Wii Remote: Difference between revisions
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===Sensing=== |
===Sensing=== |
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[[Image:Nintendo Wii Sensor Bar.jpg|thumb|right|250px|Sensor Bar highlighting [[Infared|IR]] [[Light-emitting diode|LEDs]]]] |
[[Image:Nintendo Wii Sensor Bar.jpg|thumb|right|250px|Sensor Bar highlighting [[Infared|IR]] [[Light-emitting diode|LEDs]]]] |
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The Wii Remote has the ability to sense [[acceleration]] along three axes through the use of an [[STMicroelectronics]] [http://www. |
The Wii Remote has the ability to sense [[acceleration]] along three axes through the use of an [[STMicroelectronics]] [http://www.st.com/] [[accelerometer]].<ref name="cont_japan">{{ja icon}}{{cite web|url=http://www.nintendo.co.jp/n10/e3_2006/wii/controller.html|title=Wii の概要 [[コントローラ]] |publisher=Nintendo Company, Ltd.|accessdate=2006-05-09}}</ref><ref name="remote_accel">{{cite web|last=Wisniowski|first=Howard|url= http://www.analog.com/en/press/0,2890,3__99573,00.html|title=Analog Devices And Nintendo Collaboration Drives Video Game Innovation With iMEMS Motion Signal Processing Technology|publisher=Analog Devices, Inc.|date=[[2006-05-09]]|accessdate=2006-05-10}}</ref> The Wii Remote also features a PixArt optical sensor, allowing it to determine where the Wii Remote is pointing.<ref name="Nintendo and PixArt">{{cite web|url=http://www.nintendoworldreport.com/newsArt.cfm?artid=11557|title= Nintendo and PixArt Team Up|publisher=[[Nintendo World Report]]|last=Castaneda|first=Karl|date=[[2006-05-13]]| accessdate=2007-02-24}}</ref> |
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Unlike a [[light gun]] that senses light from a television screen, the Wii Remote senses light from the console's Sensor Bar (model number RVL-014), which allows consistent usage regardless of a television's type or size. The Sensor Bar is about 20 cm (8 in) in length and features ten [[infrared]] [[Light-emitting diode|LEDs]], with five LEDs being arranged at each end of the bar<ref name="sensorbarLED">{{cite web|url= http://www.nintendo.com/consumer/systems/wii/en_na/ts/wiiremote.jsp#language|title=Troubleshooting the Wii Remote & Sensor Bar |publisher=Nintendo|accessdate=2007-02-24}}</ref><!-- outdated source, may be useful later on for documenting history<ref>{{cite web|url=http://www.revogamers.net/Imag/Wiimadrid/barrita_Personalizado.jpg|title= www.revogamers.net/Imag/Wiimadrid/barrita_Personalizado.jpg|accessdate=2007-03-19}}</ref> --> In each group of five LEDs, the LED farthest away from the center is pointed slightly away from the center, the LED closest to the center is pointed slightly toward the center, while the three LEDs between them are pointed straight forward and grouped together. The Sensor Bar's cable is 353 cm (11 ft 7 in) in length. The bar may be placed above or below the television, and should be centered. If placed above, the sensor should be in line with the front of the television, and if placed below, should be in line with the front of the surface the television is placed on. It is not necessary to point directly at the Sensor Bar, but pointing significantly away from the bar will disrupt position-sensing ability due to the limited viewing angle of the Wii Remote. |
Unlike a [[light gun]] that senses light from a television screen, the Wii Remote senses light from the console's Sensor Bar (model number RVL-014), which allows consistent usage regardless of a television's type or size. The Sensor Bar is about 20 cm (8 in) in length and features ten [[infrared]] [[Light-emitting diode|LEDs]], with five LEDs being arranged at each end of the bar<ref name="sensorbarLED">{{cite web|url= http://www.nintendo.com/consumer/systems/wii/en_na/ts/wiiremote.jsp#language|title=Troubleshooting the Wii Remote & Sensor Bar |publisher=Nintendo|accessdate=2007-02-24}}</ref><!-- outdated source, may be useful later on for documenting history<ref>{{cite web|url=http://www.revogamers.net/Imag/Wiimadrid/barrita_Personalizado.jpg|title= www.revogamers.net/Imag/Wiimadrid/barrita_Personalizado.jpg|accessdate=2007-03-19}}</ref> --> In each group of five LEDs, the LED farthest away from the center is pointed slightly away from the center, the LED closest to the center is pointed slightly toward the center, while the three LEDs between them are pointed straight forward and grouped together. The Sensor Bar's cable is 353 cm (11 ft 7 in) in length. The bar may be placed above or below the television, and should be centered. If placed above, the sensor should be in line with the front of the television, and if placed below, should be in line with the front of the surface the television is placed on. It is not necessary to point directly at the Sensor Bar, but pointing significantly away from the bar will disrupt position-sensing ability due to the limited viewing angle of the Wii Remote. |
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*[http://wii.nintendo.com/controller.jsp Wii controllers page] |
*[http://wii.nintendo.com/controller.jsp Wii controllers page] |
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*[http://www.nintendo.com/accessorieswii Accessories page] |
*[http://www.nintendo.com/accessorieswii Accessories page] |
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*[http://www.time4.com/time4/microsites/popsci/howitworks/nintendo_wii.html How it works] |
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*[http://www.davidhawley.co.uk/WiiSensorBar.aspx Make your Wii Remote accurate] |
*[http://www.davidhawley.co.uk/WiiSensorBar.aspx Make your Wii Remote accurate] |
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*{{US patent application|20070049374}} |
*{{US patent application|20070049374}} |
Revision as of 09:25, 22 October 2007
Wii Remote with attached strap | |
Manufacturer | Nintendo |
---|---|
Type | Video game controller |
Generation | Seventh generation era |
Lifespan | November 19 2006 |
Storage | 16 KiB EEPROM chip (16.3 kilobytes) |
Connectivity | Bluetooth |
The Wii Remote, also 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 movement and pointing through the use of accelerometer and optical sensor technology. Another feature is its expandability through the use of attachments.
The Wii Remote was announced at the Tokyo Game Show on September 16 2005. 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 reprogramming it to control non Wii-related devices through Wii homebrew.[4]
Development
Sources indicate that development of the Wii Remote began in or around 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.[5] Nintendo then commissioned Gyration Inc. to create a one-handed controller for them,[5] which eventually developed the "'Gyropod' concept", a more traditional gamepad which allowed its right half to break away for motion-control.[5] At this point, Gyration Inc. brought in separate design firm Bridge Design to help pitch their concept to Nintendo.[6] Under requirement to "roughly preserve the existing Game Cube [sic] button layout", they experimented with different forms "through sketches, models and interviewing various hardcore gamers".[6] 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.[7] Nintendo had also decided upon using a motion sensor, infrared pointer, and the layout of the buttons,[7] and by the end of 2005 the controller was ready for mass production.[7]
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.[7] 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".[7]
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, they had an early prototype of a motion-sensing controller.[8] 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."[9] He suggested that Nintendo may have wanted to release the Wii Remote with a new system, instead of onto the GameCube, as "[the] Revolution addresses one of the GameCube's biggest drawbacks, which is that it was/is perceived as a toy."[9]
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.[10] 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. 30ft) away from the console. However, to utilize pointer functionality, the Wii Remote must be used within five meters (approx. 16ft) of the Sensor Bar.[10][11] 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 and Sonic and the Secret Rings) 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 circular rather than rectangular, and the blue LEDs indicating player number are now labelled 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.[12]
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.
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.[13] In the initial teaser video that revealed the controller at TGS 2005, the 1 and 2 buttons were labelled X and Y, respectively.[14]
Colors
At E3 2006, Nintendo displayed white, black, and blue controllers. At a Wii event held on August 15 2006 held by THQ, where the publisher's launch titles were demonstrated to press and children, all the controllers were in a two-toned scheme, black on the face, gunmetal on the reverse side.[15] The controllers were glossy on the front, matte on the back, similar to the controllers Nintendo showed after the 2005 Tokyo Game Show.[16] IGN published numerous photos of the event featuring the black controllers, but have since taken them down, as well as requesting their removal at other sites that had republished the photos.[17] The Wii console launched with only the white model, with Shigeru Miyamoto commenting that new hues will be provided after the relief of supply limitations which are expected to continue "until Spring [2007]".[18] Currently, controllers are only available in white, but third party protective skins, stickers and replacement shells are available in different colors. These colors would include solid colors like pink and green, as well as designs like camoflage and flames.
Strap
The Wii Remote comes with a wrist strap attached to the bottom to ensure the safety of the device. Every Wii game displays a caution screen upon loading to warn the player to use the strap in order to avoid the remote slipping from the grip during erratic movements.
Video game web site IGN reported that the strap tends to break under heavy use,[19] which would potentially send the Wii Remote flying in various directions at speed. WarioWare: Smooth Moves also sometimes requires the Wii Remote to be dropped, which would cause problems in the event of a strap failure. In response, Nintendo has posted guidelines on proper use of the strap and the Wii Remote.[20] On December 8 2006, units with thicker straps began to appear in some areas of the world.[21] On December 15 2006, Nintendo denied reports of a Wii wrist strap recall. While Nintendo refuted claims that three million straps had been recalled, it will be providing replacement wrist straps free of charge for users who have broken theirs.[22] However, the U.S. CPSC has become involved in the "replacement program".[23] The old 0.6 mm (0.024 in) diameter strap is replaced by a larger, 1.0 mm (0.039 in) diameter version. Nintendo's online "Wrist Strap Replacement Request Form" allows owners to receive up to four free straps when a Wii serial number and shipping details are provided.
On August 3 2007, a new wrist strap was discovered to be in circulation. The strap featured a lock clip instead of a slide to ensure that the clip would not slide away from the player's wrist during fervent play.[24]
Jacket
Nintendo announced a free new accessory for the Wii Remote,[25] the Wii Remote Jacket, on October 1, 2007. The removable silicone sleeve wraps around the Wii Remote to provide users a better grip and cushioning. The cushioning intends to keep the Wii Remote protected in case it is accidentally dropped or thrown. Nintendo plans to ship hardware and separately packaged controllers with the jacket and expects products with the jacket will be available the week of October 15, 2007. Just as with the wrist strap replacements, Nintendo has put up a Wii Remote Jacket request form on its North American, British and Australian websites allowing current Wii owners to request up to four of the jackets free of charge.
Home Menu
Accessed with the Wii Remote's home button, the Home Menu displays information about the controller(s) currently being used, and allows the user to configure certain options. At the bottom of the menu screen, the battery life of all connected controllers is displayed. Below that is a bar labelled Wii Remote Settings. Selecting it brings you to an options screen where you can control the audio output volume, force feedback, and reconnect the controllers, for example to connect Wii Remotes through one-time synchronization. Depending on when the Home Menu is accessed, there will be a different amount of buttons displayed.
Wii Menu: No matter when the menu is accessed, the Wii Menu button will always be present. Selecting this will bring back the Wii Menu, where one can choose another channel.
Reset: In applications, the Reset button is available. This performs a soft reset of that particular application, for example returning a game to its title screen or returning to the loading screen of a Wii Menu channel.
Operations Guide: On Wii Menu channels, including the News Channel, Forecast Channel, Everybody Votes Channel and Virtual Console titles, the Operations Guide button will appear on the Home Menu. The guide accessed acts as an instruction manual.
The Home Menu may be accessed under most circumstances during Wii operation, which freezes the on-screen action. Otherwise a Home symbol with a strikethrough appears onscreen. It is also inaccessible during Nintendo GameCube play.
Under certain circumstances, such as playing Red Steel or Metroid Prime 3: Corruption, the Home Menu acts differently and some buttons make different sounds to usual.
Functionality
Sensing
The Wii Remote has the ability to sense acceleration along three axes through the use of an STMicroelectronics [1] accelerometer.[10][26] The Wii Remote also features a PixArt optical sensor, allowing it to determine where the Wii Remote is pointing.[27]
Unlike a light gun that senses light from a television screen, the Wii Remote senses light from the console's Sensor Bar (model number RVL-014), which allows consistent usage regardless of a television's type or size. The Sensor Bar is about 20 cm (8 in) in length and features ten infrared LEDs, with five LEDs being arranged at each end of the bar[28] In each group of five LEDs, the LED farthest away from the center is pointed slightly away from the center, the LED closest to the center is pointed slightly toward the center, while the three LEDs between them are pointed straight forward and grouped together. The Sensor Bar's cable is 353 cm (11 ft 7 in) in length. The bar may be placed above or below the television, and should be centered. If placed above, the sensor should be in line with the front of the television, and if placed below, should be in line with the front of the surface the television is placed on. It is not necessary to point directly at the Sensor Bar, but pointing significantly away from the bar will disrupt position-sensing ability due to the limited viewing angle of the Wii Remote.
Use of the Sensor Bar allows the Wii Remote to be used as an accurate pointing device up to 5 meters (approx. 16 ft) away from the bar.[11] The Wii Remote's image sensor[27] is used to locate the Sensor Bar's points of light in the Wii Remote's field of view. The light emitted from each end of the Sensor Bar is focused onto the image sensor which sees the light as two bright dots separated by a distance "mi" on the image sensor. The second distance "m" between the two clusters of light emitters in the Sensor Bar is a fixed distance. From these two distances m and mi, the Wii CPU calculates the distance between the Wii Remote and the Sensor Bar using triangulation.[29] In addition, rotation of the Wii Remote with respect to the ground can also be calculated from the relative angle of the two dots of light on the image sensor.[30] Games can be programmed to sense whether the image sensor is covered, which is demonstrated in a Microgame of Smooth Moves, where if the player does not uncover the sensor, the champagne bottle that the remote represents will not open.
The Sensor Bar is required when the Wii Remote is controlling up-down, left-right motion of a cursor or reticle on the TV screen to point to menu options or objects such as enemies in first person shooters. Because the Sensor Bar also allows the Wii Remote to calculate the distance between the Wii Remote and the Sensor Bar,[31] the Wii Remote can also control slow forward-backward motion of an object in a 3-dimensional game.[32] Rapid forward-backward motion, such as punching in a boxing game, is controlled by the acceleration sensors. Using these acceleration sensors (acting as tilt sensors), the Wii Remote can also control rotation of a cursor or other objects.[33]
The use of an infrared sensor to detect position can cause some detection problems when other infrared sources are around, such as incandescent light bulbs or candles. This can be easily alleviated by using fluorescent lights around the Wii, which emit little to no infrared light.[34] Innovative users have used other sources of IR light as Sensor Bar substitutes such as a pair of flashlights and a pair of candles.[35] Such substitutes for the Sensor Bar illustrate the fact that a pair of non-moving lights provide continuous calibration of the direction that the Wii Remote is pointing and its physical location relative to the light sources. There is no way to calibrate the position of the cursor relative to where the user is pointing the controller without the two stable reference sources of light provided by the Sensor Bar or substitutes.
The position and motion tracking of the Wii Remote allows the player to mimic actual game actions, such as swinging a sword or aiming a gun, instead of simply pushing buttons. An early marketing video showed actors miming actions such as fishing, cooking, drumming, conducting a string quartet, shooting a gun, sword fighting, and performing dental surgery.[36]
Controller feedback
The Wii Remote provides basic audio and rumble functionality. At the 2006 E3 press conference, it was revealed that the Wii Remote has its own independent speaker on the face of the unit. This was demonstrated by a developer as he strung and shot a bow in The Legend of Zelda: Twilight Princess. The sound from both the Wii Remote and television was altered as the bow shot to give the impression of the arrow traveling away from the player. Another example of its use is in Red Steel's Killer match, where the players will receive their objective through the Wii Remote. The speaker has been noted for being low quality and small, emitting poor quality sound, especially at high volumes,[37] although the volume can be changed or muted with the "Home" button and selecting the corresponding controller icon at the bottom of the screen.[38] The rumble feature can also be switched on or off using the Home Menu.
Memory
The Wii Remote contains a 16 KiB EEPROM chip from which a section of 6 kilobytes can be freely read and written by the host.[34][39] Part of this memory is available to store up to 10 Mii avatars, which can be transported for use with another Wii console. At least 4000 bytes are available and unused before the Mii data. Pokémon Battle Revolution and Pangya! Golf with style! also utilize this memory. This function may also be included in Super Smash Bros. Brawl, allowing the user to save profile data to the Wii Remote.
Power source
The Wii Remote uses two AA batteries as a power source, which can power a Wii Remote for 60 hours using only the accelerometer functionality and 30 hours using both accelerometer and pointer functionality.[34] An official direct recharging option for the Wii Remote has not yet been revealed, but various third-party manufacturers market charging solutions for the controller (see section on chargers). According to an interview with Nintendo industrial designer Lance Barr, limitations of the Wii Remote's expansion port make it unlikely that it will be used for internal battery charging.[40] Although the Wii manual discourages the use of rechargeable batteries, Nintendo's support website has indicated that NiMH rechargeable batteries may be used.[41] A 3300µF capacitor provides a temporary source of power during quick movements of the Wii Remote when connection to the batteries may be temporarily interrupted.[42]
Controller expansions
The Wii Remote also features an expansion port at the bottom which allows various functional attachments to be added. This expandibility is similar to that available with the port on the Nintendo 64 controller.
Nunchuk
The Nunchuk (model number RVL-004) is the first controller attachment Nintendo revealed for the Wii Remote at the 2005 Tokyo Game Show. It connects to the Wii Remote via a cord that is about 3.5 to 4 feet (1 ~ 1.2 m) long. Its appearance while attached resembles the nunchaku. It also features an analog stick similar to the one found on the Nintendo GameCube controller and two trigger buttons (a last minute modification changed the two triggers to one trigger and a "C" button, as described below). It works in tandem with the main controller in many games. Like the Wii Remote, the Nunchuk also provides accelerometer for three axis motion-sensing and tilting, but without a speaker, a rumble function, or a pointer function.[43][44]
A Nunchuk comes bundled with the Wii console.[45][46] Separate Nunchuks retail in Japan for JP¥1,800,[1] in the United States for US$19.99,[2] in Canada for CA$24.99, in Australia for AU$29.99, in Europe for €19,[3] and in the United Kingdom for £14.[3]
The two shoulder buttons, formerly named Z1 and Z2 respectively, had been reshaped and renamed since the Game Developers Conference. The circular top shoulder button, now called C, is much smaller than the lower rectangular shoulder button, now called Z. The C button is oval shaped, while the Z button is square.[47]
The body of the Nunchuk measures 113 mm (4.45 in) long, 38 mm (1.5 in) wide, and 37 mm (1.48 in) thick.[10] The connection port was also larger. [48]
Product images indicate that game accessory manufacturer Intec is releasing a third-party Nunchuk for the Wii Remote. This is the first third-party expansion to be discovered for the Wii Remote.[49]
Classic Controller
During E3 2006 Nintendo introduced a Classic Controller, which plugs into the Wii Remote via a cord in a similar fashion as the Nunchuk.[10] The model number is RVL-005. The look of the Classic Controller is roughly modelled on the controller scheme used for the SNES. It contains two additional analog sticks and two extra shoulder buttons, however: the ZL and ZR buttons, used to replicate the Z button found on the Nintendo 64 controller. The overall configuration is similar to that of other major seventh generation console controllers.
The Classic Controller cord comes from the bottom instead of the top of the controller (a configuration shared by the Dreamcast controller). The Classic Controller contains slots on its backside, opened via a rectangular button at the top of the controller, presumably for attaching the controller to something else.[50] The purpose for these slots remains undisclosed,[51] but it is commonly believed to be used with a special clip that attaches the Wii Remote to the Classic Controller, enabling it to take advantage of the Wii Remote's motion-sensing and rumble capabilities, making it functionally equivalent to the PlayStation 3 controller; Nyko has released such a clip, in addition to a grip shell and a place to store the cable.[52] The body of the Classic Controller measures 65.7 mm tall, 135.7 mm wide, and 26 mm thick.[10] The Classic Controller does not feature an accelerometer or a rumble function.
The Classic Controller cannot be used to play Nintendo GameCube games. According to the Nintendo Online Shop, the Classic Controller can only be used with Virtual Console titles. Specific Wii games have been designed to function with it, however. The Nintendo GameCube controller can be used instead of the Classic Controller for playing most Virtual Console games. When in the Wii Menu, the left analog stick takes control of the cursor when the Wii Remote is not pointed at the screen. The Classic Controller can navigate through the Message Board, Settings menus and Shop Channel. However, it becomes inactive on the Mii, Photo, Forecast, News, Internet, Everybody Votes and "Metroid Prime 3 Preview" channels.
Nintendo had previously announced a controller "shell" which resembled a traditional game controller, often referred to as a "classic-style expansion controller."[53] As described at the time, the Wii Remote would fit inside the shell, allowing gamers to play games using a traditional-style gamepad, while allowing use of the remote’s motion sensing capability. It would allow controls similar to a PlayStation 3 controller. According to Satoru Iwata, it would be meant for playing "the existing games, Virtual Console games, and multi-platform games."[54]
The Classic Controller features two analog sticks, a D-pad, face buttons labeled a, b, x, and y, analog shoulder buttons labeled L and R and two Z buttons (labeled ZL and ZR) next to the L and R buttons, respectively. It also has a set of -, Home, and + buttons like those on the Wii Remote, with the - and + buttons labeled 'Select' and 'Start', respectively.
Wii Zapper
The Wii Zapper is a gun shell peripheral for the Wii Remote. The name is a reference to the NES Zapper light gun for the Nintendo Entertainment System. According to an interview with Shigeru Miyamoto, the idea of a Zapper-type expansion formed when the Wii Remote was first created.[55] He stated that "What we found is that the reason we wanted to have a Zapper is when you hold a Wii Remote, it can be difficult for some people to keep a steady hand. And holding your arm out like that can get your arm somewhat tired."[55]
A "Zapper" prototype was shown at E3 2006 featuring a shotgun-like design with a "trigger hole", as well as an analog stick built into the top of the handle.[56] This made it similar to the Nunchuk attachment, but without the accelerometer and the second button. In this version, the "gun barrel" of the shell housed the Wii Remote and connected with its expansion port.[57]
A revised design was revealed on July 11 2007 at E3 2007 with a form reminiscent of a submachine gun, in which the Wii Remote is fitted in the gun barrel and the Nunchuk is cradled in the rear handle. This design came about with the realization that making the Wii Zapper functionally independent from attachments would "allow for more diverse play styles."[55] Some concern however has been raised by this arrangement, since most people would naturally end up holding the Nunchuk with their dominant hand and be forced to pull the trigger with their non-dominant hand.[58]
Nintendo announced that the Wii Zapper will be released with bundled software in the Americas in 2007.[59] It was also announced that the peripheral can function with upcoming third-party titles Resident Evil: The Umbrella Chronicles, Ghost Squad and Medal of Honor: Heroes 2.[60] On September 10, 2007 it was announced that the standalone Wii Zapper would ship with Link's Crossbow Training, a training game based on the Zelda series. The Wii Zapper and the game will ship together on November 19, exactly one year after the release of the console.[61]
Wii Wheel
Nintendo has revealed a Wii Wheel peripheral that will be packaged with Mario Kart Wii, which is scheduled for release in the first quarter of 2008.[60] Cartoon, stylized versions of the Wii Wheel are depicted within the banner of Nintendo's official E3 page for Mario Kart Wii. As shown there, a button protrudes from the back of the Wii Wheel, which has a large, encircled Wii logo at its middle.[62] The Wii Wheel has a hole on the right side in the back, which seems to be used to allow use of the wrist strap while it is in the Wii Wheel.[citation needed]
Third-party accessories
While few third-party controller expansions have been revealed, many aesthetic and ergonomic accessories have been developed for the Wii Remote, including texturized covers, and extensions shaped like tennis rackets, baseball bats, and golf clubs.[63]
Glove kits
Although Nintendo has released its own Wii Remote Jacket, third-party glove kits have been available for the Wii Remote. These have been produced in several colors, some of which glow in the dark or change hue from the heat of the player's hand.
Steering wheels
Introduced by Ubisoft, the Wii Steering Wheel is an accessory shell for the Wii Remote, developed by Thrustmaster, and is bundled with certain games, such as Monster 4x4 World Circuit and GT Pro Series.[64] The accessory, which is only for aesthetic/ergonomic enhancement, is meant for driving-style gameplay in which the Wii Remote would be held lengthwise in a two-handed gamepad orientation, steering the subject by tilting the controller. The Wii Steering Wheel is also sold separately for US$16.99. Since the Wii Steering Wheel was revealed, other similarly designed steering wheel accessories have been produced, including the Wii Racing Wheel by Intec.[65]
Sword attachment
A sword and shield attachment set has been released by ASiD. These accessories are simply shells, and do not provide any other functional purpose. The kit comes with a sword, a shield, and a knife (more of a curved sword resembling a scimitar), all in the monochromatic white design of the Wii hardware. The Wii Remote slides into the handle of the sword (or knife) and the Nunchuk clips into the back of the shield, which corresponds with the sword and shield controls for The Legend of Zelda: Twilight Princess.
Sports packages
The Wii Sports pack was released by GameStop in the United States and Logic3 in Europe. It includes a baseball bat, a golf club, and a tennis racket. It is very similar to the sword accessory and attaches to the Wii Remote to allow a more realistic experience with Wii Sports.
The boxing gloves are a separate accessory to the Wii Sports pack. With those, the player can put the Wii Remote and Nunchuk inside each glove underneath where one slips in hands. The Nunchuk is assigned to the left glove while the Wii Remote is right. In this way one can punch like an actual boxer instead of jabbing the controllers away from oneself.
Chargers
While Nintendo does not currently offer a rechargeable option for the Wii Remote, recharging systems have been developed by various third-party peripheral companies. Nyko sells a direct-charging system for two Wii Remote units which is powered using an AC power adapter and uses a special battery pack and a cover with electrical contacts for charging and silicon texturing to add grip. Nyko prices the system at US$29.99.[66] Another two-controller charging system sold by Joytech features a pass-through connector to the existing Wii power cable, which allows the unit to charge the Wii Remote through the Wii console. Like the Nyko charging station, the Joytech system includes two sets of special battery packs and covers with electrical contacts for charging. The Joytech station features extensions on both sides for holding Nunchuks. Joytech prices the system at US$39.[67] Brando Workshop offers a USB-powered one-controller charging system, with a combination charging stand and Nunchuk cradle.[68] While not a direct-recharging system like the others, the Thrustmaster T-Charge NW combines an organizer/storage system for a Wii Remote and Nunchuk with a two-cell AA battery charger, and includes a set of unobtrusive grips.[69]
Hori Fighting Stick Wii
With the announcement of Neo Geo games being available on the Wii Virtual Console service, third-party game peripheral manufacturer Hori revealed the "Fighting Stick Wii" controller. An expansion of the Wii Remote, the Fighting Stick Wii is an arcade style controller with compatibility with the non-analog functionality of the Classic Controller (the L and R buttons have no analog functionality, and analog sticks are not included). In addition, the action buttons have turbo button functionality (approximately 20 presses per second). The controller was released in Japan on August 30 2007, for JP¥5,280.[70] Hori have also announced plans to release the Fighting Stick outside of Japan.[71]
Horizontal stand
Pelican designed a horizontal stand for the Wii console. The stand has a storage compartment capable of securing a Wii Remote and Nunchuk, as well as segregated exhaust port that allows the Wii fan to have unrestricted access to fresh air. The stand also has an inset on the front, which is designed to hold the Sensor Bar. A wire groove leading to the stern of the stand makes for a clean installation. The Pelican Wii Console Stand costs $19.99. [72]
Gun peripherals
Despite an official Wii Zapper expansion set for release by Nintendo, some unofficial gun peripherals have been shown by third parties. The first of these appeared in early April, when video game retailer GameStop listed a "Wii Blaster" peripheral on its website, with a release date of May 1 2007. Originally listed without a specified manufacturer, the Wii Blaster had been speculated to be the Zapper,[73] but has since been indicated to be produced by third party accessories manufacturer Core Gamer. According to GameStop on May 5, 2007, the Wii Blaster release date has changed to June 26 2007 and is available for purchase. [74]
While not technically an expansion, details on an aesthetic gun accessory for the Wii Remote and Nunchuk, named the "Sharp Shooter", have been released by third-party manufacturer Joytech.[75] In this accessory, the Wii Remote is housed in the gun barrel. The Nunchuk is fitted into the handle so that the Nunchuk triggers serve as gun triggers.
Guitar controller
The upcoming Wii version of Guitar Hero III: Legends of Rock features a guitar controller. It includes a slot for the Wii Remote to fit into. The guitar will utilize the wireless capabilities, accelerometer, rumble feature and speaker of the Wii Remote.[76]
Reception
Overall reception to the Wii Remote has changed over time. The control styles provided by the controller were met with praise at its first public exhibition at E3.[77] Since then, comments have been noted by the press on its functionality. Matt Wales of IGN UK highlighted the aiming and precision of Red Steel and stated "Taking down swathes of enemies with nothing more than a twitch of the wrist proves immensely satisfying and, more importantly, incredibly involving."[78]
Other publications have noted specific complaints regarding control. GameSpot expressed that some motions in Cooking Mama: Cook Off failed to transmit or meet expectation during gameplay.[79] Similar observations were made on other titles made available during the Wii launch period. ComputerAndVideoGames.com reported that "Most prominent is the first batch of games, many of which do a better job at exposing the obstacles of full motion control, rather than the benefits...Red Steel is twitchy and occasionally clumsy, Need For Speed...is near unplayable, Far Cry got it all wrong, and the motion control in Marvel: Ultimate Alliance just feels tacked on."[80]
The overall situation was described by Joystiq thusly: "Over the months since launch, the unpredictable Wii Remote has led to a maddening dichotomy. Some games are too easy, while others are too hard -- for all the wrong reasons...Gamers who crave a deeper challenge have to settle for battling incomprehensible controls."[81] Critics felt that fault was largely attributed to the developer's lack of experience with the Wii Remote. Jeremy Parish of Electronic Gaming Monthly compared the initial phase of control implementation to that of the Nintendo DS.[82] Matt Casamassina of IGN also presumed that the first generation of Wii games were of an experimental stage and that potential for refinement had yet to be exploited.[83]
Later-released titles have seen mixed reactions in terms of control. Of Tiger Woods PGA Tour 07 from EA Games, Matthew Kato of Game Informer stated that the controller "has a hard time detecting your backswing. Thus, it’s harder to control. There were even times the game putted for me by accident."[84] A GamePro review for Medal of Honor: Vanguard offers that the title "is an encouraging sign that developers are finally starting to work out the kinks and quirks of the Wii Remote."[85]
First-party titles have produced more favorable utilization of the Wii Remote's unique capabilities. Metroid Prime 3: Corruption in particular was nearly universally lauded for its unique control scheme, which is seen as being unrivaled by any other console title and comparable if not superior to a keyboard and mouse setup.[86] Corruption utilizes the Nunchuk for strafing and the infrared pointing capability of the Wii Remote for turning and special "gestures", which are used to select visors. Other Nintendo titles take a more minimalist approach, using mostly the pointer and buttons only, as with Big Brain Academy: Wii Degree, or use the controller in a sideways configuration to resemble an NES controller while de-emphasizing more advanced capabilities, as seen in Super Paper Mario.[87]
See also
References
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