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je n’ai jamais vu d’angle droit pour ma part
il me semble que ce serait un fameux défi à la loi de la gravitation
je me souviens vaguement d’avoir vu quelque chose comme ca ! j’avais 18 ans et lui devait en avoir 20 ou 21 !
profite ca ne durera pas toute la vie et ne. te fais pas de soucis l’important étant de bien savoir s’en servir !
-> « ta question n’est pas très facile à comprendre
est-ce que tu pourrais l’illustrer d’une photo pour qu’on se rende mieux compte ? »
je ne te pensais pas comme cela
je suis bien pire que ça, en fait
il fait beau chez toi ? comment ça se passe, cette saint jean ?
dr dominique dupagneadministrateur du forum
« doit-on bander à la vertical en position couché??? »
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too much time focusing on core gamers and would be unable to turn a profit if they did not tend to the average game player
furthermore, he wished to prove that nintendo, considered a « conservative » company at the time, would become a forefront innovator of entertainment
[39] iwata articulated a « blue ocean » strategy to help nintendo successfully compete against the other console manufacturers
instead of competing on technical specifications, iwata drew on his previous experience as a game developer to produce novel and entertaining hardware and games
iwata helped lead a revitalization of nintendo’s handheld business by transitioning the company from the game boy advance to the nintendo ds, which sported a unique form factor and inclusion of a touchscreen that allowed for novel games
[40] the idea for using two screens on a single device originated with yamauchi before his retirement, while miyamoto suggested the use of a touchscreen
[41] miyamoto subsequently spearheaded development of the device and its prototypes
[42] the nintendo ds proved to be a highly profitable system and went on to become the second-best selling video game console of all time with more than 154 million units, inclusive of subsequent iterations, sold by september 2014
[43][44] in june 2004, iwata sought a conference with dr
ryuta kawashima about a game that could appeal to non-gamers
this project would later become brain age: train your brain in minutes a day!, released in may 2005
[7][45] iwata personally oversaw development of the brain age series, even foregoing a public appearance on the day of the nintendo ds’s release in japan on december 2
[45] miyamoto supported iwata’s work with the series and sent one of his protégés, kouichi kawamoto, to help develop the game
[46] the brain age series is partially credited with launching the popularity of the nintendo ds, and the series as a whole sold over 30 million copies by december 2008
subsequent iterations of the nintendo ds, the ds lite and dsi, also saw positive sales
[48] the ds lite improved upon the original ds, featuring brighter screens and a slimmer design in accordance with consumer demand
[49][50] released in march 2006 in japan and three months later worldwide,[49] the ds lite ultimately sold nearly 94 million units
[43] statistics showed that households often shared a single ds, and iwata sought to expand this from one per household to one per person
[48] the console’s third iteration, the dsi, embodies this idea with the « i » representing a single person
[51] despite concerns that the video game market was already over saturated by the ds and ds lite, iwata was confident that the dsi would sell, especially in european markets
[52][53] the dsi built upon the success of the ds lite by similarly meeting consumer demand
[51] in addition to being slimmed further, the dsi featured two cameras, sd card support, an audio reader, and the « nintendo dsi shop »
[49] the relatively quick succession of the ds lite and dsi broke the conventional pattern for release of game systems, each being released roughly 18 months apart instead of 5 years
iwata saw the gradual price drop in the five-year cycle as a way of indirectly telling consumers to wait to purchase products and a punishment for those who bought it at launch
he sought to alleviate this issue with the quick releases
discussions between iwata, miyamoto, and takeda about a new home console began in the first half of 2003
[55] with encouragement from yamauchi, iwata pushed for development of a revolutionary product that would later become the wii
[56] iwata subsequently assigned takeda to the project, « telling [takeda] to go off the tech roadmap »
[55] the overall premise was that « a mom has to like it »
[57] during the console’s development process iwata challenged engineers to make the wii no thicker than three dvd cases stacked together, a feat they ultimately accomplished
[58] takeda and his team focused on reducing power consumption while retaining or improving levels of performance shown with the gamecube
[59] alongside the internal hardware designed by nintendo’s engineers, iwata proposed that the console abandon use of a typical controller to make gaming more accessible to everyone
[56] miyamoto took the lead on developing a new controller while takeda’s team provided the internal components
after six months and dozens of scrapped prototypes, takeda procured a cmos sensor that later became the core aspect of the remote
with the addition of accelerometers, they were able to effectively produce motion controls
initially codenamed « revolution » during a teaser at e3 2004, following iwata’s goal of creating a gaming revolution,[31][40] iwata publicly revealed the wii at e3 2005, holding it above his head to emphasize its small size and light weight design
[58] reveal of the wii’s signature wii remote controller was withheld until the tokyo game show in september 2005
during his speech at the conference, iwata reiterated his stance on growing the gaming market but expanded upon it by emphasizing the need to make controls less complicated
[61] the controller’s remote control design partially stemmed from iwata’s desire to have a device that was « immediately accessible » to all
he also insisted that the wii remote be referred to as simply a « remote » rather than

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