The Wii Remote , also known colloquially as Wiimote , is the primary controller for the Nintendo Wii console. The main feature of the Wii Remote is its motion sensing capabilities, allowing users to interact and manipulate items on the screen through motion recognition and pointing through the use of optical sensor technology and accelerometer. Another feature is the ability to upgrade through the use of attachments. The attachment bundled with the Wii console is Nunchuk, which complements the Wii Remote by providing functions similar to those in the gamepad controllers. Some other attachments include Classic Controller, Wii Zapper, and Wii Wheel, originally used for Mario Kart Wii racing video games.
This controller was revealed at E3 2005 and E3 2006 and Tokyo Game Show on September 14, 2005, under the name "Wii Remote" was announced on April 27, 2006. Since then it has received much attention due to its unique features and the contrast between and game controllers typical.
Wii successor console, Wii U, supports Wii Remote and periferalnya in games where the use of features of Wii U GamePad is not a requirement.
Video Wii+Remote
History
Development of the motion-activated controller started in 2001, coinciding with the development of the Wii console. That year, Nintendo licensed a number of motion sensing patents from Gyration Inc., a company that manufactures wireless motion sensing mice. Nintendo then commissioned Gyration Inc. to create one-handed handler for him, which eventually developed "Gyropod", a more traditional gamepad that allows the right half to break away for motion control. At this point, Gyration Inc. brings a separate design company Bridge Design to help promote its concept to Nintendo. Under the requirement to "roughly preserve the existing Game Cube button layout", experimenting with various forms "through sketches, models and interviewing various hardcore players". In "late 2004, early 2005", however, Nintendo has come up with a more traditional "stick shape" Wii Remote, and the design of the Nunchuk attachment. Nintendo also decided to use motion sensors, infrared pointers, and button layout, and by the end of 2005 the controller was ready for mass production.
During the development of the Wii Remote, video game designer Shigeru Miyamoto brings mobile phones and controllers to automotive navigation systems for inspiration, ultimately producing prototypes that resemble mobile phones. Another design featured both analog and touch screens, but Nintendo dismissed the idea of ââa touchscreen on the controller, "because the portable console and the living room console will be exactly the same." Incidentally, this idea will be implemented on GamePad Wii U controllers.
The source also shows that the Wii Remote was originally under development as a controller for the Nintendo GameCube, rather than the Wii. The video game development factor 5 states that during the development of the Star Wars Rogue Leadership launch title Rogue Leader, it has an early prototype of motion sensing controllers. Video game journalist Matt Casamassina, from IGN gaming site, stated that he believes that Nintendo has planned to release the Wii Remote for GameCube, noting that "Nintendo said they hope GCN can enjoy a longer life cycle with the addition of a secret top- will forever improve the gaming experience. "He suggested that Nintendo may want to release the Wii Remote with a new system instead of to the GameCube, because" Revolution [address] addresses one of the biggest disadvantages of GameCube, which is that/it is considered a toy. "
Counterfeit units
As the Wii gets more popular, reports emerge from Wii Remotes that enter the circulation. Although this device can provide the same functionality as the official Wii Remotes, its manufacturing quality is usually lower and components like thundering and speaker packs feel different. It is also unclear whether current and future accessories will operate correctly with counterfeit units due to internal component differences.
Maps Wii+Remote
Design
The Wii Remote assumes a one hand-based remote control design instead of the traditional gamepad controller of the previous gaming console. This is done to make motion sensitivity more intuitive, since the distance design is perfectly fitted to point, and partly to help the console appeal to a wider audience that includes non-gamers. Wii Remote body parts measuring 6.2 inches (160 mm), 36.2 mm (1.43 inches) wide, and 30.8 mm (1.21 inches) thick. The Wii Remote model number is RVL-003, a reference to the codename project "Revolution". The controller communicates wirelessly with the console via short-range Bluetooth radio, allowing it to operate up to four controllers 10 meters (about 30 feet) away from the console. However, to take advantage of the bookmark function, the Wii Remote must be used within five meters (about 16 feet) of the Sensor Bar. The symmetrical design of the controller allows it to be used in both hands. The Wii Remote can also be rotated horizontally and used like a Famicom/NES controller, or in some cases (such as Excite Trucks, Sonic and the Secret Rings, Mario Kart Wii , and Sonic & Sega All-Stars Racing ) steering wheel. It is also possible to play a single-player game with Wii Remote in each hand, as in the Shooting Range game featured on Wii Play .
The blue LED also shows how much battery power is left in the Wii Remote. By pressing any key, in addition to the power button when the controller is not used for playing the game, a number of blue LEDs will light up, indicating the battery life: four flashes are on when in, or near, full power. Three lights turn on when 75%, two lamps at 50%, and one light blinking when there is 25% or less power remaining.
Similarities have been noted between the Wii Remote and the early Dreamcast controller prototypes.
In the Red Steel trailer shown on E3 2006, the Wii Remote features a smaller circular image sensor, compared to the larger opaque IR filter shown in other versions. In the early video teaser that revealed controllers at the Tokyo Game Show 2005, buttons 1 and 2 were labeled X and Y, respectively.
Strap
The Wii Remote comes with a wrist strap attached to the bottom to ensure the security of the device. Wrist strap tied with hitch cow knot. Most Wii games feature a warning screen while loading to warn players to use the rope to avoid slipping from grips during erratic movements.
The video game website IGN reports that the rope tends to be damaged due to heavy use, which potentially sends the Wii Remote flying in many directions. WarioWare: Smooth Moves also sometimes requires the Wii Remote to drop, which will cause problems if a rope fails. In response, Nintendo has posted guidelines on the proper use of the rope and the Wii Remote. On December 8, 2006, units with thick ropes began to appear in several regions of the world. On December 15, 2006, Nintendo denied reports of the withdrawal of memories of the Wii belt. While Nintendo has denied claims that three million ropes have been pulled back, it provides free replacement wrist strap for users who have violated them. However, the US Consumer Products Safety Commission has been involved in a "replacement program". The long 0.6 mm (0.024 in) diameter rope is replaced with a larger 1.0 mm (0.039 in) diameter version. Nintendo's online "Wrist Replacement Fork Replacement Form" allows owners to receive up to four free straps when the Wii serial number and shipping details are provided.
On August 3, 2007, a new wrist strap was found in circulation. This rope features a key clip, not a slide to ensure that the clip will not slide away from the wrist of the player during frequent play. The wrist strap clip lock is now included with all new Wii Remotes.
In 2012 with the launch of the Wii U, the wrist strap is once again updated to allow the user to press the sync button through a new jacket and battery cover.
Jacket
Nintendo announced a free accessory for the Wii Remote, the Wii Remote Jacket, on October 1, 2007. The removable silicone arm wraps around the Wii Remote to give users better grip and cushioning. The bearing aims to keep the Wii Remote protected if accidentally dropped or thrown. Nintendo started console shipments, separate packet controllers, and a controller that was included in the Wii Play game with a jacket on October 15, 2007.
Color
At the 2006 E3 trade show, Nintendo featured white, black, and blue controllers; press images released for the event feature white, red, silver, lime, and black versions. The Wii console and controllers are launched only in the white version, with Shigeru Miyamoto commenting that new colors will be given after the removal of supply limitations.
On June 4, 2009, Nintendo revealed that they will release a black version of the Wii, Wii Remote, Nunchuk, and Classic Controller PRO in Japan on August 1, 2009. Each Wii Remote black has a Wii Remote Jacket that matches the solid black color. In addition, Club Nintendo in Japan held a contest between 25 June 2009 and 31 August 2009 in which members who purchased and registered a copy of the Wii Sports Resort will be included in the draw to win one of 5000 sets of blue controllers. Each set includes Wii Remote, Wii MotionPlus, and Nunchuk, all in the sky blue color referred to as Mizuiro different from other blue Wii Remotes.
For North America, Nintendo announced on September 1, 2009 that a black version of the Wii Remote, Wii MotionPlus, and Nunchuk will be released during the holiday season. On November 16, 2009, the Wii Remote Black and Wii MotionPlus was released as a bundle, and Nunchuk Black was released as a stand-alone purchase.
Blue and Pink Wii Remotes was released in Japan on December 3, 2009. In North America, Wii Remotes blue and pink were released February 14, 2010 in a bundle with the standard Wii SwitchPlus white.
In Australia, the black, blue and pink versions of Wii Remotes were released on February 25, 2010. In addition, black Nunchuk and black Wii MotionPlus were also released on the same day.
On September 29, 2010, Nintendo announced the Wii Remote Plus which is a standard Wii Remote standard with built in Wii MotionPlus that will be available in white, black, blue, and pink. It was released in Australia on October 28, 2010, in Europe on November 5, 2010, in North America on November 7, 2010, and in Japan on November 11, 2010. Since then it is available with FlingSmash and Wii Play games: Motion and sales as standalone and with every new Wii console.
Nintendo released a limited edition of the red Wii for the 25th anniversary of Super Mario Bros. on November 17, 2010 in Japan, October 29, 2010 in Europe, and November 7, 2010 in North America. Bundles include Red Wii Remote Plus and Nunchuk.
At E3 2011, Nintendo announced that the golden Wii Remote Plus with the Triforce logo will be released alongside The Legend of Zelda: Skyward Sword and will be available as a bundle with games for a limited time.
During 2011 and 2012, gold nunchuk is available as a Nintendo Club Program reward, it is a limited edition.
During the Nintendo Direct presentation on October 1, 2013, Nintendo announced a special Wii Remotes-designed edition such as Mario and Luigi which was released in North America on November 1, 2013.
On April 15, 2014, Nintendo announced a special edition Wii Remote Plus designed like Princess Peach released in North America later that month. A Yoshi Wii Remote was released in Japan in June 2014, and the Wii Remotes are themed after Bowser and Toad were released in Japan on March 12, 2015, in North America in September 2015, and in Europe in November 2015.
Main Menu
Accessed with the Wii Remote Home button, the Home Menu displays information about the currently used controller, 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 is a bar labeled Wii Remote Settings. Selecting it brings users to an option screen where they can control audio output volume, rumble settings, and reconnect controllers, for example to connect the Wii Remote through a one-time sync. Depending on when the Home Menu is accessed, there will be a number of different buttons displayed.
Wii Menu : No matter when menu is accessed, the Wii Menu button will always be there. Selecting this will exit the game or Wii Menu channel and return players to the Wii Menu, where users can select other channels. When playing a certain Virtual Console title, with the exception of Nintendo 64 and Neo Geo, this will also create a suspend point.
Reset : In apps and games (both can be retailed and downloaded), the Reset button is available. This performs a soft reset of a particular app, such as returning the game to the title screen or the Wii Menu's channel loading screen, just as it would if the player pressed the console's physical reset button.
Operations Guide : On the Wii Menu channel, including News Channels, Predicted Channels, Internet Channels, Everyone's Vote Channels, certain WiiWare titles, and Virtual Console titles, the Operations Button button will appear in the Start Menu. The accessed guide acts as a manual instruction for the game being played.
The Home menu can be compared to the Xbox 360 in-game menus (accessible by pressing the "Xbox" button), or XMB mid-game PlayStation 3. It can be accessed in most situations during Wii operation, which stops the action on the screen. If not, the "home" symbol with a streak appears on the screen. It is also inaccessible during Nintendo GameCube play, because the Wii Remote can not control the Nintendo GameCube software.
Features
Sensing
The Wii Remote has the ability to sense three-axis acceleration through the use of the ADXL330 accelerometer. The Wii Remote also features PixArt optical sensors, allowing to determine where the Wii Remote is pointing.
Unlike light weapons that detect light from the television screen, the Wii Remote senses the light from the Sensor Bar console (model number RVL-014), which allows consistent use regardless of the type or size of the television. The Bar's sensor has a length of about 20 cm (7.9 inches) and has ten infrared LEDs, five at each end of the bar. The LED furthest from its center is slightly outward, the nearest LED to the center slightly pointing inwards, while the rest leads straight ahead. The Cable Sensor Bar is 353 cm (11 feet 7 inches) in length. Bar can be placed above or below the television, and should be centered. If placed above, the sensor should be parallel to the front of the television, and if placed below, it should be parallel to the front surface of the television set. No need to point directly to the Sensor Bar, but pointing away from the bar will interfere with position-sensing capabilities due to the limited viewing angle of the Wii Remote.
The use of the Sensor Bar allows the Wii Remote to be used as an accurate pointing device up to 5 meters (about 16 feet) from the bar. The Wii Remote image sensor is used to find the Sensor Bar light points in the Wii Remote field of view. The light emitted from each end of the Sensor Bar is focused on the image sensor which sees light as two bright spots separated by the distance "mi" on the image sensor. The second distance "m" between the two groups of light transmitters in the Sensor Bar is a fixed distance. Of the two distances m and mi, the Wii CPU calculates the distance between the Wii Remote and the Sensor Bar using triangulation. In addition, the Wii Remote rotation with respect to the ground can also be calculated from the relative angle of the two light points on the image sensor. The game can be programmed to sense whether the image sensor is closed, shown in Microgame of Smooth Moves , where if the player does not open the sensor, the bottle of champagne represented by the remote will not open.
Sensor Bar is required when the Wii Remote controls the movement down, left-right of the cursor or reticle on the TV screen to point to menu options or objects like 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, the Wii Remote can also control the slow, slow-moving motion of an object in a 3-dimensional game. Fast-forward movement, like punching in a boxing game, is controlled by acceleration sensors. Using this acceleration sensor (acting as a tilt sensor), the Wii Remote can also control cursor rotation or other objects.
The use of infrared sensors to detect positions can cause some detection problems when other infrared sources are in the vicinity, such as incandescent light bulbs or candles. This can be easily reduced by using fluorescent lights around the Wii, which emit little or no infrared light. Innovative users have used other IR light sources in place of the Sensor Bar such as a pair of flashlights and a pair of candles. The Wii Remote takes a heat trail from the sensor, then sends it to the Wii console to control the pointer on your screen. Such a Censorship Bar replacement illustrates the fact that a pair of non-moving lights provides continuous calibration of the designated direction of the Wii Remote and its physical location relative to the light source. There is no way to calibrate the relative cursor position to where the user is directing the controller without two light stable reference sources provided by the Sensor Bar or a substitute. A third-party wireless sensor bar has also been released, which has been popular with Wii emulator users since the official Sensor Bar uses a proprietary connector to connect to the Wii console.
Tracking the position and movement of the Wii Remote allows players to mimic actual game action, such as swinging a sword or pointing a gun, not just pressing a button. An early marketing video shows actors imitating actions such as fishing, cooking, playing drums, performing musical ensembles, firing weapons, doing sword fighting, and performing dental surgery.
LEDs can be viewed through several cameras and other devices with a spectrum that looks much wider than the human eye, like most digital cameras and camera phones.
Controller feedback
The Wii Remote provides basic audio and rumble functions. At the 2006 E3 press conference, it was revealed that the Wii Remote has its own independent speaker on the front of the unit. This is shown by a developer when he installs and shoots a bow at the The Legend of Zelda: Twilight Princess . The sound from the Wii Remote and television was changed when the bow was shot to give the impression of an arrow moving away from the player. Another example of its use is in Killer's Red Steel ' game, in which players will receive their destination via Wii Remote speakers or No More Heroes' > feature that allows players to listen to phone calls via Wii Remote, which is also used in Silent Hill: Shattered Memories and GoldenEye 007 . Speakers are also primarily used to reproduce certain sound effects in the Wii version of LEGO Star Wars: The Complete Saga, such as blaster bolts, lightsaber and jingle friction that indicate that the player picked up a rare collection (such as minikits or Power Brick). This feature has also been used in party games, where several players take turns, and the controller will vibrate and/or make a sound to let players know that this is their turn. Volume can be changed or muted with the "Home" button and selecting the appropriate controller icon at the bottom of the screen. The rumble feature can also be enabled or disabled using the Home Menu.
Memory
Wii Remote contains chip 16E KiB EEPROM from which part 6 kilobytes can be read and written freely by the host. Part of this memory is available to store up to ten Mii avatars, which can be transported for use with other Wii consoles (but can be used to upload Miis to the Mii Parade and save it on the console (by copying Mii to the remote, move Mii to the parade of the console, and then move remotely to the console)). At least 4,000 bytes are available and unused before the Mii data. The Pokémon Pokémon and Super Swing Golf also use this memory. This function is also used in Super Smash Bros. Brawl , allowing users to save controller configuration data to the Wii Remote. Monster Hunter Tri also uses this functionality by allowing players to save their profiles to the Wii Remote.
Resources
The Wii Remote uses two AA batteries as a power source, which can turn on the Wii Remote for 60 hours using only the accelerometer function and 25 hours using the accelerometer and pointer functions. In May 2013, Nintendo announced rechargeable batteries and dock accessories, and third-party suppliers market charging solutions for controllers (see Wii Remote Chargers). According to an interview with Nintendo industry designer Lance Barr, the limitations of the Wii Remote expansion port make it impossible to use for internal battery charging. Although Nintendo does not recommend other types of rechargeable batteries such as lithium ion (Li-ion) and nickel-cadmium (NiCd), the company's support website shows that nickel-metal hydride (NiMH) rechargeable batteries can be used. A 3300Ã,F capacitor provides a temporary power source during the fast motion of the Wii Remote when connection to the battery may be interrupted for a while. If the Wii Remote is not used for more than 5 minutes, such as when a player is using a GameCube controller or using a video on demand service (such as Netflix, Hulu Plus or Amazon Instant Video), it will shut down, and can be re-enabled by pressing any key.
Wii Remote Plus
In September 2010, rumors circulating from the Wii Remote with Wii MotionPlus were built after the box art for upcoming FlingSmash revealed it to be bundled with "Wii Remote Plus". Nintendo initially declined to comment but later announced the device on September 29, 2010, confirming to be a Wii Remote with MotionPlus built in, allowing players to use peripherals like Wii Zapper and Wii Wheel without having to remove Wii MotionPlus from Wii Remote. Wii Remote Plus competes with Microsoft Corporation's Kinect and Sony Computer Entertainment PlayStation Move with PlayStation Eye motion controller. Nintendo later announced that the remote would be available in white, black, blue and pink. It was released in Australia on October 28, 2010, in Europe on November 5, 2010, in North America on November 7, 2010 and in Japan on November 11, 2010. It was also released as part of a package containing Wii Sports, New Super Mario Bros.. Wii, Wii red, Wii Remote Plus red, and Nunchuk red. Currently, red Wii Remote Plus is only planned to be available for individual sales in Japan; in all other areas they have to be purchased as part of a Wii red bundle, or Wii Mini. It has been announced that the European version of Wii Play: Motion will be bundled with red Wii Remote Plus, while the Black Wii Remote Plus is also included with other versions of the game.
At E3 2011, it was revealed that Wii Remote Plus gold with Hylian Crest superimposed on its speakers will be released with The Legend of Zelda: Skyward Sword . It's available as part of a bundle with Skyward Sword for a limited time.
In 2012, Wii Remote Plus is reissued, and is branded for Wii U, Wii router. This improves by adding another sync button on the battery cover, allowing the user to press a button without removing the battery cover.
After Wii U was launched, Nintendo began releasing Wii Remote Plus controllers with a character theme from the Mario universe, beginning with Mario and Luigi on November 1, 2013, to accompany the Wii Set U Deluxe release. Months later, Nintendo released Wii Remote Plus from Princess Peach, on April 24, 2014. More than a year later, Nintendo also released Wii Remote Plus themed off controllers from Bowser, Toad and Yoshi in autumn 2015 to accompany the release of Super Mario Maker and Yoshi's Wooly World . These three remotes are exclusively available on GameStop in North America.
Expansion
The Wii Remote also comes with an expansion port at the bottom that allows a variety of functional attachments added. The connectors, and all the accompanying accessories, use the IÃ, ò 400Ã, kHz protocol. The increase is similar to that available with ports on the Nintendo 64 controller. Female connectors are found on Wii remotes while expansion uses male connectors.
Nunchuk
The Nunchuk (model number RVL-004) is the first attachment that Nintendo discloses for the Wii Remote at the Tokyo Game Show 2005. It connects to the Wii Remote via cables that are about 1 to 1.2 m (3.5 to 4 feet) in length. Its appearance when mounted resembles nunchaku, hence its name. It also resembles the middle grip of the Nintendo 64 controller. It features an analog stick similar to that found on the GameCube controller and two trigger buttons (last modification changes two triggers for one trigger and C Button , as described below). It works together with the main controllers in many games. Like the Wii Remote, Nunchuk also provides a three-axis accelerometer for motion-sensing and tilting, but without speakers, rumble function, or pointer functionality. Nunchuk accelerometer is STMicroelectronics LIS3L02AL.
One Nunchuk comes with a Wii console. The Wii Remote enhancement unit is sold separately without Nunchuk. Both shoulder buttons, previously named Z1 and Z2, have been reshaped and renamed since the Game Developer Conference. The circular upper shoulder button, now called C, is much smaller than the bottom rectangular shoulder button, now called Z.
Nunchuk body measuring 113 mm (4.4 inches) wide, 38 mm (1.5 inches), and 37 mm (1.5 inches). Port connections are also larger.
Nunchuk can be connected to any microcontroller capable of IÃ,òC (for example, Arduino's Atmel AVR), where data accelerometer, joystick and buttons can be accessed. Todbot has created Wiichuck, an adapter to facilitate connecting Nunchuk to the Arduino board.
In 2008, Nunchuk wireless became available from one or more third party providers, eliminating wires connecting the Wii Remote with Nunchuk.
Classic Controller
There are two versions of Classic Controller, Classic Controller original and Classic Controller Pro.
At the 2006 Electronic Entertainment Show, Nintendo introduced the Classic Controller, which is connected to the Wii Remote via cable in a manner similar to Nunchuk. Unlike most accessories, Classical Controlers mostly take over the Remote function, with the Remote button duplicated on the Controller. The remote is used primarily as a wireless transmitter for the Controller and if applicable maintains the functionality of the pointing device.
The Classic Controller is reminiscent of the controller for the Super Nintendo Entertainment System, being the same size and having A , B X , Y , L and R button and directional pad in the same location.This also contains two analog bars and two additional shoulder buttons used to replicate additional components found on the Nintendo GameCube controller.The main controller is used for Virtual Console titles, with some titles that require Classic or GameCube controllers to be played, are optimized for Classic Controllers.Some retail Wii titles are also compatible with controllers to allow for more traditional control schemes.
Wii MotionPlus
Wii MotionPlus is an expansion device that enables the Wii Remote to capture complex motions more accurately. Incorporated with a special version of the Wii Remote Jacket, the Wii MotionPlus applies directly to the Remote Wii expansion port, extending the controller's length of about 4 cm (1.6 inches). Wii MotionPlus uses a tuning fork gyroscope, which complements the accelerometer and the Sensor Bar capabilities of the Wii Remote, allowing control movements to be displayed identically on the screen in real time, according to Nintendo. It is sold individually, as well as released in bundles with several games compatible with MotionPlus such as Nintendo Wii Wii Sports Resort and Ubisoft's "Red Steel 2". Wii Remotes Black bundled with add-on MotionPlus was released in Europe in November 2009.
Sensor Wii Vitality
Wii Vitality Sensor is a canceled device; fingertip oximeter sensor connected via Wii Remote. According to Nintendo, the device "will initially feel the user's pulse and a number of other signals sent by their bodies, and then will provide information to the user about the world in the body." Wii Vitality Sensor was announced by President and CEO Satoru Iwata on Nintendo E3 2009 media briefing on June 2, 2009. No specific apps were revealed for this device, but when presenting the device Iwata suggested that video games be used for relaxation soon. According to Nintendo of America president Reggie Fils-Aime, more details about the Wii Vitality Sensor will be on display for E3 2010, although no mention of the device took place. Reggie told GameTrailers, "(E3) is not a kind of environment for games based on relaxation", saying they keep the news on the device for other times and places. At E3 2010, Ubisoft introduced their own pulse oximeter sensor, "Innergy". However, on E3 2011, Nintendo announced more about the Wii Vitality Sensor. Shigeru Miyamoto said that Wii Vitality Sensor has a difficult time performing consistently in various situations but may still be released.
On July 5, 2013, Satoru Iwata revealed that the Wii Vitality Sensor project had been canceled due to lack of extensive compatibility, with Nintendo finding that the device failed to work with about 10% of people tested. while also noting that the device "is a much narrower application than we originally thought." Iwata also mentioned the possibility to return to the project in the future, when the technology allows at least a 99.9% success rate.
Accessories
Wii Zapper
The Wii Zapper is a weapon shell accessory for the Wii Remote. As shown in the picture, the shell receives the Wii Remote and Nunchuk, and contains a trigger that moves the Wii Remote B button; all other buttons are still accessible when remote and Nunchuk is in the shell. This name refers to the NES Zapper light weapon for the Nintendo Entertainment System. According to an interview with Shigeru Miyamoto, the idea of ââa Zapper-type expansion was formed when the Wii Remote was first made. He stated that "What we found was the reason we wanted to have a Zapper is when you held the Wii Remote, it might be difficult for some people to keep your hands fixed, and holding your arm like that could get your arms rather tired. Zapper is useful for most games, especially those involving gun-style weapons, such as light rifle shooters, first-person shooters, and third-person shooters.
Wii Wheel
The Wii Wheel accessory is designed for use in driving games: it is a steering wheel-shaped shell that the Wii Remote can be placed inside, improves the driving game that allows it to control the steering by tilting the left Wii Remote and true. Wii Wheel was first shipped with Mario Kart Wii .
Third-party accessories
Since the release of the Wii console, many aesthetic, ergonomic, and functional accessories have been developed for Wii Remote by third parties.
Third-party development
Since the release of the Wii console, people have been exploring new ways to use the Wii Remote. Many third-party applications are currently being developed through Wii homebrew. One popular Windows program called GlovePIE allows the Wii Remote to be used on personal computers to mimic a keyboard, mouse, or joystick. Connecting Wii Remote to personal computer is done via Bluetooth connection. The BlueSoleil Bluetooth program has proven successful connecting Wii Remote to PC. Still other programs (like GlovePIE) are required to take advantage of the Wii Remote protocol and use the data it offers.
Wii protocols Remote Bluetooth can be implemented on other devices including cell phones, which often have poor usability with games. Two students have demonstrated this concept by creating software drivers that have the ability to connect the Wii Remote to Symbian smartphones. The idea behind these drivers is that phones with TV-out ports can replace game consoles.
Programmer Johnny Lee has posted video demos and sample code on his website related to the use of Wii Remote for finger tracking, cheap multipoint interactive whiteboards, and head tracking for desktop VR displays. This was the subject for his presentation at the prestigious TED conference, where he showed some such applications. The WiimoteProject forum has become a center for discussion, support, and sharing for Wii Remote Lee projects and other new developments.
Studies have also been conducted to use the Wii Remote as a training method to perfect the hand surgeon's movements. 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 enables the Wii Remote to control the orientation of 3D models in Autodesk Design Review .
Reception
Overall reception to the Wii Remote has changed over time. The control style provided by the controller met with praise at his first public exhibition at E3. Since then, comments have been noted by the press on its function. Matt Wales of IGN UK highlighted the purpose and appropriateness of Red Steel and declared "Breaking down many enemies with nothing more than a jolt of wrist proved to be very satisfying and, more importantly, very involved." Nintendo Power enrolls the Wii Remote as an innovative controller, citing it as innovative for some firsts, including the first use of motion control, first built-in speakers, and the first Infrared Pointer. This is not true; The first video game controllers using motion sensitivity were Le Stick for Atari 2600 and Commodore 64, produced by Datasoft Inc, and released in 1981.
Other publications have noted specific complaints regarding control. GameSpot states that some of the movements in Cooking Mama: Cook Off failed to transmit or meet expectations during game play. Similar observations were made on other titles available during the Wii launch period. ComputerAndVideoGames.com reports that "The most prominent is the first set of games, many of which do a better job of exposing obstacles to full motion control, than the benefits... Need For Speed ââ.. "Almost unplayable, Far Cry misunderstood, and motion control in Marvel: Ultimate Alliance just stuck to it."
The overall situation is described by Joystiq thus: "During the months since launch, the unpredictable Wii Remote has caused an annoying dichotomy.Some games are too easy, while others are too difficult - for all the wrong reasons... Gamers who crave challenges more deeply to be content against the unintelligible controls. "Critics feel the mistake was largely due to the lack of developer experience with the Wii Remote. Jeremy Parish from the Electronic Gaming Monthly magazine compares the initial phase of control implementation with the Nintendo DS. Matt Casamassina of IGN also considers that the first generation Wii games are experimental stages and the potential improvements have not been utilized.
The titles released later have seen mixed reactions in terms of control.
The first and second titles have resulted in better utilization of Wii Remote's unique capabilities. Metroid Prime 3: Corruption , in particular, is almost universally praised for its unique control scheme, seen as unmatched by any other gaming console. Corruption takes advantage of Nunchuk for incendiary and infrared directing capabilities from the Wii Remote to play and special "gestures", which are used to select the visor. Other Nintendo titles use a more minimalist approach, using mostly pointers and buttons, such as with the Large Brain Academy: Wii Degree , or using a controller in a sideways configuration to resemble a Nintendo Entertainment System controller when de-emphasized which is more advanced, as seen in Super Paper Mario .
Wii Remote and Nunchuk combined to sell more than 8.5 million units in the United States, and took the top two spots in the sale of video game accessories in 2006. In the US, Nunchuk was the best-selling video game device for January 2008, with 375,000 units sold, in a month in which the Wii is the best selling console with 274,000 units sold.
According to Nintendo's Shinya Takahashi, the player feedback for the Wii Remote, especially to reduce its form factor, leads to the development of the Nintendo Switch, a fairly small console with smaller controllers to also be a portable unit.
Legal issues
Wii Remote has been under a number of lawsuits from several different companies.
Interlink Electronics filed a patent infringement lawsuit against Nintendo in December 2006 for the designated functionality of the Wii Remote, claiming "reasonable royalty loss, reduced sales and/or lost profits as a result of infringing activities" from Nintendo. There are no further court documents concerning this case that existed in September 2017, indicating that both companies had completed before the court action, or Interlink had canceled the case.
On August 19, 2008 Hillcrest Laboratories Inc. filed a complaint against Nintendo with the US International Trade Commission, alleging that the Wii Remote violated three of its patents. The fourth Hillcrest patent (for the graphical interface shown on the television screen) is also allegedly infringed. Hillcrest requested a ban on the Wii console imported into the US. On August 24, 2009, Nintendo and Hillcrest reached a settlement, although the terms were not publicly disclosed.
Beginning in December 2012, iLife Technologies sued several large companies for patent infringement on their patent series in relation to "systems and methods for evaluating the movement of the body relative to the environment", primarily aimed at the medical field; Nintendo was sued by iLife in December 2013 for Remote Wii infringement on their patents, with a lawsuit seeking $ 144 million in damages, based on a $ 4 fine for 36 million Wii and Wii U units that have been sold to date. The jury trial was heard in August 2017, and the jury decided to support iLife Technologies and Nintendo was forced to pay US $ 10.1 million in damages. While Nintendo appealed this decision, the US Court of Appeals. has upheld the decision of the jury.
The Wii Remote wrist strap is also a problem, since it is possible that quick hand movements can cause the wrist strap to break off and cause the Remote to fly, injuring people or property. In mid-December 2006, law firm Green Welling LLP filed a class action lawsuit against Nintendo for his "broken wrist strap". A few days later, Nintendo pulled out a product recall for the wrist strap and removed a new version of the rope with an improved security mechanism for the wrist, leading to a lawsuit that had to be dropped shortly afterwards. A second class action suit was filed by a mother in Colorado in December 2008, claiming that an updated wrist strap is still not effective. The lawsuit was dismissed by September 2010, finding for Nintendo that a wrist strap was not accidentally damaged under Colorado's consumer protection laws.
The trademark application for the Wii Remote was initially rejected by the United States Patent and Trademark Office. The USPTO claims that the word "remote" is commonly used, and therefore should not be trademarked. The USPTO will accept Nintendo brand archiving if the company denies the exclusive right of the word "remote" in the term.
See also
- List of Nintendo controllers
- List of Wii games
- Wii Balance Board
- Wii Speak
- PlayStation Shift
- Razer Hydra
- Kinect
- Weemote
Note
References
External links
- Nintendo Controllers page
- Nintendo Accessories Page
- US applications 2007049374
Source of the article : Wikipedia