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  1. #1
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    Wii U

    Using Wii icon until a Wii U icon is made.






    http://e3src.nintendo.com/wiiu/#tech-specs
    Specs - Subject to change yadda yadda
    Spoiler: show

    Processors:
    CPU: IBM Power processor.
    GPU: AMD Radeon HD based GPU

    Storage:
    Internal flash memory, expandable via SD memory cards and USB hard disk drives[70]
    Slot-loading optical disc drive compatible with 12 cm "proprietary high-density optical discs" (25GB per layer)[71][72] and 12 cm Wii optical discs
    Ports and peripheral capabilities:
    SD memory card slot (supports SDHC cards)
    USB 2.0 ports (2 at front of console, 2 at rear)
    Sensor Bar power port
    "AV Multi Out" port
    HDMI 1.4 out port

    Wii U GamePad:
    Built-in 3-axis accelerometer and 3-axis gyroscope
    Speakers and Microphone
    Front-facing camera
    IR Sensor strip
    6.2 inch (15.7 cm) 16:9 resistive touchscreen
    Two clickable analog sticks and one D-pad
    Stylus
    Select, Start, Home and Power buttons
    A/B/X/Y face buttons, L/R bumper buttons and ZL/ZR trigger buttons
    Rumble
    Controller sync button
    Bluetooth
    NFC
    Note: The Wii U is also compatible with the Wii Remote, Nunchuk, Classic Controller, and the Wii Balance Board. It has been announced through Nintendo Network that the Wii Remote will still be used not only for Wii games, but as a new way to combine it with the experience brought by the tablet controller.

    Video:
    1080p, 1080i, 720p, 576i (PAL Only), 480p, 480i, standard 4:3 and 16:9 anamorphic widescreen
    "AV Multi Out" port supporting composite video, YPBPR component video, S-Video (NTSC consoles only), RGB SCART (PAL consoles only) and D-Terminal (Japan only)
    HDMI 1.4 out port supporting stereoscopic 3D images.

    Audio
    "AV Multi Out" port. Six-channel PCM linear output through HDMI

    Networking
    Wii U can access the Internet via wireless (IEEE 802.11b/g/n) connection. The console features four USB 2.0 connectors – two in the front and two in the rear – that support Wii LAN Adapters.

    Wii Compatibility
    Nearly all Wii software and accessories can be used with Wii U.




    Retail games:
    Spoiler: show

    NBA 2K13 (2K Sports)
    Ben 10: Omniverse (D3Publisher)
    Family Party: 30 Great Games (working title) (D3Publisher)
    Rise of the Guardians: The Video Game (D3Publisher)
    Mass Effect 3 (EA)
    Jett Tailfin (Maximum Games)
    Tank! Tank! Tank! (Namco Bandai)
    Tekken Tag Tournament 2 (Namco Bandai)
    Lego City: Undercover (Nintendo)
    New Super Mario Bros. U (Nintendo)
    Ninja Gaiden 3: Razor’s Edge (Nintendo)
    Nintendo Land (Nintendo)
    SiNG (working title) (Nintendo)
    Wii U Panorama View (working title) (Nintendo)
    Game & Wario (working title) (Nintendo)
    Pikmin 3 (Nintendo)
    Project P-100 (working title) (Nintendo)
    Wii Fit U (Nintendo)
    Aliens: Colonial Marines (Sega)
    Sonic & All-Stars Racing Transformed (Sega)
    Darksiders 2 (THQ)
    Assassin’s Creed 3 (Ubisoft)
    Just Dance 4 (Ubisoft)
    Marvel Avengers: Battle for Earth (Ubisoft)
    Rabbids Land (Ubisoft)
    Sports Connection (Ubisoft)
    Your Shape: Fitness Evolved 2013 (Ubisoft)
    ZombiU (Ubisoft)
    Rayman Legends (Ubisoft)
    Scribblenauts Unlimited (Warner Bros)
    Batman: Arkham City Armored Edition (Warner Bros)


    Digital only:
    Spoiler: show
    Chasing Aurora (Broken Rules)
    Trine 2: Director’s Cut (Frozenbyte)
    Runner 2: Future Legend of Rhythm Alien (Gaijin Games)
    Aban Hawkins & the 1,001 Spikes (Nicalis)
    Cloudberry Kingdom (Pwnee Studios)


    Wii U will have a unique "Miiverse" but expect it to be policed.



    http://www.insidegamingdaily.com/201...ck-detectives/

    A report in the LA Times reveals that Nintendo plans on delaying the display of messages shared on the Wii U’s Miiverse public message board thing to allow the company to moderate each and every post.

    “The attraction of a social network is the immediacy of the feedback,” Nintendo’s president and CEO Satoru Iwata is quoted as saying. But because parents need to feel like it’s a safe space for kids, Nintendo plans on having each and every post reviewed by a company employee—causing a big ol’ lag.

    Said Iwata: “Personally, I think 30 minutes should be acceptable.”

    In addition, users will be able to flag comments they view as inappropriate, which is pretty standard. But a 30 minute lag, and the chance that you’re awesome dick-picture won’t be posted at all? What a pain!

    I’m hopeful that Nintendo creates a “grown-ups only” type of space on Miiverse that doesn’t need to be moderated so much—or at all. It’s Nintendo’s network, and it’s certainly their right to censor it as they see fit. But losing out on the immediacy of online communication, I have a feeling that Miiverse will wither and die before it has any chance of actual community taking root.

  2. #2
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    Reposting trailers

    Rabbids Land


    P-100

    Pikmin 3

    ZombiU

    Scribblenauts Unlimited

    Tank! Tank! Tank!

    Batman Arkham City Armored Edition

    Rayman Legends

    Mass Effect 3

    New Super Mario Bros. U

  3. #3
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    A quickie for whoever has the means of adding forum icons.

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    I don't know anything about the wiiu so forgive me, but it looks like the system runs on a tv like a normal console and the pad screen is kinda like a second monitor that the game makers can use for stuff like equipment/inventory type screens? And that you can use the pad kinda like a wiimote in terms of moving around and stuff?

  5. #5
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    For the most part that's correct. Some developers will undoubtedly come up with cool uses for the extra controller, but for the most part, I imagine it'll be an inventory/map screen. It might not seem like much, but just think of how much clearer your HUD will be if all the random information like ammo, or radar, etc can be relegated to the other screen? In the ZombiU game, if you bring the controller up to the screen, you zoom in on your sniper rifles, and they're using it as a touch screen to mimic a door touchpad, things like that. Last year, Ubisoft had a mockup where people were playing the latest Ghost Recon on WiiU and so they had some players who were using the extra screen for a map, but one player was using it to control their helicopter drone to look for the enemies' location, so things like that have the potential to be really cool. Personally, I think the map feature has the potential to be really helpful. Playing the Zelda games on DS have spoiled me to writing on my maps, and in the Pikmin demo they showed, having the ability to just look at the map, seeing what your different groups of Pikmin are doing, and deciding where you need to go seems like an awesome step up from the previous 2 games.

    There are two other features they've talked about with the second controller. One is, if you're playing a game and someone wants the TV, you can switch the gameplay over to the WiiU controller and keep playing. I dunno how useful that will be, cause I imagine most people will not want to give up the TV, but I can see it working if like, you're playing a game, a sporting event comes up and you're not at a point where you can save, you can have the sporting event on and get to a save point on the smaller controller. The other feature they've talked about is this whole asymmetric gameplay option. So, in games like New Super Mario Bros.U, a fifth player is able to use the WiiU controller to add blocks to the map to help the other four, things like that. It sounds nice and all, but I would hate being that fifth player personally, just doesn't seem as fun..

  6. #6
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    I don't expect many of the games to make serious use of the touch screen in additional to the main TV since you'll want to support people who want to play using the 360-mock controller, so you'd still need that fallback option, which multi-plat games will have already anyways for the 360/PS3/PC users.

    The main appeal of the controller for me would be playing remotely within this same house, which is kinda how I treat all my handhelds (whenever I'm out and about I'm usually not sitting around killing time). That's assuming the video signal doesn't go to shit through one floor and wall though.

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  8. #8
    You just got served THE CALLISTO SPECIAL
    SASSAGE KING OF DA WORLD
    cheap hawks gay

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    Debating the appropriateness of replying 'no u'

  9. #9
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    Pens win! Pens Win!!! PENS WIN!!!!!

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    Already gave some money for a WIIU reservation even tho no official date

    lawl

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    We wear wine red on Wednesdays

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    Can you actually reserve it already? Meh, I'll probably do the same. Where did you put money down at GS?

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    Well the girl didn't want me to put money on WiiU cuz it wasn't in the system yet but she put it on a game and put a note saying to change to the console when it gets in the system

    And i'm in QC so Ebgames for me!

  12. #12
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    http://www.joystiq.com/2012/06/13/wi...to-play-games/


    Wii U designed to allow free-to-play games
    Nintendo president Satoru Iwata is notoriously less than jazzed about free-to-play games, but the Wii U's online architecture will be set up to support them, just in case someone else feels like doing that. "We have designed the system from a technical standpoint to allow developers to freely take advantage of things like free to play and micro transactions," Iwata said in an investor Q&A held during E3 and released today. The 3DS was recently updated to allow DLC as well; the architecture for Wii U microtransactions is likely the same.

    Don't take that as an indication of Nintendo's own interest in the model, however. "Currently, we are not actively looking at free to play for our first-party content and I don't think that's a direction that we should go in right now," Iwata said. "But that doesn't mean for the future that there may not come a time where we have specific content that might be suited to that model."

  13. #13
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    Wii U won't upscale Wii games.



    http://www.1up.com/news/wii-games-wont-look-nicer-wii-u
    Wii games will be playable on Wii U, unlike GameCube games. They won't look any better than you remember, however, as Nintendo has announced that Wii U will not upscale Wii titles.
    Nintendo of America Reggie Fils-Aime revealed the news in an interview with GameTrailers this week. "It will not do that," he said when asked about the possibility. "That's really driven by the hardware, and the original Wii games were built for a specific type of hardware. There's no mechanism to quote-unquote 'up-res' that unless we launch a brand-new game." Giant Bomb also confirmed that this is the case with Nintendo PR director Mark Franklin.

    It's disappointing news, especially in light of what we've seen from a PC emulator that played Wii games like Super Mario Galaxy (the upscaled version of which is pictured above), Zelda: Twilight Princess, and Metroid Prime 3 in 720p.

    Guess I'll stop holding out on playing a few games I picked up in hope for this <_<

  14. #14
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    http://www.telegraph.co.uk/technolog...the-Wii-U.html


    Satoru Iwata interview: Nintendo rivals are already copying the Wii U
    Satoru Iwata looks strangely relaxed. Comfortable, smiling, you wouldn't think that the President and CEO of Nintendo had just seen his company detail their most important product launch in six years. Revealing the final form of their new home console, Wii U, Nintendo's pre-E3 conference was something of a mixed success. Exciting announcements of Pikmin 3 and a host of third-party games for their new console was lost in an occasionally muddled explanation of the console itself. The dual-screen setup of the Wii U, it seems, is a tricky one to handle.

    "On the stage we couldn't fully explain what's so unique about our product," admits Iwata. "It's only after people come to our booth and have the hands-on experience with the Wii U they started to realise that it is a surprise. The excitement is very high every day, and I'm really happy to see smiling faces at our booth."
    Iwata isn't overstating his case. Nintendo's show floor booth is a bustling area of giggles and chatter, gamers taking respite from the sturm und drang of the myriad blockbuster shooters elsewhere at E3. Once you have the Wii U Gamepad in your hands, it makes sense. A simple and successful idea that's hard to communicate, Iwata knows that this is the biggest challenge the Wii U will face.

    "It's our homework to come up with the most effective way to communicate the newness of the Wii U," he says. "The people who came to the hands-on appreciate the uniqueness, but we have come to realise that people don't get it when we just show what it looks like."
    There are natural comparisons to Nintendo's previous console, the monstrously successful Wii. "As soon as we showcased the Wii in 2006 people immediately understood," recalls Iwata. "At that E3 show I was up on the stage with other Nintendo staff playing Wii Tennis and I could hear the excitement behind me."

    There was undoubtedly a buzz behind the initial unveiling of the Wii that its successor has yet to match. The premise was simple: you swing your controller and your on-screen avatar matched your action. Simple, direct and exciting. But even then, says Iwata, not everybody was immediately on board and Nintendo had to come up with an answer for that.

    "I knew there was a lot of scepticism after our presentation asking if the uniqueness would be appreciated by the consumer," Iwata says. "But what happened was that more people came to our show booth every day and started to appreciate the unique approach of the Wii. Even so, that excitement wasn't fully communicated. In Europe we packed in Wii Sports with the console, so one way or another people processed the Wii by enjoying Wii Sports. The unique interactive nature of the game was spread thanks to the excitement from the consumer."

    Indeed, it was Wii Sports that caused demand for the Wii to spread like wildfire. The suggestion from Iwata is that Nintendo will package a similar tech demo focussed game in with Wii U to create a similar buzz. However, when pressed, he said that Nintendo hadn't decided on whether that would be the case. The most obvious candidate at this stage would be Nintendo Land, a beguiling mini-game collection that does better at communicating the Wii U's purpose than a thousand words ever could.

    Taking such a risk on a new machine is a bold move in the current economic climate, but Nintendo has always had a habit of treading its own path, regardless of outside influence. So where did the idea of the Wii U's dual screens come from?

    "We had been discussing what we can do with a successor to the Wii since 2008," says Iwata. "One way to highlight the shape of its successor was how do you make advancements on the Wii, the other way was to highlight the issues of the Wii. We wanted to further motion control, but doing that alone wouldn't be attractive to the consumer."

    "It was very fortunate for Wii that a lot of households around the world decided to connect the Wii to the living room TV," Iwata says, referring to the moment that video game consoles reportedly left the bedroom and snuggled under the family television. "On the other hand, we felt something was lost. And that is that the TV in the living room is shared by every member of family, and if someone wanted to play a Wii game for a long time period, other members of the family may find that troublesome. So at the early stages of the discussion between ourselves, we came up with the idea of the additional screen."

    The initial idea for the second screen was purely so that a player could continue playing their console game, while another family member used the television for something else. The concept wasn't all plain sailing, however. "Sometime during that final discussion we almost gave up on the idea of the additional screen," says Iwata. "This was due to our concern over the expected high cost, it may not have been feasible to create this and sell it at a reasonable price point for the consumers."

    But Nintendo kept returning to the idea of the additional screen, and with costs figured out, eventually hit upon the idea of tying the secondary screen to the main TV. "From that we discussed how we could use that additional screen," says Iwata. "Like asymmetric gameplay and using it as a touchscreen device to change how people interact with a TV set. The touchscreen is just one foot away from you, so you can read small letters easier and input letters more easily. And then you have the big TV screen ten feet away, which has its own advantages, in that it can be viewed by many people simultaneously."

    With the concept finalised, Nintendo unveiled the Wii U for the first time at E3 2011. Despite a muddled presentation that left some observers confused over the machines' purpose, the general feeling was one of excitement, the potential for the device clear. So clear, in fact, that just 12 months later, both Microsoft and Sony have dual-screen concepts of their own, with Xbox SmartGlass and Vita Cross-Play respectively. How does Iwata feel about his competitors trying to steal Nintendo's dual-screen thunder?

    "It's quicker than before," says Iwata, smiling. "After our showing of motion control, it took three years for other companies to follow suit." Iwata, of course, is referring to Xbox Kinect and PlayStation Move, motion controllers developed by Microsoft and Sony respectively in the wake of the Wii's huge success. "But this time it's just one year after our proposal, even before we've released the actual product. I think that proves the great potential of what we showed last year."
    "However, I have to point out that there are essential differences between what we are doing and what other companies are doing. The main difference is that anyone who has a Wii U will be able to enjoy the two screen experience, while the other companies are saying its optional, but only if you have this device or that device."

    Iwata also believes that the integrated nature of the Wii U means it will have the advantage over the other two concepts in terms of latency as well as the fact the Wii U Gamepad is equipped with traditional controls. "You might be able to get away with latency for streaming video, but not for video games," says Iwata. "They can never realise the same gaming experience on a tablet. They don't have the same devices that are requisite to play the rich gaming experiences we are talking about. Just imagine that you are playing with the traditional game controller and they are saying that you need an additional screen aswell. Most of us just have two arms, so how are we meant to hold this additional device?"

    One area Nintendo are looking to be more competitive with Microsoft and Sony with the Wii U is in terms of third-party support. The Wii struggled with a dearth of games from other publishers, as they abandoned the Wii in favour of the more powerful consoles. "In terms of graphical capability, there was a sheer difference between the Wii and the other two devices, most notably between SD and HD," says Iwata. "We decided to differentiate the Wii not with graphics but with motion control. We believed that motion control was unique and would create more attraction rather than trying to make the Wii HD. On the other hand, we had lost the third-party support when they were focussing on multi-platform titles."

    Iwata is determined their new console will not suffer a similar fate. "In the case of the Wii U, we have decided to make it so that it is capable of doing whatever the other two consoles can do, so games are easily portable," says Iwata. "Even though the other machines are six years old, they have the advantage now because developers are capable of maximising the graphic capabilities, while with the new machine they will have to start from scratch to create the most capable graphics. So the Wii U has that room for improvement."

    "So in terms of performance, we don't see any issues for third-parties to be willing to make their software available. As we expand the install-base of the Wii U, I see greater opportunities for the third-parties to be able to provide the Wii U with quality software titles. And as well as the third-party multi-platform titles, we will have publishers making exclusive Wii U titles."

    It all sounds like a foolproof plan. However, there is the threat of new hardware from Sony and Microsoft coming along and creating the same problem. Iwata doesn't see this being the case. "My impression is that the things that happened with Wii v 360 or Wii v PS3 won't happen again," he says. "If they decide to increase the spec numbers, will the consumers be able to realise the difference enough so that they can understand it's much superior to today's machine? And also, if they beef up the processing power, that simply means much more work for software developers to take advantage of those spec numbers. So I have to ask the question if that type of differentiation really makes sense. But I think further arguments must wait until probably next year, when they have finalised and disclosed whatever they are thinking about for the next generation of consoles."
    In typical Nintendo fashion, however, Iwata doesn't see what other companies are doing as a threat. "I never think in terms of how we can compete against the other companies, rather our primary focus is to make consumers feel the uniqueness and attractiveness of our products," he says. "So any improvements in graphics are just a portion of what we want people to enjoy from Nintendo. More importantly, I want people to say Nintendo are offering unique experiences."
    It's hard to deny that the Wii U is a unique console with an innovative central concept. However, there are certainly some questions over whether what the machine offers will resonate with the game-buying public. One thing is for sure, Nintendo desperately need the Wii U to be a success. In the last fiscal year, for the first time in their history, Nintendo made a loss.

    The poor financial results were blamed on declining sales for the Wii and a slow start for handheld console, the 3DS. Iwata took personal responsibility, announced a 50% cut in his own salary along with a price drop for the 3DS. Iwata would not be drawn on price for the Wii U at this stage, but made it very clear that history would not repeat itself.
    "What happened in the last fiscal year was due to the fact the company failed to create enough momentum for the Nintendo 3DS," he says. "We learned some grave lessons. But this year, we have already come to the stage where I can say the problem has been fixed. The most important thing for me, is that we should never repeat what happened last year with the 3DS. We haven't made the announcement yet, but what we have to do is do our best so that we don't have to mark down the price soon after the launch of the Wii U, like we did with the 3DS."

    It's fighting talk from a man under extreme pressure to turn around Nintendo's fortunes after a tough 12 months. In the run-up to the release of the Wii U this Christmas, Iwata will need to mastermind a precise set of decisions regarding price and software lineup. Most importantly, Nintendo will need to recapture that eureka moment that greeted the Wii U at the Nintendo booth at E3, but amplified to a global scale. A big ask, but if there's one thing industry observers have learned over the years it is to never write off Nintendo.

  15. #15
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    http://andriasang.com/con1ji/wii_u_commentary/


    Japanese Developers Comment on Wii U
    This week's Famitsu has some developer commentary on Wii U. We don't have a detailed summary or transcript yet, but here's a sampling of the comments:

    Yoshinori Ono (Capcom): Says that the TV remote control option may be the system's most convenient feature. Expects that Miis will be evolved on Wii U.

    Hiroyuki Kobayashi (Capcom): He'd like to consider something that makes use of space (like the room you're in, etc.)

    Suda 51 (Grasshopper Manufacture): Acknowledges that No More Heroes 3 is widely anticipated, but that he has nothing specific to say.

    Keiji Inafune (Comcept): Views Wii U as a challenge from Nintendo. If he has the chance, he'd like to respond to the challenge.

    Kenichiro Takaki (Marvelous): Said that the Wii U gives the chance for many unique ideas -- using the control pad to observe bishojo girls, for instance. (Note: Takaki is responsible for this game.)

    Jiro Ishii (Level-5): Said that he'd like to make a table talk-style game.

    Akihiro Hino (Level-5): A Professor Layton game where you walk around a 3D London would be interesting, said Hino. He was at first worried that the control pad would be heavy, but there was no problem when playing briefly.

    Ryoei Mikage (Imageepoch): He's considering making software that puts the system's various qualities to use.

  16. #16
    I trusted Zet and this is what happened
    Eleven owes me $40 bucks

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    Also Capcom said they would like to develop a Megaman game for use with the tablet.





















    nah I'm fucking with ya, Capcom don't care about the blue bomber no mo.

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    I'm still waiting to see advanced graphics. Some ports are the best examples they have so far of being equal to 5 yr-old consoles. It's kind of upsetting how poor the graphics are on their launch titles like zombie U. Other mii and mario games look like they could be played on the current wii.

    Gamespot has a leak headline stating a $500 price.

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    Announced via the Nintendo Direct livestream this evening was the ever-surprising news that the much-anticipated upcoming iteration of Super Smash Bros is to be developed by Namco Bandai. It will, of course, be created under supervision of the series’ creator Masahiro Sakuria and Sora Ltd.

    Importantly though, Sakurai is spearheading the project. Kenya Kobayshi will be producing the game, his previous works at Namco Bandai being the Ridge Racer series and the lesser-known Go Vacation.

    The game’s director (also from Namco) is Tales of Vesperia producer Yoshito Higuchi.

    It should also be noted that the previous game, Super Smash Bros. Brawl, was also pieced together by more than one studio, including the likes of Monolith Soft, Paon, and Game Arts studios.
    http://www.insidegamingdaily.com/201...-namco-bandai/

  19. #19
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    Quote Originally Posted by Dryr View Post

    Gamespot has a leak headline stating a $500 price.
    That "leak" is based on some German site that put up a placeholder price and date for the unit, it's hardly official.

    Besides, unless memory is failing me, while they didn't give an exact price for it, Iwata or one of them mentioned Nintendo aiming for somewhere around the neighborhood of $250-300 in terms of yen at or shortly before E3, so I'm going to be surprised if it's anywhere above 200-250 in the states.

  20. #20

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    Wouldn't surprise me one bit.