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Tampilkan postingan dengan label nintendo. Tampilkan semua postingan
Tampilkan postingan dengan label nintendo. Tampilkan semua postingan

Senin, 31 Maret 2008

Nintendo Entertainment System

The Nintendo Entertainment System (often abbreviated as NES[8] or simply Nintendo) is an 8-bit video game console that was released by Nintendo in North America, Brazil, Europe, and Australia in 1985. In most of Asia, including Japan (where it was first launched in 1983), the Philippines, Taiwan, Vietnam, and Singapore, it was released as the Family Computer (ファミリーコンピュータ Famirī Konpyūta?), also known as the Famicom (ファミコン Famikon?) listen or simply FC for short. In South Korea, the hardware was licensed to Hyundai Electronics, which marketed it as the Comboy (컴보이).[9]

The best-selling gaming console of its time in Asia and North America[10] (Nintendo claimed to have sold 61.9 million NES units worldwide),[4][5] it helped revitalize the US video game industry following the video game crash of 1983.[11] It set the standard for subsequent consoles in everything from game design (the commonly-bundled game Super Mario Bros. popularized the platform game genre, and introduced elements that would be copied in many subsequent games[12]) to controller layout (the D-pad refinements used in the NES controller would be incorporated in nearly every major console to follow, and garnered Nintendo a Technology & Engineering Emmy Award).[13][14] In addition, with the NES, Nintendo introduced a now-standard business model of software licensing for third-party developers.[15]

Contents

[hide]

[edit] History

Nintendo’s successes in video arcades encouraged the company to enter the home console market with the Famicom. A port of Nintendo’s arcade hit Donkey Kong was a launch title for the system.
Nintendo’s successes in video arcades encouraged the company to enter the home console market with the Famicom. A port of Nintendo’s arcade hit Donkey Kong was a launch title for the system.

Following a series of arcade game successes in the early 1980s, Nintendo made plans to produce a cartridge-based console. Masayuki Uemura designed the system, which was released in Japan on July 15, 1983 for ¥14,800 alongside three ports of Nintendo’s successful arcade games Donkey Kong, Donkey Kong Jr., and Popeye. Following a product recall and a reissue with a new motherboard, the Famicom’s popularity soared, becoming the best-selling game console in Japan by the end of 1984.

Encouraged by these successes, Nintendo soon turned its attention to the North American market. Nintendo entered into negotiations with Atari to release the Famicom under Atari’s name as the name Nintendo Enhanced Video System; however, this deal eventually fell apart.[16][17] Subsequent plans to market a Famicom console in North America featuring a keyboard, cassette data recorder, wireless joystick controller, and a special BASIC cartridge under the name "Nintendo Advanced Video System" likewise never materialized.

In June 1985, Nintendo unveiled its American version of the Famicom at the Consumer Electronics Show (CES). It rolled out its first systems to limited American markets on October 18, 1985, following up with a full-fledged North American release of the console in February of the following year.[18] Nintendo simultaneously released eighteen launch titles: 10-Yard Fight, Baseball, Clu Clu Land, Donkey Kong Jr. Math, Duck Hunt, Excitebike, Golf, Gyromite, Hogan’s Alley, Ice Climber, Kung Fu, Mach Rider, Pinball, Stack-Up, Tennis, Wild Gunman, Wrecking Crew, and Super Mario Bros.

In Europe and Australia, the system was released to two separate marketing regions (A and B). Distribution in region B, consisting of most of mainland Europe (excluding Italy), was handled by a number of different companies, with Nintendo responsible for most cartridge releases; most of region B saw a 1986 release. Mattel handled distribution for region A, consisting of the United Kingdom, Ireland, Italy, Australia and New Zealand, starting the following year. Not until 1990 did Nintendo’s newly created European branch take over distribution throughout Europe.[19] Despite the system’s lackluster performance outside of Japan and North America, by 1990 the NES had outsold all previously released consoles.[20]

Shortly before ceasing production of the system in North America, Nintendo released a radically redesigned console (known as the AV Family Computer in Japan and the NES 2 in North America) that corrected a number of problems with the original hardware.
Shortly before ceasing production of the system in North America, Nintendo released a radically redesigned console (known as the AV Family Computer in Japan and the NES 2 in North America) that corrected a number of problems with the original hardware.

As the 1990s dawned, however, renewed competition from technologically superior systems such as the 16-bit Sega Mega Drive (called the Sega Genesis in North America) marked the end of the NES’s dominance. Eclipsed by Nintendo’s own Super Nintendo Entertainment System (SNES), the NES’s user base gradually waned. Nintendo continued to support the system in North America through the first half of the decade, even releasing a new version of the console, the NES 2, to address many of the design flaws in the original NES hardware.[21] The final games released for the system were as follows: in Japan, Adventure Island 4 in 1994, and, in North America, among unlicensed titles, Sunday Funday was the last, whereas Wario's Woods was the last licensed game (also the only one with an ESRB rating).[22] In the wake of ever decreasing sales and the lack of new software titles, Nintendo of America officially discontinued the NES by 1995. Despite this, Nintendo of Japan kept producing new Nintendo Famicom units for a niche market up until October 2003, when it officially discontinued the line. Even as developers ceased production for the NES, a number of high-profile video game franchises and series for the NES were transitioned to newer consoles and remain popular to this day. Nintendo's own Super Mario Bros., The Legend of Zelda, and Metroid franchises debuted on the NES, as did Capcom's Mega Man franchise, Konami's Castlevania franchise, and Square Enix's Final Fantasy and Dragon Quest franchises.

Nintendo of Japan continued to repair Famicom systems until October 31, 2007, attributing the decision to discontinue support to an increasing shortage of the necessary parts.[23][24][25]

[edit] Bundle packages

Super Mario Bros. was one of the titles packaged alongside the NES deck for the North American launch of the console.
Super Mario Bros. was one of the titles packaged alongside the NES deck for the North American launch of the console.

For its North American release, the NES was released in two different configurations, or "bundles". The console deck itself was identical, but each bundle was packaged with different game paks and accessories. The first of these sets, the Control Deck, retailed from US$199.99, and included the console itself, two game controllers, and a Super Mario Bros. game cartridge. The second bundle, the Deluxe Set, retailed for US$249.99, and consisted of the console, a R.O.B., a NES Zapper (electronic gun), and two additional game paks: Duck Hunt and Gyromite.

For the remainder of the NES's commercial lifespan in North America, Nintendo frequently repackaged the console in new configurations to capitalize on newer accessories or popular game titles. Subsequent bundle packages included the NES Action Set, released in November 1988 for US$149.99,[26] which replaced both of the earlier two sets, and included the console, the NES Zapper, two game controllers, and a multicart version of Super Mario Bros. and Duck Hunt. The Action Set became the most successful of the packages released by Nintendo. One month later, in December 1988, to coincide with the release of the Power Pad floor mat controller, Nintendo released a new Power Set bundle, consisting of the console, the Power Pad, the NES Zapper, two controllers, and a multicart containing Super Mario Bros., Duck Hunt, and World Class Track Meet.[27] In 1990, a Sports Set bundle was released, including the console, a NES Satellite infrared wireless multitap adapter, four game controllers, and a multicart featuring Super Spike V'Ball and Nintendo World Cup.[28]

It is difficult to count the total number of games released on the NES. One can look at the number of games licensed by Nintendo of America or Japan, or combine them, or even add the numerous unlicensed titles. All told, well over 1,000 games are available on the NES platform.

Two more bundle packages were released using the original model NES console. The Challenge Set included the console, two controllers, and a Super Mario Bros. 3 game pak. The Basic Set, first released in 1987, included only the console and two controllers with no pack-in cartridge. Instead, it contained a book called the The Official Nintendo Player's Guide, which contained detailed information for every NES game made up to that point. Finally, the redesigned NES 2 was released as part of the final Nintendo-released bundle package, once again under the name Control Deck, including the new style NES 2 console, and one redesigned "dogbone" game controller. Released in October 1993, this final bundle retailed for $49.99, and remained in production until the discontinuation of the NES in 1995.[21]

[edit] Regional differences

The Famicom Disk System was a peripheral available only for the Japanese Famicom that utilized games stored on "Disk Cards", reminiscent of 3.5" floppy diskettes.
The Famicom Disk System was a peripheral available only for the Japanese Famicom that utilized games stored on "Disk Cards", reminiscent of 3.5" floppy diskettes.

Although the Japanese Famicom and the international NES included essentially the same hardware, there were certain key differences between the two systems:

  • Different case design. The Famicom featured a top-loading cartridge slot, a 15-pin expansion port located on the unit’s front panel for accessories (as the controllers were hard-wired to the back of the console), and a red and white color scheme. The NES featured a front-loading cartridge slot (often jokingly compared to a toaster), and a more subdued gray, black and red color scheme. An expansion port was found on the bottom of the unit, and the cartridge connector pinout was changed.
  • 60-pin vs. 72-pin cartridges. The original Famicom and the re-released AV Family Computer both utilized a 60-pin cartridge design, which resulted in smaller cartridges than the NES, which utilized a 72-pin design. Four pins were used for the 10NES lockout chip.[29] Ten pins were added that connected a cartridge directly to the expansion port on the bottom of the unit. Finally, two pins that allowed cartridges to provide their own sound expansion chips were removed. Many early games (such as Stack-Up) released in North America were simply Famicom cartridges attached to an adapter (such as the T89 Cartridge Converter) to allow them to fit inside the NES hardware. Nintendo did this to reduce costs and inventory by using the same cartridge boards in North America and Japan.
  • A number of peripheral devices and software packages were released for the Famicom. Few of these devices were ever released outside of Japan.
    • Famicom Disk System (FDS). Although not included with the original system, a popular floppy disk drive peripheral was released for the Famicom in Japan only. Nintendo never released the Famicom Disk System outside of Japan, citing concerns about software bootlegging. Notable games released for the FDS include The Legend of Zelda, Yume Kōjō: Doki Doki Panic, Metroid, and the original Super Mario Bros. 2.[citation needed]
    • Famicom BASIC is an implementation of BASIC for the Famicom. It allowed the user to program their own games. Many programmers got their first experience on programming for the console this way.
    • Famicom MODEM is a modem that allowed connection to a Nintendo server which provided content such as jokes, news (mainly about Nintendo), game tips, and weather reports for Japan; it also allowed a small number of programs to be downloaded. A modem was, however, tested in the United States, by the Minnesota State Lottery. It would have allowed players to buy scratchcards and play the lottery with their NES. It was not released because minors were able to play the lottery illegally and anonymously.[30]
  • External sound chips. The Famicom had two cartridge pins that allowed cartridges to provide external sound enhancements. They were originally intended to facilitate the Famicom Disk System’s external sound chip. These pins were removed from the cartridge port of the NES, and relocated to the bottom expansion port. As a result, individual cartridges could not make use of this functionality, and many NES localizations suffered from inferior sound compared to their equivalent Famicom versions. Castlevania III: Dracula's Curse is a notable example of this problem.
Unlike the NES, the Famicom's controllers were hardwired to the system itself. The 2nd controller eliminated the Start and Select buttons, replacing it with a microphone and a volume control slider.
Unlike the NES, the Famicom's controllers were hardwired to the system itself. The 2nd controller eliminated the Start and Select buttons, replacing it with a microphone and a volume control slider.
  • Hardwired controllers. The Famicom’s original design includes hardwired, non-removable controllers. In addition, the second controller featured an internal microphone for use with certain games and lacked SELECT and START buttons. Both the controllers and the microphone were subsequently dropped from the redesigned AV Famicom in favor of the two seven-pin controller ports on the front panel used in the NES from its inception.
  • Lockout circuitry. The Famicom contained no lockout hardware, and, as a result, unlicensed cartridges (both legitimate and bootleg) were extremely common throughout Japan and the Far East. The original NES (but not the top-loading NES 2) contained the 10NES lockout chip, which significantly increased the challenges faced by unlicensed developers. Tinkerers at home in later years discovered that disassembling the NES and cutting the fourth pin of the lockout chip would change the chip’s mode of operation from "lock" to "key", removing all effects and greatly improving the console’s ability to play legal games, as well as bootlegs and converted imports.[31] The European release of the console used a regional lockout system that prevented cartridges released in region A from being played on region B consoles, and vice versa.[19]
  • Audio/video output. The original Famicom featured an RF modulator plug for audio/video output, while the original NES featured both an RF modulator and RCA composite output cables. The AV Famicom featured only RCA composite output, and the top-loading NES 2 featured only RF modulator output. The original North American NES was the first game console to feature direct composite video output so people could hook it up to a stand-alone composite monitor.
  • Third-party cartridge manufacturing. In Japan, six companies, namely Nintendo, Konami, Capcom, Namco, Bandai, and Jaleco, manufactured the cartridges for the Famicom. This allowed these companies to develop their own customized chips designed for specific purposes, such as Konami's VRC 6 and VRC 7 sound chips that increased the quality of sound in their games.
  • Different names. In eastern Europe the NES was called Pegasus.[32]

[edit] Game controllers

See also: List of Nintendo Entertainment System accessories
Before the 1984 product recall, Famicom controllers were manufactured with square-shaped A and B buttons.
Before the 1984 product recall, Famicom controllers were manufactured with square-shaped A and B buttons.

The game controller used for both the NES and the Famicom featured an oblong brick-like design with a simple four button layout: two round buttons labelled "B" and "A", a "START" button, and a "SELECT" button. Additionally, the controllers utilized the cross-shaped D-pad, designed by Nintendo employee Gunpei Yokoi for Nintendo Game & Watch systems, to replace the bulkier joysticks on earlier gaming consoles’ controllers.

The original model Famicom featured two game controllers, both of which were hardwired to the back of the console. The second controller lacked the START and SELECT buttons, but featured a small microphone. Relatively few games made use of this feature. The earliest produced Famicom units initially had square A and B buttons.[33] This was changed to the circular designs because of the square buttons being caught in the controller casing when pressed down, and glitches within the hardware causing the system to freeze occasionally while playing a game.

In addition to featuring a revised color scheme that matched the more subdued tones of the console itself, NES controllers were hot swappable and lacked the microphone featured in Famicom controllers.
In addition to featuring a revised color scheme that matched the more subdued tones of the console itself, NES controllers were hot swappable and lacked the microphone featured in Famicom controllers.

The NES dropped the hardwired controllers, instead featuring two custom 7-pin ports on the front of the console. Also in contrast to the Famicom, the controllers included with the NES were identical to each other—the second controller lacked the microphone that was present on the Famicom model, and possessed the same START and SELECT buttons as the primary controller.

Although several specialty controllers were marketed for the NES and the Famicom, few were commercially successful. Support for the Zapper, a light gun accessory, was limited to only 16 game titles.
Although several specialty controllers were marketed for the NES and the Famicom, few were commercially successful. Support for the Zapper, a light gun accessory, was limited to only 16 game titles.

A number of special controllers designed for use with specific games were released for the system, though very few such devices proved particularly popular. Such devices included, but were not limited to, the NES Zapper (a light gun), the Power Pad, and the ill-fated R.O.B. and Power Glove. The original Famicom featured a deepened DA-15 expansion port on the front of the unit, which was used to connect most auxiliary devices. On the NES, these special controllers were generally connected to one of the two control ports on the front of the unit.

Near the end of the NES's lifespan, upon the release of the AV Famicom and the top-loading NES 2, the design of the game controllers was modified slightly. Though the original button layout was retained, the redesigned device abandoned the "brick" shell in favor of a "dog bone" shape reminiscent of the controllers of the Super Nintendo Entertainment System. In addition, the AV Famicom joined its international counterpart and dropped the hardwired controllers in favor of detachable controller ports. However, the controllers included with the Famicom AV, despite being the "dog bone" type, had cables which were a short three feet long, as opposed to the standard six feet of NES controllers.

In recent years the original NES controller has become one of the most recognizable symbols of the system. Nintendo has mimicked the look of the controller in several recent products, from promotional merchandise to limited edition versions of the Game Boy Advance SP and Game Boy Micro handheld game consoles.

[edit] Hardware design flaws

The official NES Cleaning Kit was intended to address flaws in the NES design that caused cartridge connectors to be particularly susceptible to interference from dirt and dust.
The official NES Cleaning Kit was intended to address flaws in the NES design that caused cartridge connectors to be particularly susceptible to interference from dirt and dust.

When Nintendo released the NES in the United States, the design styling was deliberately different from that of other game consoles. Nintendo wanted to distinguish its product from those of competitors, and to avoid the generally poor reputation that game consoles had acquired following the video game crash of 1983. One result of this philosophy was a front-loading zero insertion force (ZIF) cartridge socket designed to resemble the front-loading mechanism of a VCR. The ZIF connector worked quite well when both the connector and the cartridges were clean and the pins on the connector were new. Unfortunately, the ZIF connector was not truly zero insertion force. When a user inserted the cartridge into the NES, the force of pressing the cartridge down and into place bent the contact pins slightly, as well as pressing the cartridge’s ROM board back into the cartridge itself. Repeated insertion and removal of cartridges caused the pins to wear out relatively quickly, and the ZIF design proved far more prone to interference by dirt and dust than an industry-standard card edge connector.[34] Exacerbating the problem was Nintendo’s choice of materials; the slot connector that the cartridge was actually inserted into was highly prone to corrosion.[35] Add-on peripherals like the popular Game Genie cheat cartridge tended to further exacerbate this problem by bending the front-loading mechanism during gameplay.[36] Recently, third-party manufacturers have been producing gold clones of the NES connector piece to replace the existing one and prevent corrosion.[37]

The 10NES authentication chip contributed to the system's reliability problems. The circuit was ultimately removed from the remodeled NES 2.
The 10NES authentication chip contributed to the system's reliability problems. The circuit was ultimately removed from the remodeled NES 2.

Problems with the 10NES lockout chip frequently resulted in the system’s most infamous problem: the blinking red power light, in which the system appears to turn itself on and off repeatedly. The lockout chip was quite finicky, requiring precise timing in order to permit the system to boot. Dirty, aging, and bent connectors would often disrupt the timing, resulting in the blink effect.[38] Alternatively, the console would turn on but only show a gray or green screen. Users attempted to solve this problem by blowing air onto the cartridge connectors, licking the edge connector, slapping the side of the system after inserting a cartridge, and/or cleaning the connectors with alcohol which, observing the back of the cartridge, was not endorsed by Nintendo. Many of the most frequent attempts to fix this problem ran the risk of damaging the cartridge and/or system. In 1989, Nintendo released an official NES Cleaning Kit to help users clean malfunctioning cartridges and consoles.

With the release of the top-loading NES 2 toward the end of the NES's lifespan, Nintendo resolved the problems by switching to a standard card edge connector, and eliminating the lockout chip. All of the Famicom systems used standard card edge connectors, as did Nintendo’s subsequent game consoles, the Super Nintendo Entertainment System and the Nintendo 64.

In response to these hardware flaws, "Nintendo Authorized Repair Centers" sprang up across the United States. According to Nintendo, the authorization program was designed to ensure that the machines were properly repaired. Nintendo would ship the necessary replacement parts only to shops that had enrolled in the authorization program. In practice, the authorization process consisted of nothing more than paying a fee to Nintendo for the privilege. In a recent trend, sites like Nintendo Repair Shop Inc. have sprung up to offer Nintendo repair parts, guides and services, that replace those formerly offered by the authorized repair centers.[39]

[edit] Third-party licensing

The Nintendo Seal of Quality was placed on every officially licensed NES cartridge released in North America.
The Nintendo Seal of Quality was placed on every officially licensed NES cartridge released in North America.

Nintendo’s near monopoly on the home video game market left it with a degree of influence over the industry exceeding even that of Atari during Atari's heyday in the early 1980s. Unlike Atari, which never actively courted third-party developers (and even went to court in an attempt to force Activision to cease production of Atari 2600 games), Nintendo had anticipated and encouraged the involvement of third-party software developers—but strictly on Nintendo’s terms. To this end, a 10NES authentication chip was placed in every console, and another was placed in every officially licensed cartridge. If the console's chip could not detect a counterpart chip inside the cartridge, the game would not load. Because Nintendo controlled the production of all cartridges, it was able to enforce strict rules on its third-party developers. These extremely restricted production runs would end up damaging several smaller software developers: even if demand for their games was high, they could only produce as much profit as Nintendo allowed.[10]

[edit] Unlicensed games

Unlicensed games, such as Wisdom Tree’s Bible Adventures, were often released in cartridges which looked very different from typical NES game packs.
Unlicensed games, such as Wisdom Tree’s Bible Adventures, were often released in cartridges which looked very different from typical NES game packs.

Several companies, refusing to pay the licensing fee or having been rejected by Nintendo, found ways to circumvent the console's authentication system. Most of these companies created circuits that used a voltage spike to disable the 10NES chip in the NES. A few unlicensed games released in Europe and Australia came in the form of a dongle that would be connected to a licensed game, in order to use the licensed game’s 10NES chip for authentication.

Atari Games created a line of NES products under the name Tengen, and took a different approach. Afraid of damaging NES units and being liable for it by using the voltage spike technique, the company obtained a description of the lockout chip from the United States Patent and Trademark Office by falsely claiming that it was required to defend against present infringement claims in a legal case. Tengen then used these documents to design its Rabbit chip, which duplicated the function of the 10NES. Nintendo sued Tengen for copyright infringement, which Tengen lost. Tengen's antitrust claims against Nintendo were never finally decided.[40]

Following the introduction of the Sega Mega Drive, Nintendo began to face real competition in the industry, and in the early 1990s was forced to reevaluate its stance towards its developers, many of whom had begun to defect to other systems. When the console was reissued as the NES 2, the 10NES chip was omitted from the console, marking the end of Nintendo’s most notorious hold over its third-party developers.

Pirated clones of NES hardware remained in production for many years after the original had been discontinued. Such devices were frequently built to superficially resemble younger consoles, such as the PlayStation.
Pirated clones of NES hardware remained in production for many years after the original had been discontinued. Such devices were frequently built to superficially resemble younger consoles, such as the PlayStation.

[edit] Hardware clones

A thriving market of unlicensed NES hardware clones emerged during the heyday of the console’s popularity. Initially, such clones were popular in markets where Nintendo never issued a legitimate version of the system. In particular, the Dendy (Russian: Денди), an unlicensed hardware clone produced in Russia and other nations of the former Soviet Union, emerged as the most popular video game console of its time in that setting, and it enjoyed a degree of fame roughly equivalent to that experienced by the NES/Famicom in North America and Japan. The Micro Genius (Simplified Chinese: 小天才) was marketed in Southeast Asia as an alternative to the Famicom, and Samurai was the popular PAL alternative to the NES.

The unlicensed clone market has persisted, and even flourished, following Nintendo’s discontinuation of the NES. Some of the more exotic of these resulting systems have gone beyond the functionality of the original hardware, and have included variations such as a portable system with a color LCD (e.g. Pocket Famicom). Others have been produced with certain specialized markets in mind, including various "educational computer packages" which include copies of some of the NES’s educational titles and come complete with a clone of the Famicom BASIC keyboard, transforming the system into a rather primitive personal computer.[41] These unauthorized clones have been helped by the invention of the so called NES-on-a-chip or NoaC.

As was the case with unlicensed software titles, Nintendo has typically gone to the courts to prohibit the manufacture and sale of unlicensed cloned hardware. Many of the clone vendors have included built-in copies of licensed Nintendo software, which constitutes copyright infringement in most countries. As recently as 2004, Nintendo of America has filed suits against manufacturers of the Power Player Super Joy III, a NES clone system that had been sold in North America, Europe, and Australia.

Although most hardware clones were not produced under license by Nintendo, certain companies were granted licenses to produce NES-compatible devices. The Sharp Corporation produced at least two such clones: the Twin Famicom and the SHARP 19SC111 television. The Twin Famicom was compatible with both Famicom cartridges and Famicom Disk System disks. It was available in two colors (red and black) and used hardwired controllers (as did the original Famicom), but it featured a different case design. The SHARP 19SC111 television was a television which included a built-in Famicom.[42] A similar licensing deal was reached with Hyundai Electronics, who manufactured the system under the name Comboy in the South Korean market. This deal with Hyundai was made necessary because of the South Korean government's wide ban on all Japanese "cultural products," which remained in effect until 1998 and ensured that the only way Japanese products could legally enter the South Korean market was through licensing to a third-party (non-Japanese) distributor (see also Korean-Japanese disputes).[9]

[edit] Technical specifications

[edit] Chassis/casing

North American cartridges (or "Game Paks," pictured) were significantly longer than their Japanese counterparts, but were not as wide.
North American cartridges (or "Game Paks," pictured) were significantly longer than their Japanese counterparts, but were not as wide.

The original Japanese Famicom was predominantly white plastic, with dark red trim. It featured a top-loading cartridge slot, and grooves on both sides of the deck in which the hardwired game controllers could be placed when not in use.

The original version of the North American NES used a radically different design. The NES's color scheme was two different shades of gray, with black trim. The top-loading cartridge slot was replaced with a front-loading mechanism. The slot is covered by a small, hinged door that can be opened to insert or remove a cartridge, and closed at other times. The dimensions of this model are 10" width by 8" length by 3.5" height. When opened, the cartridge slot door adds an additional 1" height to the unit.

The remodelled NES 2 uses the same basic color scheme, although the power switch is colored a bright red. Like the original Famicom, it utilizes a top-loading cartridge slot. The NES 2 is considerably more compact than the original model, measuring 6" by 7" by 1.5".

All officially licensed North American and European cartridges are 5.5" long by 4.1" wide. Japanese cartridges are shaped slightly differently, measuring only 3" in length, but 5.3" in width.

[edit] Central processing unit

Versions of the NES console released in PAL regions incorporated a Ricoh 2A07 CPU.
Versions of the NES console released in PAL regions incorporated a Ricoh 2A07 CPU.

For its central processing unit (CPU), the NES uses an 8-bit microprocessor produced by Ricoh based on a MOS Technology 6502 core. It incorporates custom sound hardware and a restricted DMA controller on-die. NTSC (North America and Japan) versions of the console use the Ricoh 2A03 (or RP2A03), which runs at 1.79 MHz.[43] PAL (Europe and Australia) versions of console utilize the Ricoh 2A07 (or RP2A07), which is identical to the 2A03 save for the fact that it runs at a slower 1.66 MHz clock rate.[44]

[edit] Memory

The NES contains 2 KB of onboard random access memory (RAM). A game cartridge may contain expanded RAM to increase this amount. The system supports up to 49,128 bytes (just shy of 48 KB) for read-only memory (ROM), expanded RAM, and cartridge input/output. The process of bank switching can increase this amount by orders of magnitude.[43]

[edit] Video

The NES utilizes a custom-made picture processing unit (PPU) developed by Ricoh. The version of the processor used in NTSC models of the console, named the RP2C02, operates at 5.37 MHz, while the version used in PAL models, named the RP2C07, operates at 5.32 MHz.[44] Both the RP2C02 and RP2C07 output composite video.[43] Special versions of the NES's hardware designed for use in video arcades use other variations of the PPU. The PlayChoice-10 uses the RP2C03, which runs at 5.37 MHz and outputs RGB video at NTSC frequencies. Two different variations were used for Nintendo Vs. Series hardware: the RP2C04 and the RP2C05. Both of these operate at 5.37 MHz and output RGB video at NTSC frequencies. Additionally, both utilize irregular palettes to prevent easy ROM swapping of games.[45] All variations of this PPU feature 256 bytes of on-die sprite position / attributable RAM ("OAM") and 28 bytes of on-die palette RAM to allow selection of background and sprite colors. This memory is stored on separate buses internal to the PPU. The console's 2 KB of onboard RAM may be used for tile maps and attributes on the NES board, and 8 KB of tile pattern ROM or RAM may be included on a cartridge. Using bank switching, virtually any amount of additional cartridge memory can be used, limited only by manufacturing costs.[43]

The system has an available color palette of 48 colors and 5 grays. Red, green, and blue can be individually darkened at specific screen regions using carefully timed code. Up to 25 colors may be used on one scanline: a background color, four sets of three tile colors, and four sets of three sprite colors. This total does not include color de-emphasis.[43]

A total of 64 sprites may be displayed onscreen at a given time without reloading sprites mid-screen. Sprites may be either 8 pixels by 8 pixels, or 8 pixels by 16 pixels, although the choice must be made globally and it affects all sprites. Up to eight sprites may be present on one scanline, using a flag to indicate when additional sprites are to be dropped. This flag allows the software to rotate sprite priorities, increasing maximum amount of sprites, but typically causing flicker.[43]

The PPU allows only one scrolling layer, though horizontal scrolling can be changed on a per-scanline basis. More advanced programming methods enable the same to be done for vertical scrolling.[43]

The standard display resolution of the NES is 256 horizontal pixels by 240 vertical pixels. Typically, games designed for NTSC-based systems had an effective resolution of only 256 by 224 pixels, as the top and bottom 8 scanlines are not visible on most television sets. For additional video memory bandwidth, it was possible to turn off the screen before the raster reached the very bottom.[43]

Video output connections varied from one model of the console to the next. The original Japanese Famicom featured only radio frequency (RF) modulator output. When the console was released in North America and Europe, support for composite video through RCA connectors was added in addition to the RF modulator. The AV Famicom dropped the RF modulator entirely and adopted composite video output via a proprietary 12-pin "multi-out" connector first introduced for the Super Famicom / Super Nintendo Entertainment System. Conversely, the North American re-released NES 2 most closely resembled the original model Famicom, in that it featured RF modulator output only.[33] Finally, the PlayChoice-10 utilized an inverted RGB video output.

[edit] Audio

The NES board supported a total of five sound channels. These included two pulse wave channels of variable duty cycle (12.5%, 25%, 50%, and 75%), with a volume control of sixteen levels, and hardware pitch bending supporting frequencies ranging from 54 Hz to 28 kHz. Additional channels included one fixed-volume triangle wave channel supporting frequencies from 27 Hz to 56 kHz, one sixteen-volume level white noise channel supporting two modes (by adjusting inputs on a linear feedback shift register) at sixteen preprogrammed frequencies, and one delta pulse-width modulation channel with six bits of range, using 1-bit delta encoding at sixteen preprogrammed sample rates from 4.2 kHz to 33.5 kHz. This final channel was also capable of playing standard pulse-code modulation (PCM) sound by writing individual 7-bit values at timed intervals.[43]

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Nintendo Wii

The Wii (pronounced as the English pronoun we, IPA: /wiː/) is the fifth home video game console released by Nintendo. The console is the direct successor to the Nintendo GameCube. Nintendo states that its console targets a broader demographic than that of Microsoft's Xbox 360 and Sony's PlayStation 3,[3] but it competes with both as part of the seventh generation of video game systems.

A distinguishing feature of the console is its wireless controller, the Wii Remote, which can be used as a handheld pointing device and can detect acceleration in three dimensions. Another is WiiConnect24, which enables it to receive messages and updates over the Internet while in standby mode.[4]

Nintendo first spoke of the console at the 2004 E3 press conference and later unveiled the system at the 2005 E3. Satoru Iwata revealed a prototype of the controller at the September 2005 Tokyo Game Show.[5] At E3 2006, the console won the first of several awards.[6] By December 8, 2006, it had completed its launch in four key markets. The Financial Times reported that as of September 12, 2007, the Wii is the sales leader of its generation, based on sales figures from Enterbrain, NPD Group, and GfK.[7]

Contents

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History

The console was conceived in 2001, as the Nintendo GameCube was first seeing release. According to an interview with Nintendo's game designer Shigeru Miyamoto, the concept involved focusing on a new form of player interaction. "The consensus was that power isn't everything for a console. Too many powerful consoles can't coexist. It's like having only ferocious dinosaurs. They might fight and hasten their own extinction."[8]

Two years later, engineers and designers were brought together to develop the concept further. By 2005, the controller interface had taken form, but a public showing at that year's E3 was withdrawn. Miyamoto stated that, "[W]e had some troubleshooting to do. So we decided not to reveal the controller and instead we displayed just the console."[8] Nintendo president Satoru Iwata later unveiled and demonstrated the Wii Remote at the September Tokyo Game Show.[5]

The Nintendo DS is said to have influenced the Wii design. Designer Ken'ichiro Ashida noted, "We had the DS on our minds as we worked on the Wii. We thought about copying the DS's touch-panel interface and even came up with a prototype." The idea was eventually rejected, with the notion that the two gaming systems would be identical. Miyamoto also expressed that, "[I]f the DS had flopped, we might have taken the Wii back to the drawing board."[8]

Name

The console was known by the code name of "Revolution" until April 27, 2006, immediately prior to E3.[9] According to the Nintendo Style Guide, the name "is simply Wii, not Nintendo Wii." This means it is the first home console Nintendo has marketed outside of Japan without the company name featured in its trademark. While "Wiis" is a commonly used pluralization of the console, Nintendo has stated that the official plural form is "Wii systems" or "Wii consoles."[10] Nintendo's spelling of "Wii" with two lower-case "i" characters is meant to resemble two people standing side by side, representing players gathering together, as well as to represent the console's controllers.[11] The company has given many reasons for this choice of name since the announcement; however, the best known is:

Wii sounds like 'we', which emphasizes that the console is for everyone. Wii can easily be remembered by people around the world, no matter what language they speak. No confusion. No need to abbreviate. Just Wii.[11]

Despite Nintendo's justification for the name, some video game developers and members of the press initially reacted negatively towards the change. They preferred "Revolution" over "Wii"[12] and expressed fear "that the name would convey a continued sense of 'kidiness'[sic] to the console."[13] The BBC reported the day after the name was announced that "a long list of puerile jokes, based on the name," had appeared on the Internet.[14] Nintendo of America's president Reggie Fils-Aime acknowledged the initial reaction and further explained the change:

Revolution as a name is not ideal; it's long, and in some cultures, it's hard to pronounce. So we wanted something that was short, to the point, easy to pronounce, and distinctive. That's how 'Wii,' as a console name, was created.[15]

Nintendo of America's VP of Corporate Affairs Perrin Kaplan defended its choice of "Wii" over "Revolution" and responded to critics of the name by stating: "Live with it, sleep with it, eat with it, move along with it and hopefully they'll arrive at the same place."[16]

Launch

Wii retail display boxes
Wii retail display boxes
Main article: Wii launch

On September 14, 2006, Nintendo announced release information for Japan, North and South America, Australasia (Oceania), Asia and Europe, including dates, prices, and projected unit distribution numbers. It was announced that the majority of the 2006 shipments would be allotted to the Americas,[17] and that 33 titles would be available in the 2006 launch window.[18] The United Kingdom suffered a large shortage of console units as many "high-street" and online stores were unable to fulfill all pre-orders when it was released on December 8, 2006.[19] As of March 2007, some UK stores still had a shortage of consoles,[20] and as of June 2007, demand still outpaced supply in the United States.[21]

Nintendo announced that it would release its console in South Korea and China in early 2008.[22][23]

System sales

Region Units shipped First available
Americas 8.85 million as of December 31, 2007[24] November 19, 2006
Japan 5.01 million sold as of January 20, 2008[25] December 2, 2006
Other regions 6.3 million as of December 31, 2007[24] December 7, 2006
Worldwide 20.13 million as of December 31, 2007[24]

Since its launch, the monthly sales numbers of the console have been higher than its competitors across the globe. According to the NPD Group, the Wii sold more units in the United States than the Xbox 360 and PlayStation 3 combined in the first half of 2007.[26] This lead is even larger in the Japanese market, where it currently leads in total sales, having outsold both consoles by factors of 2:1[27] to 6:1[28] nearly every week from launch until November 2007.[29] In Australia, the Wii exceeded the record set by the Xbox 360 to become the fastest selling games console in Australian history.[30] On September 12, 2007, it was reported by the Financial Times that the Wii had surpassed the Xbox 360, which was released one year previously, and had become the market leader in home console sales for the current generation, based on sales figures from Enterbrain, NPD Group, and GfK.[7] This is the first time a Nintendo console has led its generation in sales since the Super Nintendo Entertainment System.[7] Nintendo warned that the Wii would remain in short supply throughout 2007,[31] while the company produces approximately 1.8 million Wii consoles each month.[32] As of January 5, 2008, the Wii has sold 7.38 million units in the United States according to the NPD Group.[33][34][35] As of January 20, 2008, the Wii has sold 5,019,337 units in Japan according to Enterbrain,[25] which is already more units than the Nintendo GameCube had sold in Japan.[36] In Europe, the Wii sold 0.7 million units in 2006 and 4.8 million in 2007 according to estimates by Electronic Arts.[37][38] Prior to the release of the NPD Group's video game statistics for January 2008, the Wii has been ahead of the Xbox 360 and PS3 in US sales in most months since the Wii and PS3 were released, according to data by the NPD Group.[39]

While Microsoft and Sony have experienced losses producing their consoles in the hopes of making a long-term profit on software sales, Nintendo reportedly has optimized production costs to obtain a significant profit margin with each Wii unit sold.[40] According to the Financial Times, this direct profit per Wii sold may vary from $13 in Japan to $49 in the United States and $79 in Europe.[41]

Demographic

Nintendo hopes to target a wider demographic with its console than that of others in the seventh generation.[3] At a press conference for the upcoming Nintendo DS game Dragon Quest IX, Satoru Iwata insisted "We're not thinking about fighting Sony, but about how many people we can get to play games. The thing we're thinking about most is not portable systems, consoles, and so forth, but that we want to get new people playing games."[42]

This is reflected in Nintendo's series of television advertisements in North America, directed by Academy Award winner Stephen Gaghan, as well as Internet ads. The ad slogans are "Wii would like to play" and "Experience a new way to play." These ads ran starting November 15, 2006 and had a total budget of over US$200 million throughout the year.[43] The productions are Nintendo's first broad-based advertising strategy and include a two-minute video clip showing a varied assortment of people enjoying the Wii system, such as urban apartment-dwellers, country ranchers, grandparents, and parents with their children. The music in the ads is from the song "Kodo (Inside the Sun Remix)" by the Yoshida Brothers.[44] The marketing campaign has proved to be successful: pensioners as old as 103 have been reported to be playing the Wii in the United Kingdom.[45] A report by The People also stated that Queen Elizabeth II has played using the console.[46]

Hardware

The Wii (top) compared in size to the GCN, N64, North American SNES and NES
The Wii (top) compared in size to the GCN, N64, North American SNES and NES

The Wii is Nintendo's smallest home console to date; it measures 44 mm (1.73 in) wide, 157 mm (6.18 in) tall and 215.4 mm (8.48 in) deep in its vertical orientation, the near-equivalent of three DVD cases stacked together. The included stand measures 55.4 mm (2.18 in) wide, 44 mm (1.73 in) tall and 225.6 mm (8.88 in) deep, The system weighs 1.2 kg (2.7 lb),[47] which makes it the lightest of the three major seventh generation consoles. The console can be placed either horizontally or vertically. The prefix for the numbering scheme of the system and its parts and accessories is "RVL-" after its project code name of "Revolution".[48] The console also features a recurring theme or design: the console itself, SD cards, the power supply and all the sockets have one of their corners chipped off in a triangular fashion.

The front of the console features an illuminated slot-loading optical media drive that accepts both 12 cm Wii Optical Discs and Nintendo GameCube Game Discs. The blue light in the disc slot illuminates briefly when the console is turned on and pulsates when new data is received through WiiConnect24. After firmware update 3.0, the disc slot light activates whenever a Wii disc is inserted or ejected. When there is no WiiConnect24 information, the light stays off. The disc slot light remains off during gameplay or when using other features. Two USB ports are located at its rear. An SD card slot hides behind the cover on the front of the console. The SD card can be used for uploading photos as well as backing up saved game data and downloaded Virtual Console games. To use the SD slot for transferring game saves, an update must be installed. An installation can be initiated from the Wii options menu through an Internet connection, or by inserting a game disc containing the updated firmware. As a presently uncircumvented system of digital rights management, Virtual Console data cannot be restored to any system except the unit of origin.[49][dead link] An SD card can also be used to create customized in-game music from stored MP3 files, as first shown in Excite Truck, as well as music for the slideshow feature of the Photo Channel. Version 1.1 of the Photo Channel removed MP3 playback in favor of AAC support.

Nintendo has shown the console and the Wii Remote in white, black, silver, lime green, and red,[50][51] but it is currently available only in white. Shigeru Miyamoto stated that other colors would become available after the easing of supply limitations.[52]

The Wii launch package includes the console, a stand to allow the console to be placed vertically, a circular clear stabilizer for the main stand, one Wii Remote, one Nunchuk attachment, one Sensor Bar, a removable stand for the bar, one external main power adapter, two AA batteries, one composite AV cable with RCA connectors, a SCART adapter in European countries (component video and other types of cables are available separately), operation documentation, and, in all regions except Japan, a copy of the game Wii Sports.

Nintendo plans to release a version of the console with DVD-Video playback capabilities. This new model will use the CinePlayer CE DVD Navigator software engine by Sonic Solutions.[53] Although software will be used to enable DVD-Video functionality, Nintendo has stated that it "requires more than a firmware upgrade" to implement and that the functionality would be unavailable as an upgrade option for the existing Wii model.[53] After announcing the DVD version for 2007, Nintendo delayed its release to focus on producing the original console to meet demand.[54]

Wii Remote

Main article: Wii Remote
From left to right: Nintendo DS Lite, Nunchuk, Wii Remote and strap
From left to right: Nintendo DS Lite, Nunchuk, Wii Remote and strap

The Wii Remote is the primary controller for the console. It uses a combination of built-in accelerometers and infrared detection to sense its position in 3D space when pointed at the LEDs within the Sensor Bar. This design allows users to control the game using physical gestures as well as traditional button presses. The controller connects to the console using Bluetooth and features rumble as well as an internal speaker. The Wii Remote can connect to other devices through a proprietary port at the base of the controller. The device bundled with the Wii retail package is the Nunchuk unit, which features an accelerometer and a traditional analog stick with two trigger buttons. In addition, an attachable wrist strap can be used to prevent the player from unintentionally dropping or throwing the Wii Remote. In response to incidents of strap failure, Nintendo is offering a free, stronger replacement for all straps.[55] Nintendo has also since offered the Wii Remote Jacket to provide extra grip and protection.

Technical specifications

Nintendo has released few technical details regarding the Wii system, but some key facts have leaked through the press. Though none of these reports has been officially confirmed, they generally point to the console as being an extension or advancement of the Nintendo GameCube architecture. More specifically, the reported analyses state that the Wii is roughly 1.5 to 2 times as powerful as its predecessor.[1][56]

Processors:

Memory:

Ports and peripheral capabilities:

  • Up to four Wii Remote controllers (connected wirelessly via Bluetooth)
  • Nintendo GameCube controller ports (4)
  • Nintendo GameCube Memory Card slots (2)
  • SD memory card slot
  • USB 2.0 ports (2)
  • Sensor Bar power port
  • Accessory port on bottom of Wii Remote
  • Optional USB keyboard input in message board, Wii Shop Channel, and the Internet Channel (as of 3.0 and 3.1 firmware update)[60]
  • Mitsumi DWM-W004 WiFi 802.11b/g wireless module[61]
  • Compatible with optional USB 2.0 to Ethernet LAN adaptor
  • Multi-output port for component, composite or S-Video

Built-in content ratings systems:

Storage:

  • 512 MB built-in NAND flash memory
  • Expanded storage via SD card memory (up to 2 GB)
  • Nintendo GameCube Memory Card (required for GameCube game saves)
IBM's Wii "Broadway" CPU
IBM's Wii "Broadway" CPU
ATI's Wii "Hollywood" GPU
ATI's Wii "Hollywood" GPU
  • Slot-loading disc drive compatible with 8 cm Nintendo GameCube Game Disc and 12 cm Wii Optical Disc
  • Mask ROM by Macronix[62]

Video:

Audio:

Power consumption:

  • 18 watts when switched on[68]
  • 1.3 watts in standby[68]

†None of the clock rates have been confirmed by Nintendo, IBM, or ATI.

Technical issues

The first firmware update via WiiConnect24 caused a very small portion of launch units to become completely unusable. This forced users to either send their units to Nintendo for repairs (if they wished to retain their saved data) or exchange it for a free replacement.[69]

With the release of dual-layer Wii Optical Discs, Nintendo of America has stated that some Wii systems may have difficulty reading the high-density software due to a contaminated laser lens. Nintendo is offering a free repair for owners who experience this issue.[70]

Legal issues

Interlink Electronics filed a patent-infringement lawsuit against Nintendo over the pointing functionalities of the Wii Remote, claiming "loss of reasonable royalties, reduced sales and/or lost profits as a result of the infringing activities" of Nintendo.[71] Anascape Ltd, a Texas-based firm, also filed a lawsuit against Nintendo for patent infringements.[72] Law firm Green Welling LLP filed a class action lawsuit against Nintendo for its "defective wrist straps".[73] A Texas-based company called Lonestar Inventions has also sued Nintendo, claiming that the company copied one of Lonestar's patented capacitor designs and used it in the Wii console.[74]

User modification

The Wii can be hacked to enable an owner to use the console for activities other than those intended by Nintendo.[75][76][77] Several brands of modchips are available for the Wii. Programmers have also used the Wii Remote to control devices unrelated to the console, such as personal computers, through a Bluetooth wireless connection.[78]

Features

The console contains a number of internal features made available from its hardware and firmware components. The hardware allows for extendibility through expansion ports while the firmware can receive periodic updates via the WiiConnect24 service.

Wii Menu

Wii Menu
Wii Menu
Main article: Wii Menu

The Wii Menu operating system interface is designed around the concept of television channels. Separate channels are graphically displayed in a grid and are navigated using the pointer capability of the Wii Remote. It is possible to change the arrangement of the channels by holding down the A and B buttons. There are six primary channels: the Disc Channel, Mii Channel, Photo Channel, Wii Shop Channel, Forecast Channel, and News Channel. The latter two were initially unavailable at launch, but activated through firmware updates. Additional channels are available for download from the Wii Shop Channel through WiiWare and also appear with each Virtual Console title. These include the Everybody Votes Channel, Internet Channel, and Check Mii Out Channel.

Backward compatibility

Nintendo GameCube ports on the top of the Wii unit
Nintendo GameCube ports on the top of the Wii unit

The Wii console is backward compatible with all official Nintendo GameCube software, as well as Nintendo GameCube Memory Cards and controllers. Compatibility with software is achieved with the slot-loading drive's ability to accept Nintendo GameCube Game Discs. The console supports progressive-scan output in 480p-enabled GameCube titles. Peripherals can be connected via a set of four GameCube controller ports and two Memory Card slots concealed by removable flip-open panels.[1] The console therefore retains connectivity with the Game Boy Advance and e-Reader through the Game Boy Advance Cable, which is used in the same manner as it was used with the GameCube. This feature can only be accessed on those select GameCube titles that previously utilized it. Gamercize accessories also utilize the backward compatibility in order to support the Wii console.

A Wii console running a GameCube disc is restricted to GameCube functionality. As such, a GameCube controller is required to play GameCube titles, as neither the Wii Remote nor the Classic Controller functions in this capacity. A Nintendo GameCube Memory Card is also necessary to save, as the Wii internal flash memory will not save GameCube games.

Backward compatibility is limited in some areas. Online and LAN-enabled features for Nintendo GameCube titles are unavailable on the Wii, as the console lacks serial ports for the Broadband Adapter and Modem Adapter. The console uses a proprietary port for video output and is therefore incompatible with all Nintendo GameCube audio/video cables (composite video, S-Video, component video and RGB SCART). The console also lacks the GameCube footprint and high-speed port needed for Game Boy Player support. The Wii was initially compatible with the GameCube Action Replay, which would work with GameCube titles. The firmware update to 3.0 has caused restrictions to this device along with various unlicensed freeloaders, however.[79]

Nintendo DS connectivity

The Wii system supports wireless connectivity with the Nintendo DS without any additional accessories. This connectivity allows the player to use the Nintendo DS microphone and touchscreen as inputs for Wii games. The first example Nintendo has given of a game using Nintendo DS-Wii connectivity is that of Pokémon Battle Revolution. Players with either the Pokémon Diamond or Pearl Nintendo DS games are able to play battles using their Nintendo DS as a controller.[80] It has also been announced that the Nintendo DS will be able to play game demos downloaded from the console, which they would receive from Nintendo, similar to a DS Download Station.[81] The console is also able to expand Nintendo DS games.[80] This type of connection has been released only in Japan, in the form of the Everybody's Nintendo Channel.

Online connectivity

The Wii console is able to connect to the Internet through its built-in 802.11b/g Wi-Fi or through a USB-to-Ethernet adapter, with both methods allowing players to access the established Nintendo Wi-Fi Connection service.[1] Wireless encryption by WEP, WPA (TKIP/RC4) and WPA2 (CCMP/AES) are supported.[82] AOSS support was discreetly added in firmware update 3.0.[83] Just as for the Nintendo DS, Nintendo does not charge fees for playing via the service[3][84] and the 12 digit Friend Code system controls how players connect to one another. Each Wii also has its own unique 16 digit Wii Code for use with Wii's non-game features.[85][84] This system also implements console-based software including the Wii Message Board. One can also connect to the internet with third-party devices.[86]

The service has several features for the console including the Virtual Console, WiiConnect24, Internet Channel, Forecast Channel, Everybody Votes Channel, News Channel and the Check Mii Out Channel. The console can also communicate and connect with other Wii systems through a self-generated wireless LAN, enabling local wireless multiplayer on different television sets. Battalion Wars 2 first demonstrated this feature for non-split screen multiplayer between two or more televisions.[87]

Parental controls

The console features parental controls, which can be used to prohibit younger users from playing games with content considered unsuitable for their age level. When one attempts to play a Wii or Virtual Console game, it reads the content rating encoded in the game data; if this rating is greater than the system's set age level the game will not load without a correct override password. The parental controls can also restrict Internet access, which blocks the Internet Channel and system update features. Since the console is restricted to GameCube functionality when playing Nintendo GameCube Game Discs, GameCube software is unaffected by Wii parental control settings.

European units mainly use the PEGI rating system,[88] whereas North American units use the ESRB rating system.[89] The Wii unit supports the native rating systems of many countries, including CERO in Japan, the USK in Germany, both the PEGI and BBFC in the United Kingdom and the OFLC in Australia and New Zealand.

Software library

See also: List of Wii games, List of video games published by Nintendo, and Virtual Console
Wii Optical Disc in keep case
Wii Optical Disc in keep case

Retail copies of games are supplied on proprietary, DVD-like Wii Optical Discs packaged in a keep case along with instruction information. On European releases, these retail boxes have a triangle printed at the bottom corner of the paper insert sleeve side. The hue of the triangle can be used to identify which region the particular title is intended for and which manual languages are included. The console supports regional lockout.[90]

New games representing Nintendo's flagship franchises, including The Legend of Zelda, Metroid, Mario (and spin-offs), Animal Crossing, Pokémon, Super Smash Bros., and Fire Emblem, have been released, or are in development for the Wii. Likewise, there are original titles for it as well as expected third party games.[91] Ubisoft announced eight titles for release over the launch period and have stated that they have a further six currently in development while Midway Games has announced six titles.[92] EA has declared their '100%' support for the system[93] and has since gone on to purchase long-time partner Headgate Studios, which now develops exclusively for Nintendo's console.[94] Namco Bandai also announced that they are developing 37 games for the Wii for their fiscal year ending March 2008.[95] On April 27, 2007, Satoru Iwata stated that 45 out of Nintendo's 124 first-party games are being developed for the console; the other 79 titles are being developed for the Nintendo DS.[96] As of July 25, 2007 the Wii has more exclusive games in development than the Xbox 360 or PlayStation 3.[97]

The Virtual Console service allows Wii owners to play games originally released for the Nintendo Entertainment System, Super Nintendo Entertainment System and Nintendo 64, as well as Sega's Mega Drive/Genesis, NEC's TurboGrafx-16/PC Engine,[98] and the SNK Neo Geo console.[99] Virtual Console games are distributed over broadband Internet via the Wii Shop Channel, and are saved to the Wii internal flash memory or to a removable SD card. Once downloaded, Virtual Console games can be accessed from the Wii Menu as individual channels.

Reception

The system was well received after its exhibition at E3 2006. At the event, Nintendo's console won the Game Critics Awards for Best of Show and Best Hardware.[6] In the December 2006 issue of Popular Science the console was awarded with the Grand Award Winner in Home Entertainment.[100] Spike TV's Video Games Award also granted the console the award in breakthrough technology.[101] GameSpot chose the console as the Best Hardware on their Best and Worst 2006 awards show.[102] The system was also chosen as one of PC World magazine's 20 Most Innovative Products of the Year.[103] The console received a Golden Joystick for Innovation of the Year 2007 at the Golden Joystick Awards.[104] In the category of Engineering & Technology for Creation and Implementation of Video Games and Platforms, Nintendo was awarded an Emmy for Game Controller Innovation by The National Academy of Television Arts and Sciences.[105]

The worldwide success of the Wii has caught third party developers by surprise, leading to some apologizing for the quality of their early games. In an interview with German news magazine Der Spiegel, Ubisoft's Yves Guillemot and Alain Corre admitted that they had made a mistake in rushing out their launch titles, promising to take future projects more seriously.[106] Take-Two Interactive, who released few games for the Nintendo GameCube, has changed its stance on Nintendo, putting a higher priority in developing for the Wii with Manhunt 2 being one of their first releases on the system.[107]

At the same time, criticism of the Wii Remote and the Wii hardware specifications has surfaced. Former GameSpot editor Jeff Gerstmann stated that the controller's speaker produces low-quality sound,[108] while Factor 5 President Julian Eggebrecht criticized the hardware audio as being substandard for a console of its generation.[109] U.K.-based developer Free Radical Design has stated that the Wii hardware lacks the power necessary to run the software they have scheduled for release on other seventh generation consoles.[110] The online connectivity of the Wii was subject to criticism, as Matt Casamassina of IGN compared it to the "entirely unintuitive" service provided for the Nintendo DS.[111]

An executive for Frontline Studios expressed that major publishers are wary of releasing exclusive titles for the console due to the perception that third-party companies are not strongly supported by consumers.[112] In his blog, 1UP.com editor Jeremy Parish stated that Nintendo was the biggest disappointment for him in 2007. Commenting on the lack of quality third-party support, he stated that "the Wii landscape is bleak. Worse than it was on N64. Worse than on GameCube...the resulting third-party content is overwhelmingly bargain-bin trash."[113]

Game designer and The Sims creator Will Wright shared his thoughts on the Wii within the context of the current console generation: "the PS3 and the Xbox 360 feel like better versions of the last, but pretty much the same game with incremental improvement. But the Wii feels like a major jump – not that the graphics are more powerful, but that it hits a completely different demographic."[114]

Using the Wii is often seen as being more physically demanding than other game consoles.[115] Some Wii players have occasionally experienced a form of tennis elbow referred to as "Wiiitis".[116] A study published in the British Medical Journal[117] found that Wii players use significantly more energy than playing sedentary computer games, but it is seen that the energy used when playing active Wii games is not of high enough intensity to contribute towards the recommended daily amount of exercise in children.

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