In that year, Nintendo licensed a number of motion-sensing patents from Gyration Inc., a company that produces wireless motion-sensing computer mice. Nintendo then commissioned Gyration Inc. to create a one-handed controller for it, which eventually developed the "Gyropod", a more traditional gamepad which allowed its right half to break away for motion-control. At this point, Gyration Inc. brought in a separate design firm Bridge Design to help pitch its concept to Nintendo. Under requirement to "roughly preserve the existing Game Cube button layout", it experimented with different forms "through sketches, models and interviewing various hardcore gamers". By "late 2004, early 2005", however, Nintendo had come up with the Wii Remote's less traditional "wand shape", and the design of the Nunchuk attachment. Nintendo had also decided upon using a motion sensor, infrared pointer, and the layout of the buttons, and by the end of 2005 the controller was ready for mass production.
During development of the Wii Remote, video game designer Shigeru Miyamoto brought in mobile phones and controllers for automotive navigation systems for inspiration, eventually producing a prototype that resembled a cell phone. Another design featured both an analog stick and a touchscreen, but Nintendo rejected the idea of a touchscreen on the controller, "since the portable console and living-room console would have been exactly the same".
Sources also indicate that the Wii Remote was originally in development as a controller for the Nintendo GameCube, rather than the Wii. Video game developer Factor 5 stated that during development of launch title Star Wars Rogue Squadron II: Rogue Leader, it had an early prototype of a motion-sensing controller. Video game journalist Matt Casamassina, from gaming website IGN, stated that he believed that Nintendo had planned to release the Wii Remote for the GameCube, noting that "Nintendo said that it hoped that GCN could enjoy a longer life cycle with the addition of top-secret peripherals that would forever enhance the gameplay experience." He suggested that Nintendo may have wanted to release the Wii Remote with a new system, instead of onto the GameCube, as " Revolution addresses one of the GameCube's biggest drawbacks, which is that it was/is perceived as a toy."
Third-party use
Since the release of the Wii console, people have been exploring different new ways in which to use the Wii Remote. Many third-party applications are currently in development through Wii homebrew. One popular Windows program called GlovePIE allows the Wii Remote to be used on a personal computer to emulate a keyboard, mouse or joystick. Connecting the Wii Remote to a personal computer is done via a Bluetooth connection. The Bluetooth program BlueSoleil has been proven to successfully connect a Wii Remote to a PC. Still another program (like GlovePIE) is needed to utilize the Wii Remote's protocol and to use the data it offers.
The Wii Remote Bluetooth protocol can be implemented on other devices including cell phones, which often have poor usability with games. Two students have demonstrated this concept by creating a driver software that has the capability to connect the Wii Remote to a Symbian OS smartphone. The idea behind this driver is that a mobile phone with a TV-out port can replace the game console.
Programmer Johnny Lee has posted video demos and sample code at his website related to the use of the Wii Remote for finger tracking, low-cost multipoint interactive whiteboards, and head tracking for desktop VR displays. This was the subject for his presentation at the prestigious TED conference, where he demonstrated several such applications. The WiimoteProject forum has become the discussion, support and sharing site for Lee's Wii Remote projects and other newer developments.
Studies have also been conducted to use the Wii Remote as a practice method to fine-tune surgeons' hand motions. Utilizing DarwiinRemote, researchers at the University of Memphis have adapted the Wii Remote for data collection in cognitive psychology experiments. Autodesk has released a plugin that allows the Wii Remote to control orientation of 3D models in Autodesk Design Review.
Counterfeit units
As the Wii gained in popularity, reports surfaced of counterfeit Wii Remotes entering circulation. Although these devices may provide the same functionality as official Wii Remotes, the build quality is typically inferior and components such as the rumble pack and speaker are noticeably different. It is also unclear if current and future accessories will operate correctly with counterfeit units due to the differences in internal components.
Design
The Wii Remote assumes a one-handed remote control-based design instead of the traditional gamepad controllers of previous gaming consoles. This was done to make motion sensitivity more intuitive, as a remote design is fitted perfectly for pointing, and in part to help the console appeal to a broader audience that includes non-gamers. The body of the Wii Remote measures 148 mm (5.83 in) long, 36.2 mm (1.43 in) wide, and 30.8 mm (1.21 in) thick. The Wii Remote model number is RVL-003, a reference to the project codename "Revolution". The controller communicates wirelessly with the console via short-range Bluetooth radio, with which it is possible to operate up to four controllers as far as 10 meters (approx. 30 ft) away from the console. However, to utilize pointer functionality, the Wii Remote must be used within five meters (approx. 16 ft) of the Sensor Bar. The controller's symmetrical design allows it to be used in either hand. The Wii Remote can also be turned horizontally and used like a Famicom/NES controller, or in some cases (like Excite Truck, Sonic and the Secret Rings, Mario Kart Wii, and Sonic and Sega All-Stars Racing) a steering wheel. It is also possible to play a single-player game with a Wii Remote in each hand, as in the Shooting Range game contained in Wii Play.
At E3 2006, a few minor changes were made to the controller from the design presented at the Game Developer's Conference. The controller was made slightly longer, and a speaker was added to the face beneath the center row of buttons. The "B" button became more curved resembling a trigger. The "Start" and "Select" buttons were changed to plus "+" and minus "–", and the "b" and "a" buttons were changed to 1 and 2 to differentiate them from the "A" and "B" buttons. Also, the symbol on the "Home" button was changed from a blue dot to a shape resembling a home/house, the shape of the power button was made circular rather than rectangular, and the blue LEDs indicating player number are now labeled using small Braille-like raised dots instead of Arabic numerals, with "1" being "•", "2" being "••", "3" being "•••", and "4" being "••••". The Nintendo logo at the bottom of the controller face was replaced with the Wii logo. Also, the expansion port was redesigned, with expansion plugs featuring a smaller snap-on design.
The blue LEDs also show how much battery power remains on the Wii Remote. By pressing any button, besides the power button while the controller is not being used to play games, a certain number of the four blue LEDs will light up, showing the battery life: four of the LEDs flash when it is at, or near, full power. Three lights flash when it is at 75%, two lights when at 50%, and one light flashes when there is 25% or less power remaining.
Similarities have been noted between the Wii Remote and an early Dreamcast controller prototype.
In the Red Steel trailer shown at E3 2006, the Wii Remote featured a smaller circular shaped image sensor, as opposed to the larger opaque IR filters shown on other versions. In the initial teaser video that revealed the controller at Tokyo Game Show 2005, the 1 and 2 buttons were labeled X and Y, respectively.
Thursday, March 12, 2009
Wii
The Wii (pronounced /ˈwiː/, like the pronoun we) is a home video game console released by Nintendo on November 19, 2006. As a seventh-generation console, the Wii primarily competes with Microsoft's Xbox 360 and Sony's PlayStation 3. Nintendo states that its console targets a broader demographic than that of the two others. As of December 2010, the Wii leads the generation over the PlayStation 3 and Xbox 360 in worldwide sales, and in December 2009 broke the record for best-selling console in a single month in the United States.
A distinguishing feature of the console is its wireless controller, the Wii Remote, which can be used as a handheld pointing device and detects movement in three dimensions. Another distinctive feature of the console is WiiConnect24, which enables it to receive messages and updates over the Internet while in standby mode.
The Wii is Nintendo's fifth home console, the direct successor to the Nintendo GameCube, and able to play all official GameCube games. Nintendo first spoke of the console at the 2004 E3 press conference and later unveiled the system at the 2005 E3. Nintendo CEO Satoru Iwata revealed a prototype of the controller at the September 2005 Tokyo Game Show. At E3 2006, the console won the first of several awards. By December 8, 2006, it had completed its launch in four key markets.
History
The console was conceived in 2001, as the Nintendo GameCube was first seeing release. According to an interview with Nintendo's game designer Shigeru Miyamoto, the concept involved focusing on a new form of player interaction. "The consensus was that power isn't everything for a console. Too many powerful consoles can't coexist. It's like having only ferocious dinosaurs. They might fight and hasten their own extinction."
Two years later, engineers and designers were brought together to develop the concept further. By 2005, the controller interface had taken form, but a public showing at that year's Electronic Entertainment Expo (E3) was withdrawn. Miyamoto stated that, "[W]e had some troubleshooting to do. So we decided not to reveal the controller and instead we displayed just the console." Nintendo president Satoru Iwata later unveiled and demonstrated the Wii Remote at the September Tokyo Game Show.
The Nintendo DS is said to have influenced the Wii design. Designer Ken'ichiro Ashida noted, "We had the DS on our minds as we worked on the Wii. We thought about copying the DS's touch-panel interface and even came up with a prototype." The idea was eventually rejected, with the notion that the two gaming systems would be identical. Miyamoto also expressed that, " if the DS had flopped, we might have taken the Wii back to the drawing board."
Name
The console was known by the code name of "Revolution" until April 27, 2006, immediately prior to E3. The Nintendo Style Guide refers to the console as "simply Wii, not Nintendo Wii", making it the first home console Nintendo has marketed outside of Japan without the company name featured in its trademark. While "Wiis" is a commonly used pluralization of the console, Nintendo has stated that the official plural form is "Wii systems" or "Wii consoles."
Nintendo's spelling of "Wii" with two lower-case "i" characters is meant to resemble two people standing side by side, representing players gathering together, as well as to represent the Wii Remote and Nunchuk. The company has given many reasons for this choice of name since the announcement; however, the best known is:
“ Wii sounds like 'we', which emphasizes that the console is for everyone. Wii can easily be remembered by people around the world, no matter what language they speak. No confusion. No need to abbreviate. Just Wii. ”
Despite Nintendo's justification for the name, some video game developers and members of the press reacted negatively towards the change. They preferred "Revolution" over "Wii" and Forbes expressed fear "that the name would convey a continued sense of 'kidiness' to the console." The BBC reported the day after the name was announced that "a long list of puerile jokes, based on the name," had appeared on the Internet. Nintendo of America's president Reggie Fils-Aime acknowledged the initial reaction and further explained the change:
“ Revolution as a name is not ideal; it's long, and in some cultures, it's hard to pronounce. So we wanted something that was short, to the point, easy to pronounce, and distinctive. That's how 'Wii,' as a console name, was created.”
Nintendo of America's then-Vice President of Corporate Affairs Perrin Kaplan defended its choice of "Wii" over "Revolution" and responded to critics of the name by stating, "Live with it, sleep with it, eat with it, move along with it and hopefully they'll arrive at the same place."
Launch
On September 14, 2006, Nintendo announced release information for Japan, North and South America, Australasia (Oceania), Asia and Europe, including dates, prices, and projected unit distribution numbers. It was announced that the majority of the 2006 shipments would be allotted to the Americas, and that 33 titles would be available in the 2006 launch window. The Wii was launched in the United States on November 19, 2006 at $249.99. It was later launched in the United Kingdom on December 8, 2006 at £179. The UK suffered a widespread shortage of console units as many high-street and online stores were unable to fulfill all pre-orders when it was released. The Wii was launched in South Korea on April 26, 2008 and in Taiwan on July 12, 2008.
A distinguishing feature of the console is its wireless controller, the Wii Remote, which can be used as a handheld pointing device and detects movement in three dimensions. Another distinctive feature of the console is WiiConnect24, which enables it to receive messages and updates over the Internet while in standby mode.
The Wii is Nintendo's fifth home console, the direct successor to the Nintendo GameCube, and able to play all official GameCube games. Nintendo first spoke of the console at the 2004 E3 press conference and later unveiled the system at the 2005 E3. Nintendo CEO Satoru Iwata revealed a prototype of the controller at the September 2005 Tokyo Game Show. At E3 2006, the console won the first of several awards. By December 8, 2006, it had completed its launch in four key markets.
History
The console was conceived in 2001, as the Nintendo GameCube was first seeing release. According to an interview with Nintendo's game designer Shigeru Miyamoto, the concept involved focusing on a new form of player interaction. "The consensus was that power isn't everything for a console. Too many powerful consoles can't coexist. It's like having only ferocious dinosaurs. They might fight and hasten their own extinction."
Two years later, engineers and designers were brought together to develop the concept further. By 2005, the controller interface had taken form, but a public showing at that year's Electronic Entertainment Expo (E3) was withdrawn. Miyamoto stated that, "[W]e had some troubleshooting to do. So we decided not to reveal the controller and instead we displayed just the console." Nintendo president Satoru Iwata later unveiled and demonstrated the Wii Remote at the September Tokyo Game Show.
The Nintendo DS is said to have influenced the Wii design. Designer Ken'ichiro Ashida noted, "We had the DS on our minds as we worked on the Wii. We thought about copying the DS's touch-panel interface and even came up with a prototype." The idea was eventually rejected, with the notion that the two gaming systems would be identical. Miyamoto also expressed that, " if the DS had flopped, we might have taken the Wii back to the drawing board."
Name
The console was known by the code name of "Revolution" until April 27, 2006, immediately prior to E3. The Nintendo Style Guide refers to the console as "simply Wii, not Nintendo Wii", making it the first home console Nintendo has marketed outside of Japan without the company name featured in its trademark. While "Wiis" is a commonly used pluralization of the console, Nintendo has stated that the official plural form is "Wii systems" or "Wii consoles."
Nintendo's spelling of "Wii" with two lower-case "i" characters is meant to resemble two people standing side by side, representing players gathering together, as well as to represent the Wii Remote and Nunchuk. The company has given many reasons for this choice of name since the announcement; however, the best known is:
“ Wii sounds like 'we', which emphasizes that the console is for everyone. Wii can easily be remembered by people around the world, no matter what language they speak. No confusion. No need to abbreviate. Just Wii. ”
Despite Nintendo's justification for the name, some video game developers and members of the press reacted negatively towards the change. They preferred "Revolution" over "Wii" and Forbes expressed fear "that the name would convey a continued sense of 'kidiness' to the console." The BBC reported the day after the name was announced that "a long list of puerile jokes, based on the name," had appeared on the Internet. Nintendo of America's president Reggie Fils-Aime acknowledged the initial reaction and further explained the change:
“ Revolution as a name is not ideal; it's long, and in some cultures, it's hard to pronounce. So we wanted something that was short, to the point, easy to pronounce, and distinctive. That's how 'Wii,' as a console name, was created.”
Nintendo of America's then-Vice President of Corporate Affairs Perrin Kaplan defended its choice of "Wii" over "Revolution" and responded to critics of the name by stating, "Live with it, sleep with it, eat with it, move along with it and hopefully they'll arrive at the same place."
Launch
On September 14, 2006, Nintendo announced release information for Japan, North and South America, Australasia (Oceania), Asia and Europe, including dates, prices, and projected unit distribution numbers. It was announced that the majority of the 2006 shipments would be allotted to the Americas, and that 33 titles would be available in the 2006 launch window. The Wii was launched in the United States on November 19, 2006 at $249.99. It was later launched in the United Kingdom on December 8, 2006 at £179. The UK suffered a widespread shortage of console units as many high-street and online stores were unable to fulfill all pre-orders when it was released. The Wii was launched in South Korea on April 26, 2008 and in Taiwan on July 12, 2008.
Monday, March 9, 2009
PlayStation 3
The PlayStation 3 (プレイステーション3 Pureisutēshon Surī?, officially abbreviated as PS3) is the third home video game console produced by Sony Computer Entertainment and the successor to the PlayStation 2 as part of the PlayStation series. The PlayStation 3 competes with Microsoft's Xbox 360 and Nintendo's Wii as part of the seventh generation of video game consoles.
A major feature that distinguishes the PlayStation 3 from its predecessors is its unified online gaming service, the PlayStation Network, which contrasts with Sony's former policy of relying on video game developers for online play. Other major features of the console include its robust multimedia capabilities, connectivity with the PlayStation Portable, and its use of the Blu-ray Disc as its primary storage medium. The PS3 was also the first Blu-ray 2.0-compliant Blu-ray player on the market.
The PlayStation 3 was first released on November 11, 2006 in Japan, November 17, 2006 in North America, March 16, 2007 in the United Kingdom and Ireland and March 23, 2007 in mainland Europe and Oceania. Two stock-keeping units were available at launch: a basic model with a 20 GB hard disk drive and a premium model with a 60 GB hard drive and several additional features (the 20 GB model was not released in Europe or Oceania). Since then, several revisions have been made to the console's available models, most notably with the release of a new slim model in September 2009 to coincide with rebranding of the console and its logo.
History
Sony officially unveiled the PlayStation 3 (then marketed as PLAYSTATION 3) to the public along with its original boomerang style controller on May 16, 2005, during the E3 2005 conference. A functional version of the system was not present there, nor at the Tokyo Game Show in September 2005, although demonstrations (such as Metal Gear Solid 4: Guns of the Patriots) were held at both events on software development kits and comparable personal computer hardware. Video footage based on the predicted PlayStation 3 specifications was also shown (notably a Final Fantasy VII tech demo). The initial prototype shown in May 2005 featured two HDMI ports, three Ethernet ports and six USB ports; however, when the system was shown again a year later at E3 2006, these were reduced to one HDMI port, one Ethernet port and four USB ports, presumably to cut costs. Two hardware configurations were also announced for the console: a 20 GB model and a 60 GB model, priced at US$499 (€499) and US$599 (€599), respectively. The 60 GB model was to be the only configuration to feature an HDMI port, Wi-Fi internet, flash card readers and a chrome trim with the logo in silver. Both models were announced for a simultaneous worldwide release: November 11 for Japan and November 17 for North America and Europe.
On September 6, 2006, Sony announced that the PAL region PlayStation 3 launch would be delayed until March 2007, due to a shortage of materials used in the Blu-ray drive.
At the Tokyo Game Show on September 22, 2006, Sony announced that it would include an HDMI port on the 20 GB system, but a chrome trim, flash card readers, silver logo and Wi-Fi would not be included. Also, the launch price of the Japanese 20 GB model was reduced by over 20%, and the 60 GB model was announced for an open pricing scheme in Japan. During the event, Sony showed 27 playable PS3 games running on final hardware.
Launch
The PlayStation 3 was first released in Japan on November 11, 2006 at 07:00. According to Media Create, 81,639 PS3 systems were sold within 24 hours of its introduction in Japan.
Soon after its release in Japan, the PS3 was released in North America on November 17, 2006. Reports of violence surrounding the release of the PS3 include a customer shot, campers robbed at gunpoint, customers shot in a drive-by shooting with BB guns, and 60 campers fighting over 10 systems.
The console was originally planned for a global release through November, but the European and rest-of-the-world's release was delayed "until March" at the start of September. With it being a somewhat last-minute delay, some companies had taken deposit-based pre-orders, to which Sony informed customers that they were eligible for full refunds or could continue the pre-order. On January 24, 2007, Sony announced that the PlayStation 3 would go on sale on March 23, 2007 in Europe, Australia, the Middle East, Africa and New Zealand. The system sold about 600,000 units in its first two days. On March 7, 2007, the 60 GB PlayStation 3 launched in Singapore with a price of S$799. The console was launched in South Korea on June 16, 2007 in a single version equipped with an 80 GB hard drive and IPTV.
PS3 Slim and console rebranding
Following speculation that a 'slim' model was in the pipeline Sony officially announced the PS3 CECH-2000 model on August 18, 2009 at the Sony Gamescom press conference. Among its features are a slimmer form factor and quieter noise when powered on. It was released in major territories by September 2009. As part of the release for the slim model, the logo was changed from the "Spider-Man font" and capitalized PLAYSTATION 3 to a more traditional PlayStation and PlayStation 2 like 'PlayStation 3' logo with "PS3" imprinted on the console. Along with the console and logo redesign, the boot screen of all consoles changed from "Sony Computer Entertainment" to "PS3 PlayStation 3", with a new chime and the game start splashscreen being dropped. The cover art and packaging of games has also been changed to reflect the redesign.
A major feature that distinguishes the PlayStation 3 from its predecessors is its unified online gaming service, the PlayStation Network, which contrasts with Sony's former policy of relying on video game developers for online play. Other major features of the console include its robust multimedia capabilities, connectivity with the PlayStation Portable, and its use of the Blu-ray Disc as its primary storage medium. The PS3 was also the first Blu-ray 2.0-compliant Blu-ray player on the market.
The PlayStation 3 was first released on November 11, 2006 in Japan, November 17, 2006 in North America, March 16, 2007 in the United Kingdom and Ireland and March 23, 2007 in mainland Europe and Oceania. Two stock-keeping units were available at launch: a basic model with a 20 GB hard disk drive and a premium model with a 60 GB hard drive and several additional features (the 20 GB model was not released in Europe or Oceania). Since then, several revisions have been made to the console's available models, most notably with the release of a new slim model in September 2009 to coincide with rebranding of the console and its logo.
History
Sony officially unveiled the PlayStation 3 (then marketed as PLAYSTATION 3) to the public along with its original boomerang style controller on May 16, 2005, during the E3 2005 conference. A functional version of the system was not present there, nor at the Tokyo Game Show in September 2005, although demonstrations (such as Metal Gear Solid 4: Guns of the Patriots) were held at both events on software development kits and comparable personal computer hardware. Video footage based on the predicted PlayStation 3 specifications was also shown (notably a Final Fantasy VII tech demo). The initial prototype shown in May 2005 featured two HDMI ports, three Ethernet ports and six USB ports; however, when the system was shown again a year later at E3 2006, these were reduced to one HDMI port, one Ethernet port and four USB ports, presumably to cut costs. Two hardware configurations were also announced for the console: a 20 GB model and a 60 GB model, priced at US$499 (€499) and US$599 (€599), respectively. The 60 GB model was to be the only configuration to feature an HDMI port, Wi-Fi internet, flash card readers and a chrome trim with the logo in silver. Both models were announced for a simultaneous worldwide release: November 11 for Japan and November 17 for North America and Europe.
On September 6, 2006, Sony announced that the PAL region PlayStation 3 launch would be delayed until March 2007, due to a shortage of materials used in the Blu-ray drive.
At the Tokyo Game Show on September 22, 2006, Sony announced that it would include an HDMI port on the 20 GB system, but a chrome trim, flash card readers, silver logo and Wi-Fi would not be included. Also, the launch price of the Japanese 20 GB model was reduced by over 20%, and the 60 GB model was announced for an open pricing scheme in Japan. During the event, Sony showed 27 playable PS3 games running on final hardware.
Launch
The PlayStation 3 was first released in Japan on November 11, 2006 at 07:00. According to Media Create, 81,639 PS3 systems were sold within 24 hours of its introduction in Japan.
Soon after its release in Japan, the PS3 was released in North America on November 17, 2006. Reports of violence surrounding the release of the PS3 include a customer shot, campers robbed at gunpoint, customers shot in a drive-by shooting with BB guns, and 60 campers fighting over 10 systems.
The console was originally planned for a global release through November, but the European and rest-of-the-world's release was delayed "until March" at the start of September. With it being a somewhat last-minute delay, some companies had taken deposit-based pre-orders, to which Sony informed customers that they were eligible for full refunds or could continue the pre-order. On January 24, 2007, Sony announced that the PlayStation 3 would go on sale on March 23, 2007 in Europe, Australia, the Middle East, Africa and New Zealand. The system sold about 600,000 units in its first two days. On March 7, 2007, the 60 GB PlayStation 3 launched in Singapore with a price of S$799. The console was launched in South Korea on June 16, 2007 in a single version equipped with an 80 GB hard drive and IPTV.
PS3 Slim and console rebranding
Following speculation that a 'slim' model was in the pipeline Sony officially announced the PS3 CECH-2000 model on August 18, 2009 at the Sony Gamescom press conference. Among its features are a slimmer form factor and quieter noise when powered on. It was released in major territories by September 2009. As part of the release for the slim model, the logo was changed from the "Spider-Man font" and capitalized PLAYSTATION 3 to a more traditional PlayStation and PlayStation 2 like 'PlayStation 3' logo with "PS3" imprinted on the console. Along with the console and logo redesign, the boot screen of all consoles changed from "Sony Computer Entertainment" to "PS3 PlayStation 3", with a new chime and the game start splashscreen being dropped. The cover art and packaging of games has also been changed to reflect the redesign.