WiiMote

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  • THQ on the Wiimote

    by 
    Alisha Karabinus
    Alisha Karabinus
    07.28.2006

    It's expected that we'll be waving the Wiimote around on Nintendo's own games, but some have expressed concerns that third party developers may not be making full use of the unique new controller, especially when it comes to cross-platform titles. Fear not, fanboys and fangirls -- Siliconera took some time to investigate THQ and their upcoming games with regard to how they'll work with the Wii controls. The pieces focuses on three games: Cars, SpongeBob SquarePants: Creature from the Krusty Krab, and Avatar: The Last Airbender. Though these titles are each coming out on other systems as well as Wii, THQ has worked to ensure that the control scheme takes advantage of the Wiimote. How? Slashing melee attacks in Avatar, using the Wiimote as a steering wheel in Cars, and for SpongeBob, the controller serves as an aircraft control stick in one of the mini-games. Siliconera has the full story. Things are looking up when it comes to Wii ports. [Thanks to the folks at Siliconera!]

  • A different sort of Wii-shlist

    by 
    Alisha Karabinus
    Alisha Karabinus
    07.27.2006

    Yeah, yeah, you can bust up some Yakuza punks and rampage across New York, but what else can we do with the Wiimote? British gadget mag T3 was kind enough to offer some possibilities for any game designers itching to find the perfect new idea. Their recommendations? Mario Darts Super Tokyo Juggling Rush Gladiators Barroom Brawl 2007 Ghostbusters The T3 blokes chose their Ghostbusters idea as the most viable of the lot, but we have to go with Mario Darts. Why buy a real dartboard and risk putting one through little Timmy's thigh when you can bring that smoky barroom favorite right into your living room with no fuss, no muss? This is probably a good time to admit a secret hankering for a game about soccer hooligans. Football, beer, and raging across London with your best mates, crowbars in hand. What could possibly be wrong with that? C'mon, reader -- design your own no-holds-barred use for the Wiimote. What do you want to bash today? [Via Go Nintendo]

  • Wiimote used to store profile?

    by 
    David Hinkle
    David Hinkle
    07.26.2006

    After giving us an excellent look at the DS Opera browser, (dot)Ed started looking at Nintendo's other console, namely the recent controller documentation that hit our fine inter wubs. His keen eye focused on the Wiimote's 6kb of Flash RAM, he let the floodgates of thought be opened and damned his sleep schedule. "What could it be used for?" he asked his karate-kicking, last-cop-on-Earth friend the Karate Cop. It was then that it dawned on them both and they looked each other in the eyes and whispered "profiles."See, he suggests that the memory will be used to house a profile that will be associated with that user as well as the possibility that it could even hold pertinent data that would be used to input said user's own avatar (custom or not) into games. What do we think? Well, 6kb is an awfully small amount of memory, but we doubt, nay, refuse to rule out the possibility. Instead, we will do the courteous thing and leave the final conclusion of both the site's opinion and humanity's safety itself up to you fine readers. We think you're properly equipped for it.

  • DBZ to include extra peripheral?

    by 
    David Hinkle
    David Hinkle
    07.25.2006

    Of the latest scans for the DBZ game on the Wii, a weird yellow box is shown. Next to the box, little plastic clips that attach to the player's index fingers are also shown. Now, it's fairly obvious that this is so that the player may toss fireballs in the game by going through the motions in reality and the box is designed to sit atop the television, but why would such a large box be needed in conjunction with the clips. Couldn't they just be made to work with the sensor bar? Or is this the first sign of some startling truths delivered via the rumor train? Also, where is the Wiimote? It's nowhere to be seen!Any readers want to take a stab at translating the text surrounding the image in question?

  • Marvel: Ultimate Alliance to feature unexciting controls

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    07.24.2006

    Though the many Marvel characters duking it out in Ultimate Alliance frequently find themselves doing somersaults, hurling punches and generally super-spazzing out, it's not an accurate expectation for the players of the game to perform similar feats. Speaking at the recently concluded Comic-Con, Activision's Chris Palmisano commented that the Wii version of the game would not have major changes implemented to its control system."The basic game controls like the camera and the movement and stuff like that -- you can do that on the Wii with left side in most cases. Then there are standard combo moves, which you can also do with the Wii controller." After this rather vague statement (do combo moves with the controller, you say?!), Palmisano goes on to curtail the level of input you might have expected from a Wii game. "I don't know how many games you're going to see where people are jumping around -- our game is an RPG so it's really hard to require that much physical energy to play a game for 30 hours." Though we have yet to think of any Wii game that actively requires you to jump around, we suspect the lack of physical energy required to play Marvel: Ultimate Alliance is tied into a lack of mental energy when attempting to explain why your game will have a bog-standard control scheme. This is an issue that will come up again and again: a multi-platform game that fails to take advantage of the Wii's controller risks not only being surpassed by graphically superior versions (why buy the Wii version?), but the rest of the games in the Wii lineup (why buy this game that doesn't use my system fully?). Of course, shoehorning a game into an inappropriate controller scheme is just as undesirable, as is certainly the case with an action RPG largely built upon repetition. We'd rather just press the A-button, thanks.

  • Ubisoft finds speaker on Wiimote

    by 
    Alisha Karabinus
    Alisha Karabinus
    07.24.2006

    So, uh, how 'bout that speaker in the Wiimote? According to an interview exclusive to Nintendo Europe, the Red Steel development team didn't even know it existed until E3. Of course, the speaker itself was a late addition to the ever-evolving Wiimote, so if pressed, we can forgive Ubisoft. But they'd better send cookies.Word from producer Marie-Sol Beaudry is that Ubisoft is working double time to make good use of the speaker for both the single and multiplayer modes in Red Steel. And that's great, because we're certainly all for sound effects. But how about those gameplay issues, eh? Where's the news on getting those fixed pre-launch?

  • All aboard the rumor train: Sensors, Wiimotes, and headsets

    by 
    David Hinkle
    David Hinkle
    07.24.2006

    No better way to start off a Monday than with a nice, piping hot cup of rumor, wouldn't you say?Today's is a whopper, actually, in that some pretty interesting comments are made in regards to the Wiimote functionality we supposedly have yet to see, as well as comments that the sensor bar isn't even needed and is there to incorporate some other as-of-yet unannounced form of gameplay. Check your pockets, make sure you've got your grain of salt with you...In an effort to keep you from having to do the work of clicking links, we've included the most note-worthy bits of the rumors into nice, easy-to-read, bulleted format. "Nintendo should show that the movement in 3D space will allow experiences outside of just the TV screen. And its not 3D projection related." "The official launch date has yet to be set in stone but will indeed launch before Sony's PS3" "The first game that will be shown to the public that demonstrates the full scope of Wii controller potential will be Dragonball Z Budokai 4" "The Wii controller can function exactly as we all have seen demonstrated WITHOUT the sensor bar. So ask yourselves, why need a sensor bar?" "Sensor bar was in all actuality in no use at E3 2006" "There is also word that Nintendo in private sessions has big plans for the Wii headset. The headset would be somewhat sensitive to movement that could be translated into the game. Such as if you get up and move to the right of your television something might correspond for that in the game. Such as dodging things, looking around corners etc." "Developer Nibris has received Wii development kits and has partnered with publisher Majesco" That's an awful lot of rumor to choke down. So how do you feel about all of this, fine reader? Some truth buried in there?

  • Developers ditching PS3 for Wii and 360

    by 
    David Hinkle
    David Hinkle
    07.21.2006

    Gamedaily BIZ has a nice little feature up where they ask if Sony can do something that someone has never done before: dominate the industry for three generations. Based on a report run by BusinessWeek Online, they analyze Sony's high-priced offering and claim that developers are instead diverting resources to the more cost-effective Xbox 360 and Wii. To quote the article:"At its autumn games preview on July 13, for instance, traditional Sony ally Electronic Arts spent far more time showing off innovative Nintendo games than it did titles for the PS3," emphasized BusinessWeek. "EA announced six Nintendo Wii launch titles and showed long working demos for two of those. But it offered only a short clip of a car-racing game for PS3. EA says it's still testing the potential of the PS3."Makes sense since the development costs are already extremely high as it is and with the incredibly-cheap process by which developers can make games on the Wii, a process more expensive on the Xbox 360, however less expensive than on the PS3, we're sure to see this occur even more should the Wii strike gold once released to retail.

  • Rumor: Sony tries to copy Nintendo again

    by 
    David Hinkle
    David Hinkle
    07.21.2006

    A gaming site of the Swedish variety, Game Reactor is reporting that Sony has filed a patent for a "cylinder like" accessory for the PS3 that closely resembles the functionality of the Wiimote. Now, we know the PS3 controller already mimics the Wiimote, but isn't this crossing the line?This new accessory supposedly works in conjunction with the PS3 Eyetoy camera to track movements in a three-dimensional space. Also, the accessory is said to be able to determine how it is not only held, but also how it is tilted. [Via Go Nintendo]

  • Ubi director makes interesting comment about Red Steel local multiplayer

    by 
    David Hinkle
    David Hinkle
    07.17.2006

    While covering Red Steel during an interview with Ubisoft's creative director Nicolas Eypert, Gamepro managed to squeeze an interesting comment from the Ubi director. This interesting tidbit, reads:"[You'll] have up to four players. If they play together in split screens we can only say that the fight will not be only on screen."So what could this mean, exactly? Are we reading too much into an innocent comment or is he just teasing us about future aspects of the game yet to be announced?[Via Joystiq]

  • Official Wii controller documentation unveiled

    by 
    Jason Wishnov
    Jason Wishnov
    07.17.2006

    The men over at IGN are cunning, merciless creatures who slip through the night, leaving naught but death in their wake. Through much bloodshed and carnage, they managed to procure a most valuable document: the official Wii controller documentation, giving specifics on just about every nuance of the device. While you, the magnificent reader, may peruse their ninja-like writing via following hyperlink, here are some of the highlights: The Wii controller will run on two regular AA batteries. According to the notes, these will allow for 60 hours of battery life if only the accelerometers are used, and 30 hours if the full functionality (the sensing of the controller's relative position in space) is being is utilized. In addition to showing what controller corresponds to what player on-screen, the four LEDs will also give an indication of remaining battery life once the controller is turned on. The previous mentioned "sync" button on the console will correlate a Wii with the controllers being used. One can either accomplish this with a button inside the battery cover, or by pressing both the "1" and "2" buttons at the same time. The sensor bar must be placed either below or above the television set, and is about 20 centimeters in length. The controller contains 6 KB of non-volatile (read: flash) memory, presumably to be used for the internal speaker. However, this memory might also be used to save various personal controller configurations or data. Some other tidbits about communication bandwidth frequency, interference from outside sources, rumble functionality, and a mysterious "eye" (camera?) are also mentioned. Check out the link for the goods, but proceed with caution. Assassins lurk in the shadows.[Thanks to all who sent this in!]

  • More Wiimote details revealed

    by 
    Evan Blass
    Evan Blass
    07.17.2006

    Although we know quite a bit more about the Wiimote now than we did before E3, many of the specifics about this controller have remained a closely-guarded secret, so we were pretty stoked to learn that the folks over at IGN were able to get their hands on a big fat developer documentation kit chock full of juicy details. For starters, we now know that this wireless input device will be powered by a pair of regular AA alkalines, giving the unit 30 hours of battery life with the precision aim function activated, or up to 60 hours if only the accelerometer is being used. It's also being reported that remaining battery life will be indicated at startup by those four LEDs on the front of the controller, which will serve double duty to show which player is communicating with the console at a given moment. Other tidbits here include deets on synchronization (yes, the Wiimote definitely uses Bluetooth), some more specifics about the built-in rumble motor, and speculation about the controller's use of 6KB of internal memory and possible use as a digital camera. For the sake of brevity, we've glossed over most of the revelations here, so make sure to follow the Read link for all sorts of info that Nintendo doesn't want you to know yet.[Via Joystiq]

  • New button revealed on Wiimote

    by 
    David Hinkle
    David Hinkle
    07.17.2006

    In the second piece of controversial information to come from the August issue of Nintendo Power, we see a mysterious new button on the side of the Wiimote. While the woman holding the black Wiimote looks like she is having about the best time possible, we are stuck on the opposite end of the spectrum, having a most difficult time in trying to figure out exactly what that button is and the function it could serve.[Via Infendo; Thanks Probot and Ali!]

  • Screenshot roundup: Project H.A.M.M.E.R.

    by 
    David Hinkle
    David Hinkle
    07.14.2006

    Nintendo's Project H.A.M.M.E.R. revolves around a half-human, half-cyborg, giant hammer-wielding protagonist who is charged with stopping an invading army of robots. These robots have selected every major city in the United States to attack and with incredibly large hammer in metallic hand, players will control the protagonist's attacks in real-time with the Wiimote.The latest update on the game comes to us in a huge screenshot release. In over 30 images, we get a closer look at some of the enemy robots as well as a front row seat to the carnage inflicted upon them (see: death by giant hammer). Also, some of the tutorial screens are present, displaying exactly how one would perform the moves available in the game.

  • The Wiimote as a Power Glove

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    07.05.2006

    From the hey, that's a great idea department comes a conceptual rendering of what it would be like to throw caution and embarrassment to the wind and strap a pair of wiimotes to your arms. The full ad depicts a guy with a Wii controller on each punch-capable limb next  to some screenshots of the Xbox titles, Chronicles of Riddick: Escape From Butcher Bay, Breakdown and Fight Night Round 3. The connection between dual wiielding action and Super Punch-Out should be obvious in your mind, though we recommend you swiftly move on to the conclusion we reached:Namco Bandai should port Breakdown to the Wii. Immediately. The game (which had a really fun story) was critically undone by unwieldy controls and unfair combat, problems that could very well disappear when given the opportunity to beat up those pesky T'lan warriors (or hallucinated cats) by flailing your own, more reliable fists. Oh, and let's not forget the joys associated with consuming magically restorative soda and protein bars. [Via 4cr. Kudos to zaiten.]

  • Red Steel developer's blog goes live

    by 
    Ross Miller
    Ross Miller
    06.30.2006

    While a little late in its development cycle, the team behind Red Steel opened a blog yesterday to discuss the game's progress as it reaches its final stages. The first topic: the much-discussed control scheme. Producer Marie-Sol Beaudry wants players to have fun and not "force people to become actual professional swordsmen" (it's good thing, too -- professional swordsmen make very little money these days). The matter of synchronization between the Wiimote and sword animation apparently proved tricky. Beaudry promises that the final sword-fighting will be more diverse and feature a couple of undisclosed special moves. One of the early comments suggested an option for players to have the option of switching between scripted moves and freestyle animation. It is a great idea, but we get the impression Ubisoft is not prepared to go in that direction for this title. Maybe another game, from a galaxy far, far away, can quench our thirst. O, to dream ...

  • Slight alterations to the Wii controller

    by 
    Jason Wishnov
    Jason Wishnov
    06.28.2006

    Somewhere in the land of Spain, Nintendo held one hell of an event without anyone else on the planet seeming to notice. RevoGamers.net were some of the lucky ones invited, and managed to chronicle the event with pictures and a short video.As we can see in the picture to the right, the Wiimote has once again gone through some minor design alterations. First, the + and - buttons have returned to their original "return arrow" and pause versions, as seen in hardware shots prior to E3 2006. The Wii logo on the bottom of the remote has disappeared, for reasons unknown. Finally, however, is the attachment of a wrist-strap for the remote, which is a wonderful idea considering the motions required in games like Wii tennis and the, ah...expensive TV sets around the room. With any luck, a similar strap will come bundled with the system and remote.But that's not all. There are pictures of the back of the Wiimote without batteries, some sleek sensor bar close-ups, and a bitchin' wall mural for Wii Sports. The event seems very classy and much more relaxed than E3. Wii. Jugar para Creer.

  • Microsoft to pull a PS3, place motion sensors in Xbox 360 pad?

    by 
    Conrad Quilty-Harper
    Conrad Quilty-Harper
    06.26.2006

    In a recent episode of Gamertag radio, Peter Moore speaks out about the increasing complexity of video game controllers, comparing today's gamepads to the simplicity of the Atari 2600's button-and-stick joystick. He didn't exclude the Xbox 360 controller's design from criticism, mentioning that his 14-year old daughter found the controller somewhat confusing. Naturally, there was a point to his self-criticism; later on in the podcast he says that Microsoft is "doing a lot of stuff there. Nothing that we're ready to talk about, and we're not going to force anything that is not going to be intuitive and innovative."The most obvious conclusion to make from this statement would be that Microsoft is working on a new, simplified controller, which may or may not "borrow" the Wiimote's defining feature, although the part where Moore says that "[Microsoft is] not going to force anything that is not going to be... innovative" could suggest that simply slapping a motion sensor inside an Xbox 360 pad isn't on the cards.British tech magazine T3 points out that the company could possibly be working on a simplified controller--to be sold in parallel with the main Xbox 360 pad--designed specifically for Xbox Live Arcade games. The magazine reasons that the company won't want to make the Xbox 360 pad's ergonomic design obsolete any time soon, which lends credence to the possibility of a simplified controller designed to play simple games to compliment the "hardcore" 360 gamepad.[Via Engadget]

  • Wiimote: past and present

    by 
    David Hinkle
    David Hinkle
    06.26.2006

    The Wiire has gone ahead and done a nice little comparison piece between the Wiimote that was initially revealed and what the final product is shaping up to be. In discussing the addition of the speaker, as well as the significance of the nunchuk attachment, they break down why they these additions are needed and comment on Nintendo's progression with the controller.[Thanks Shawn!]

  • Nintendo Wii mockup next to very many things

    by 
    Paul Miller
    Paul Miller
    06.24.2006

    If there's a Nintendo fanboy looking over your shoulder, now might be the time to cover their eyes -- they might just not be able to handle the impending flow of pictures. Sure, they've probably spied that console size comparison chart we threw up last month, or even managed some precious minutes of face time with the Wii at E3, but nothing in their young Zelda-worshipping lives could prepare them for the sheer volume of pictures taken by DocCRP of his purtiful Wii and Wiimote mockups next to nearly every thinkable item known to man. We barely made it to "Wii with Upright Piano pedals" -- it would take a much braver soul to venture further.[Via Joystiq]