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Wikipedia

Wii

The Wii[g] (/ˈw/; WEE) is a home video game console developed and marketed by Nintendo. It was released on November 19, 2006, in North America and in December 2006 for most other regions of the world. It is Nintendo's fifth major home game console, following the GameCube and is a seventh-generation console alongside Microsoft's Xbox 360 and Sony's PlayStation 3.

Wii
Original white Wii standing upright on its stand next to an original Wii Remote
Also known as
  • Revolution (pre-release)
  • RVL (codename)
DeveloperNintendo IRD
ManufacturerFoxconn[1]
TypeHome video game console
GenerationSeventh
Release date
    • NA: November 19, 2006
    • JP: December 2, 2006
    • AU: December 7, 2006
    • EU: December 8, 2006
    • KR: April 26, 2008
    • TW: July 12, 2008
    • HK: December 12, 2009
  • Revisions
Lifespan
  • 2006–2013 (Original)
  • 2011–2014 (RVL-101)
  • 2012–2017 (Mini)
Introductory price
Discontinued
  • Revisions
    • RVL-101
    • Mini
      • WW: 2017
Units shipped101.63 million (as of September 30, 2019) (details)
Media
Operating systemWii system software
CPUIBM PowerPC Broadway @ 729 MHz
Memory24 MB 1T-SRAM @ 324 MHz (2.7 GB/s) + 64 MB GDDR3 SDRAM
Storage512 MB NAND flash memory
Removable storage
Display
Video output formats
GraphicsATI Hollywood @ 243 MHz
Controller input
Connectivity
Online services
Dimensions
  • Width: 157 mm (6.2 in)
  • Height: 60 mm (2.4 in)
  • Depth: 197 mm (7.8 in)
  • Revisions
    • RVL-101
      • Same
    • Mini
      • Width: 160 mm (6.3 in)
      • Height: 46 mm (1.8 in)
      • Depth: 193 mm (7.6 in)
Mass
  • 1,220 g (43 oz)
  • Revisions
    • RVL-101
      1,130 g (40 oz)
    • Mini
      724 g (25.5 oz)
Best-selling game
Backward
compatibility
GameCube[a]
PredecessorGameCube
SuccessorWii U
Websitewii.com

In developing the Wii, Nintendo president Satoru Iwata directed the company to avoid competing with Microsoft and Sony on computational graphics and power and instead to target a broader demographic of players through novel gameplay. Game designers Shigeru Miyamoto and Genyo Takeda led the console's development under the codename Revolution. The primary controller for the Wii is the Wii Remote, a wireless controller with both motion sensing and traditional controls which can be used as a pointing device towards the television screen or for gesture recognition. The Wii was Nintendo's first home console to directly support Internet connectivity, supporting both online games and for digital distribution of games and media applications through the Wii Shop Channel. The Wii also supports wireless connectivity with the Nintendo DS handheld console for selected games. Initial Wii models included full backward compatibility support for GameCube games and most accessories. Later in its lifecycle, two lower-cost Wii models were produced: a revised model with the same design as the original Wii but removed the GameCube compatibility features and the Wii Mini, a compact, budget redesign of the Wii which further removed features including online connectivity and SD card storage.

Because of Nintendo's reduced focus on computational power, the Wii and its games were less expensive to produce than its competitors. The Wii was extremely popular at launch, causing the system to be in short supply in some markets. A bundled game, Wii Sports, was considered the killer app for the console; other flagship games included entries in the Super Mario, Legend of Zelda, Pokémon, and Metroid series. Within a year of launch, the Wii became the best-selling seventh-generation console, and by 2013, had surpassed over 100 million units sold. Total lifetime sales of the Wii had reached over 101 million units, making it Nintendo's best-selling home console until it was surpassed by the Nintendo Switch in 2021.[h] As of 2022, the Wii is the fifth-best-selling home console of all time.

The Wii repositioned Nintendo as a key player in the video game console marketplace. The introduction of motion-controlled games via the Wii Remote led both Microsoft and Sony to develop their own competing products—the Kinect and PlayStation Move, respectively. Nintendo found that, while the Wii had broadened the demographics that they wanted, the core gamer audience had shunned the Wii. The Wii's successor, the Wii U, sought to recapture the core gamer market with additional features atop the Wii. The Wii U was released in 2012, and Nintendo continued to sell both units through the following year. The Wii was formally discontinued in October 2013, though Nintendo continued to produce and market the Wii Mini through 2017, and offered a subset of the Wii's online services through 2019.

History

2001–2003: Development

 
Satoru Iwata as Nintendo's president directed the company to design the Wii out-of-the-box to appeal to a broader range of players.

Shortly after the release of the GameCube, Nintendo began conceptualizing their next console. The company's game designer Shigeru Miyamoto said that, in the early stages, they decided they would not aim to compete on hardware power, and would instead prioritize new gameplay concepts.[23] Miyamoto cited Dance Dance Revolution's unique game controllers as inspiration for developing new input devices.[24] Later in September 24, 2001, Nintendo began working with Gyration Inc., a firm that had developed several patents related to motion detection, to prototype future controllers using their licensed patents.[25]

Over the next two years, sales of the GameCube languished behind its competitors—Sony's PlayStation 2 and Microsoft's Xbox. Satoru Iwata, who had been promoted to Nintendo's president in May 2002 following Hiroshi Yamauchi's retirement,[26] recognized that Nintendo had not been keeping up with trends in the video game industry, such as adapting to online gaming. He also thought that video gaming had become too exclusive and wanted Nintendo to pursue gaming hardware and software that would appeal to all demographics.[27] Nintendo's market analysis found that their focus on novel hardware had created consoles that made it difficult for third-party developers to create games for, hampering their position.[28] One of the first major steps Iwata had made based on the company's research was directing the development of the Nintendo DS, a handheld incorporating dual screens including a touchscreen, to revitalize their handheld console line.[29]

In 2003, Iwata met with Miyamoto and Genyo Takeda to discuss their market research. Iwata instructed Takeda "to go off the tech roadmap" for this console, but said it had to be appealing to mothers.[30] Iwata wanted their next console to be capable of playing past Nintendo games, eliminating clutter in houses.[24] Takeda led the team building the console's hardware components, and Miyamoto spearheaded the development of a new type of controller, based on Gyration's motion-sensing technology.[25] Iwata had proposed that this new console use motion sensing to simplify the gaming interface, increasing appeal to all audiences.[31] An initial prototype was completed within six months.[32]

The Nintendo DS was said to have influenced the Wii's design, as the company found that the DS's novel two-screen interface had drawn in non-traditional players and wanted to replicate that on the new console.[24] 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 because of the notion that the two gaming systems would be identical. Miyamoto also stated, "if the DS had flopped, we might have taken the Wii back to the drawing board."[23]

2004–2005: Announcements

Prior to E3 2004, Iwata had referred to Nintendo's upcoming console offering as the GameCube Next (GCNext or GCN).[33] Iwata first unveiled some details of Nintendo's new home console at E3 2004 under the codename "Revolution", as Iwata believed the console would revolutionize the gaming industry.[27] BBC News' technology editor Alfred Hermida wrote that Nintendo's struggle to match Sony and Microsoft in the home console market made success crucial.[34]

The console, still named "Revolution", was formally presented to the public at E3 2005. The motion controller interface had not yet been completed and was omitted from the unveiling.[23] Iwata held the console above him with one hand to emphasize its size relative to its rivals. A smaller device meant it would draw on less power as to not overheat,[35] and thus appealed to parents who were willing to have an attractive, small, power-efficient device in the living room.[36] Iwata reportedly used a stack of three DVD cases as a size guide.[35] The prototype held by Iwata was black, but at release the following year, the console was only available in white. In their book on the console, two Loyola University Chicago professors suggested that Nintendo was inviting comparisons with Apple's first iPod line.[37]

Iwata later unveiled and demonstrated their current prototype of the Revolution controller at the Tokyo Game Show in September 2005. At this stage, the controller unit resembled the final Wii Remote device along with the separate Nunchuk attachment. Iwata demonstrated its motion sensing gameplay capabilities, and incorporated commentary from developers, such as Hideo Kojima and Yuji Horii, who had tested the controller and believed people would be drawn in by it.[38][39]

 
The Wii and several of its peripherals on display at E3 2006

The console's name was formally announced as the Wii in April 2006, a month prior to E3 2006. Nintendo's spelling of "Wii" (with two lower-case "i" characters) was intended to represent both two people standing side by side, and the Wii Remote and its Nunchuk.[40] In the company's announcement, they stated: "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."[40]

The name resulted in criticism and mockery. Forbes expressed a fear that the console would be seen as juvenile.[41] BBC News reported the day after the name was announced that "a long list of puerile jokes, based on the name," had appeared on the Internet.[42] Some video game developers and members of the press stated that they preferred "Revolution" over "Wii".[43] Nintendo of America's Vice President of Corporate Affairs Perrin Kaplan defended the choice.[44] President of Nintendo of America Reggie Fils-Aimé justified the new name over Revolution by saying that they wanted something short, distinctive, and easily pronounceable for all cultures.[45]

The Wii was made available for a press demonstration at E3 2006. Planned launch titles were announced at a press conference alongside the unveiling. At the same conference, Nintendo confirmed its plans to release the console by the end of 2006.[46]

2006–2010: Launch

 
Busy inside of a shop during the Wii launch in Hamburg

Nintendo announced the launch plans and prices for the Wii in September 2006. The console was first launched in the United States on November 19, 2006, for US$249.99.[7] Other regional release dates and prices included Japan on December 2 for ¥25,000,[8] followed by Australasia on December 7 for A$399.95,[10] and was later launched on December 8 in the United Kingdom for £179.99 and for the majority of Europe for €249.99.[9] Nintendo planned to have around 30 Wii games available by the end of 2006, and anticipated shipping over 4 million consoles before the end of the year.[47]

As part of its launch campaign, Nintendo promoted the Wii in North America through a series of television advertisements (directed by Academy Award winner Stephen Gaghan); its Internet ads used the slogans "Wii would like to play" and "Experience a new way to play". The ads began in November 2006 and had a budget of over $200 million for the year.[48] The ads targeted a wider demographic compared to ads for other consoles, inviting parents and grandparents to play on the Wii.[49] Nintendo hoped that its console would appeal to a wider demographic than that of others in the seventh generation.[50] In December 2006, Satoru Iwata said that Nintendo did not think of themselves as "fighting Sony", but were focused on how they could expand the gaming demographic.[51]

It took several years for the Wii to launch in other regions. It was released in South Korea on April 26, 2008,[52] Taiwan on July 12, 2008,[53] and Hong Kong on December 12, 2009.[54] Nintendo had planned work with its localization partner iQue to release the Wii in China in 2008, but failed to meet the requirements to circumvent the ban on foreign-made consoles the Chinese government had put in place.[55][56]

2011–2017: Successor and discontinuation

 
The Wii U, with its GamePad in front

Nintendo announced the successor to the Wii, the Wii U, at E3 2011.[57][58] Nintendo had recognized that the Wii had generally been shunned by the core gaming audience as it was perceived more as a casual gaming experience. The Wii U was aimed to draw the core audience back in with more advanced features atop the basic Wii technology.[59][60] The Wii U features the Wii U GamePad, a controller with an embedded touchscreen and output 1080p high-definition graphics that serves as a secondary screen alongside the television. The Wii U is fully backward-compatible with Wii games and peripherals for the Wii, including the Wii Remote, Nunchuk controller and Wii Balance Board, and select Wii U games including support for these devices.[61] The Wii U was first released on November 18, 2012 in North America; November 30, 2012 in Europe and Australia, and December 8, 2012 in Japan.[62]

Nintendo continued to sell the revised Wii model and the Wii Mini alongside the Wii U during the Wii U's first release year. During 2013, Nintendo began to sunset certain Wii online functions as they pushed consumers towards the Wii U as a replacement system or towards the offline Wii Mini, though the Wii Shop Channel remained available.[63] Nintendo discontinued production of the Wii in October 2013 after selling over 100 million units worldwide,[64] though the company continued to produce the Wii Mini unit primarily for the North American market.[65] The WiiConnect24 service and several channels based on that service were shuttered in June 2013.[19] Support for online multiplayer games via the Nintendo Wi-Fi Connection were discontinued in May 2014,[18] while the Wii Shop was closed in January 2019, effectively ending all online services for the console.[20][66] The Wii Mini continued to be manufactured and sold until 2017.[67]

Despite the Wii's discontinuation, some developers continued to produce Wii games well beyond 2013. Ubisoft released Just Dance games for the Wii up to Just Dance 2020 (2019).[68] Vblank Entertainment's Shakedown: Hawaii along with Retro City Rampage DX are the most recent Wii games, which were released on July 9, 2020 (more than 13 years after the Wii's launch).[69][70] On January 27, 2020, Nintendo announced that they will no longer repair any faulty Wii consoles in Japan starting on February 6 due to a scarcity of spare parts.[i]

Hardware

Console

 
The Wii (top) compared in size to the GameCube, Nintendo 64, North American Super NES, and NES

In building the Wii, Nintendo did not aim to outpace the performance of their competitors. Unlike the company's previous consoles, they built the Wii from commercial off-the-shelf hardware rather than seek out customized components. This helped to reduce the cost of the Wii system to consumers.[72] Miyamoto said "Originally, I wanted a machine that would cost $100. My idea was to spend nothing on the console technology so all the money could be spent on improving the interface and software."[73]

The console's central processing unit is a 32-bit IBM PowerPC-based processor named Broadway, with a clock frequency of 729 MHz.[74][75] The reduced size of Broadway—based on a 90 nm process compared to the 180 nm process used in the GameCube's CPU—resulted in 20% lowered power consumption.[76] The Wii's GPU is a system on a chip produced by ATI and named Hollywood; the core processor runs at 243 MHz, 3 MB of texture memory, digital signal processors, and input/output functions.[74] Additionally, the GPU included an additional 24 MB of 1T-SRAM and an additional 64 MB of 1T-SRAM on the motherboard, totaling to 88 MB of memory for the console.[74] The Wii's computational power was roughly 1.5 to 2 times as powerful as the GameCube,[75][77] but was the least powerful of the major home consoles of its generation.[78]

The Wii's motherboard has a WiFi adapter which supports IEEE 802.11 b/g modes, and a Bluetooth antenna that communicates with its controllers. A USB-based LAN adapter can connect the Wii to a wired Ethernet network.[77]

The Wii reads games from an optical media drive located in the front of the device. The drive is capable of reading Nintendo's proprietary discs, the 12 cm Wii discs and 8 cm GameCube discs, but cannot read other common optical media—namely, DVD-Video, DVD-Audio or compact discs. Although Nintendo had planned on incorporating this feature into later revisions of the Wii, the demand for the console meant a delay in their schedule, until the feature lost interest.[79][80][81] The slot of the optical drive is backed by LED lights which show the system's status. For example, it will pulse blue when the system is communicating with the WiiConnect24 service or when reading a disc after being inserted.[82][83]

The Wii includes 512 MB of internal flash memory for storing saved games and downloaded content from the Wii channels. Users could expand their storage for downloaded games and saved games, as well as provide photos and music that could be used with some games and Wii channels, through SD cards (and later SDHC cards) inserted into an external slot on the console located under a front panel. A later system update added the ability to launch Wii channels and play Virtual Console and WiiWare games directly from SD cards.[84][85][86]

The rear of the console features the unit's video output and power connections along with two USB ports. The top of the console, when placed vertically, includes a panel that includes four ports for GameCube controllers and two GameCube memory cards.[75]

The Wii was Nintendo's smallest home console at the time (the current smallest is hybrid home-portable console Nintendo Switch, when in portable mode); 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, slightly larger than 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),[87] making it the lightest of the three major seventh-generation consoles. The Wii may stand horizontally or vertically.[87]

Wii Remote

 
A Nunchuk, Wii Remote and strap shown in hand
 
The Wii Remote being used to play Metroid Prime 3 at E3 2006. The Sensor Bar can be seen at the base of the television screen.

The Wii Remote[j] is the primary controller for the console. The remote contains a MEMS-based three-dimension accelerometer, along with infrared detection sensors located at the far end of the controller.[89][90] The accelerometers allow the Wii Remote to recognize its orientation after being moved from a resting position, translating that motion into gesture recognition for a game.[89] For example, the pack-in game Wii Sports includes a ten-pin bowling game that had the player hold the Wii Remote and perform a delivery of a ball; the Wii Remote could account for the player's position relative to the Sensor Bar, and their arm and wrist rotation to apply speed and spin to the virtual ball's delivery on screen.[91] The infrared detectors are used to track emissions from LEDs in the included Sensor Bar, which is placed just above or below the television display, as to track the relative orientation of the Wii Remote towards the screen. This gives the Wii Remote the ability to act as a pointing device like a computer mouse on the television screen, with an approximate 15 feet (4.6 m) range for accurate detection.[89][92] In addition, the Wii Remote features traditional controller inputs, including a directional pad (d-pad), three face action buttons and a shoulder trigger, and four system-related buttons include a power switch. The Wii Remote connects to the Wii through Bluetooth with an approximate 30 feet (9.1 m) range,[92] communicating the sensor and control information to the console unit. The Wii Remote includes an internal speaker and a rumble pack that can be triggered by a game to provide feedback directly to the player's hand.[89] Up to four Wii Remotes could connect wirelessly to a Wii, with LED lights on each remote indicating which controller number the Remote had connected as.[92] The remote is battery-operated, and when the Remote is not powered on, these LED lights can display the remaining battery power.[88]

A wrist-mounted strap is included with the Wii Remote, with one end affixed to the bottom of the unit. Nintendo strongly encouraged players to use the strap in case the Wii Remote accidentally slipped out of their hands. Nintendo recalled the original straps in December 2006 and provided a free, stronger strap as a replacement, as well as packaging the new strap in future bundles after the company faced legal challenges from users that reported damage to their homes from the Wii Remote slipping from their hands while playing.[93][94] In October 2007, Nintendo also added a silicon-based Wii Remote Jacket to shipments of the Wii and Wii Remote, as well as a free offering for existing users. The Jacket wraps around the bulk of the remote but leaves access to the various buttons and connectors, providing a stickier surface in the user's grip to further reduce the chance of the Remote falling out of the player's hand.[95]

Accessories can be connected to a Wii Remote through a proprietary port at the base of the controller.[92] The Wii shipped with the bundled Nunchuk—a handheld unit with an accelerometer, analog stick, and two trigger buttons—which connected to this port on the Wii Remote via a 4 feet (1.2 m) cable. Players hold both the Wii Remote and Nunchuk in separate hands to control supported games.[90][96]

The Wii MotionPlus accessory plugs into the port at the base of the Wii Remote and augments the existing sensors with gyroscopes to allow for finer motion detection.[88] The MotionPlus accessory was released in June 2009 with a number of new games directly supporting this new functionality, including Wii Sports Resort which included the accessory as part of a bundle.[97] The MotionPlus functionality was later incorporated into a revision of the controller called the Wii Remote Plus, first released in October 2010.[98][99][100]

A number of third-party controller manufacturers developed their own lower-cost versions of the Wii Remote, though these generally were less accurate or lacked the sensitivity that Nintendo's unit had.[101]

Other controllers and accessories

 
The Classic Controller, hooked up to the Wii Remote

The Classic Controller is an extension for the Wii Remote, released alongside the Wii in November 2006. Its form factor is similar to classic gamepads such as that for the Super Nintendo Entertainment System, with a d-pad, four face buttons, Start and Select buttons alongside the Wii connection button, and two shoulder buttons. Players can use it with older games from the Virtual Console in addition to games designed for the Wii.[102] In 2009, Nintendo released the Wii Classic Controller Pro, which was modelled after the GameCube's form factor and included two analog sticks.[103]

The Wii Balance Board was released alongside Wii Fit in December 2007. It is a wireless balance board accessory for the Wii, with multiple pressure sensors used to measure the user's center of balance.[104] Wii Fit offers a number of different exercise modes which monitored the player's position on the board, as well as exercise gamification, as to encourage players to exercise daily.[105] In addition to use in Nintendo's Wii Fit Plus that expanded the range of exercises using the Wii Balance Board, the accessory can be used in other third-party games that translated the player's balance on the unit into in-game controls such as Shaun White Snowboarding and Skate It.[106] Namco Bandai produced a mat controller (a simpler, less-sophisticated competitor to the Balance Board).[107]

One of Iwata's initiatives at Nintendo was focused on "quality of life" products, those that encouraged players to do other activities beyond simply sitting and playing video games as to promote physical wellbeing. The use of motion controls in the Wii served part of this, but Nintendo developed additional accessories to give awareness of one's health as a lead-in for the company to break into the health care field.[108] At E3 2009, Nintendo had presented a "Vitality Sensor" accessory that would be used to measure a player's pulse as a lead-in to a larger quality of life initiative, but this product was never released. In a 2013 Q&A, Satoru Iwata revealed that the Vitality Sensor had been shelved, as internal testing found that the device did not work with all users, and its use cases were too narrow.[109] Despite this, Nintendo has continued Iwata's quality of life program with further products on later consoles and games.[110]

A number of first- and third-party accessories were developed that the Wii Remote could be slotted into and then used in a more physical manner that took advantage of the accelerometer and gyroscopic functions of the controller. Some copies of Mario Kart Wii shipped with the Wii Wheel, a plastic steering wheel frame with the Wii Remote could be inserted into, so that players could steer more effectively in game.[111] Rhythm games that used plastic instruments, such as Guitar Hero III, shipped with instruments that the Wii Remote could be slotted into; the remote powered the various buttons on the controller and relayed that to the Wii.[112]

Variants and bundles

The Wii launch bundle included the console; a stand to allow the console to be placed vertically; a plastic stabilizer for the main stand, one Wii Remote, a Nunchuk attachment for the Remote, a Sensor Bar and a removable stand for the bar to mount on a television set, an external power adapter, and two AA batteries for the Wii Remote. The bundle included a composite A/V cable with RCA connectors, and in appropriate regions such as in Europe, a SCART adapter was also included.[113] A copy of the game Wii Sports was included in most regional bundles.[114]

Although Nintendo showed the console and the Wii Remote in white, black, silver, lime-green and red before it was released,[115] it was only available in white for its first two-and-a-half years of sales. Black consoles were available in Japan in August 2009,[116] in Europe in November 2009[117] and in North America in May 2010.[118] A red Wii system bundle was available in Japan on November 11, 2010, commemorating the 25th anniversary of Super Mario Bros.[119] The European version of the limited-edition red Wii bundle was released on October 29, 2010, which includes the original Donkey Kong game pre-installed onto the console, New Super Mario Bros. Wii and Wii Sports.[120] The red Wii bundle was released in North America on November 7, 2010, with New Super Mario Bros. Wii and Wii Sports.[121][122] All of the red Wii system bundles feature the Wii Remote Plus, with integrated Wii MotionPlus technology.[119][120][121][122]

Revisions

The prefix for the numbering scheme of the Wii system and its parts and accessories is "RVL-" for its codename, "Revolution". The base Wii console had a model number of RVL-001, for example.[123]

Redesigned model

 
RVL-101 layout with its labels aligned horizontally, just as the console was designed to be placed, unlike the original version

A cost-reduced variant of the Wii (model RVL-101) was released late into the platform's lifespan that removed all GameCube functionality, including the GameCube controller ports and memory card slots found on the original model. This model is sometimes referred to as the "Wii Family Edition", the name given to the bundle in which it was first sold in Europe. Additionally, it does not include a stand, as it is intended to be positioned horizontally. Nintendo announced the new revision in August 2011 as a replacement for the original Wii model which it was discontinuing in certain regions including Europe and the United States.[14][124] The new unit in its bundles was priced at $149.99,[125] a further reduction for the Wii's MSRP at the time of $199.99 established in September 2009.[126]

The console was first released in North America on October 23, 2011, in a black finish, bundled with a black Wii Remote Plus and Nunchuk, along with New Super Mario Bros. Wii and a limited-edition soundtrack for Super Mario Galaxy.[125] It was released in Europe on November 4, 2011, in a white finish, bundled with a white Wii Remote Plus and Nunchuk, along with Wii Party and Wii Sports.[127] A special bundle featuring a blue version of the revised Wii model and Wii Remote Plus and Nunchuk with the inclusion of Mario & Sonic at the London 2012 Olympic Games was released in Europe on November 18, 2011, in collaboration with Sega.[128] Nintendo later revised the North American bundle by replacing the prior pack-in game and soundtrack with the original Wii Sports duology; the new bundle was released on October 28, 2012.[129]

Wii Mini

 
A Wii Mini with Wii Remote

The Wii Mini (model RVL-201)[124] is a smaller, redesigned Wii with a top-loading disc drive. In addition to the lack of GameCube support, the Wii Mini removes Wi-Fi support and online connectivity, along with the removal of the SD card slot. It also removed support for 480p and component video output.[15] According to Nintendo of Canada's Matt Ryan, they stripped these features to bring down the price of the console further as to make it an option for those consumers that had not yet gotten a Wii or for those who wanted a second Wii in a different location. Ryan stated that while removing the online functionality would prevent some games from being played, most Wii games could still be played without it.[130] The Wii Mini is styled in matte black with a red border, and includes a red Wii Remote Plus and Nunchuk. According to Ryan, the red coloring was indicative of the planned exclusive release in Canada.[130] A composite A/V cable, wired Sensor Bar and power adapter are also included.[131]

The Wii Mini was first released on December 7, 2012, exclusively in Canada with a MSRP of CA$99.99.[5] It was later released in Europe on March 22, 2013,[4] and in the United States on November 17, 2013.[6] The Canadian and European releases did not include a game,[131][132] while Mario Kart Wii had been included in all launch bundles in the United States.[6] Nintendo added several best-selling and critically acclaimed Wii games to its Nintendo Selects label and marketed those alongside the Wii Mini's release.[5]

Software

The console has many internal features made available from its hardware and firmware components. The hardware allows for extendability (via expansion ports), while the firmware (and some software) could receive periodic updates via the WiiConnect24 service.

Wii Menu

 
Wii Menu

The development of the Wii Menu, the main user interface for the Wii, was led by Takashi Aoyama of Nintendo's Integrated Research & Development Division. The project, named the "Console Feature Realization Project", was to figure out what the Wii interface could show running in a low-power mode on an around-the-clock schedule that would be of interest for people to look at if they were not playing games.[133] The idea of having continually updated weather and news reports made logical sense from testing, and this led to the idea of presenting these similar to a row of televisions each set to a different television channel as if in an electronics shop, creating the "channels" concept. A user can navigate to any channel window to bring that to the forefront, whether to launch the game or application or to get more information that was being displayed.[133] For example, the Forecast Channel would display a brief summary of the local area's temperature and short-term weather forecast, while clicking on the channel brought up an interactive globe that the user could manipulate with the Wii Remote to explore real-time weather conditions across the Earth.[134]

The Wii launched with six channels: the Disc Channel which was used to launch Wii and GameCube titles from an optical disc; the Mii Channel to create Mii avatars; the Photo Channel which could be used to view and edit photos stored on an SD card; the Wii Shop Channel to purchase new games and applications; the Forecast Channel and the News Channel.[87] In addition to default channels that came with the Wii, new channels could be added through system updates, downloaded applications from the Wii Shop Channel, or added by games themselves.[133] Shortly after launch, other free channels created by Nintendo were made available to users, including the Internet Channel, a modified version of the Opera web browser for the Wii which supports USB keyboard input and Adobe Flash Player.[87][135][136][137]

The Wii Menu channels feature music composed by video game composer Kazumi Totaka.[138][139][140]

Mii

 
Default Miis
 
The Mii Channel, the first application used to create and view Mii characters on the Wii

The Wii introduced the use of player-customized avatars called Miis, which have been continued to be used by Nintendo in the Wii U, the Nintendo 3DS family, and, to a lesser extent, the Nintendo Switch. Each player on a Wii console was encouraged to create their own Mii via the Mii Channel to be used in games like Wii Sports and some of the system software like the Mii Channel. For example, players would select their Mii in Wii Sports, creating their in-game avatar for the game. Miis could be shared with other players through the Mii Channel.[87][141]

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 game utilizing Nintendo DS-Wii connectivity is Pokémon Battle Revolution. Players with either the Pokémon Diamond or Pearl Nintendo DS games are able to play battles using the Nintendo DS as a controller.[142] Final Fantasy Crystal Chronicles: Echoes of Time, released on both Nintendo DS and Wii, features connectivity in which both games can advance simultaneously. Nintendo later released the Nintendo Channel, which allows Wii owners to download game demos of popular games such as Mario Kart DS, or additional data to their Nintendo DS in a process similar to that of a DS Download Station.[133][143] The console is also able to expand Nintendo DS games.[142]

Online connectivity

The Wii console connects to the Internet through its built-in 802.11b/g Wi-Fi or through a USB-to-Ethernet adapter; either method allows players to access the Nintendo Wi-Fi Connection service.[75] The service has several features for the console, including Virtual Console, WiiConnect24, the Internet Channel, the Forecast Channel, the Everybody Votes Channel, the News Channel and the Check Mii Out Channel. The Wii can also communicate (and connect) with other Wii systems through a self-generated wireless LAN, enabling local wireless multi-playing on different television sets. Battalion Wars 2 first demonstrated this feature for non-split screen multi-playing between two (or more) televisions.[144]

Third-party applications

Third-party media apps were added to the Wii's online channels, typically offered as free downloads but requiring subscriber logins for paid services. Among some of these included the BBC iPlayer in November 2009,[145][146] Netflix in November 2010,[147] Hulu in February 2012,[148] YouTube in December 2012,[149] Amazon Prime Video in January 2013,[150] and Crunchyroll in October 2015.[151] In June 2017, YouTube ended support for its Wii channel.[152] In January 2019, Nintendo ended support for all streaming services on the Wii.[67]

Parental controls

The console features parental controls, which can be used to prohibit younger users from playing games with content 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 password. Parental controls may also restrict Internet access, which blocks the Internet Channel and system-update features. Since the console is restricted to GameCube functionality when playing GameCube Game Discs, GameCube software is unaffected by Wii parental-control settings.[153]

The Wii also includes a system that records the playtime based on any game or app on the system. While Nintendo decided against a profile system that would require each user to identify themselves, they kept the cumulative playtime tracking system, which cannot be erased or altered, to give parents the means to review their children's use of the Wii.[133]

Games

 
Wii optical disc in case

Retail copies of games are supplied on proprietary, DVD-type Wii optical discs, which are packaged in keep cases with instructions. In Europe, the boxes have a triangle at the bottom corner of the paper sleeve-insert side. The triangle is color-coded to identify the region for which the title is intended and which manual languages are included. The console supports regional lockout: software available in a region can be only played on that region's hardware.[154]

Twenty-one games were announced for launch day in North and South America, with another twelve announced for release later in 2006.[155] Among the system's launch titles in all regions included Wii Sports, which was bundled in all Wii packages except in Japan and South Korea,[156] The Legend of Zelda: Twilight Princess,[157] Sega's Super Monkey Ball: Banana Blitz, and Ubisoft's Red Steel.[155] Metroid Prime 3: Corruption had been slated as a Wii launch title,[158] but was pushed into 2007 a few months before the Wii's launch.[159] Nintendo had also planned to release Super Smash Bros. Brawl as a launch title, but its director Masahiro Sakurai stated there were difficulties in adapting the format to the Wii's motion controls to require more time for the game's development.[160]

New Wii games included those from Nintendo's flagship franchises such as The Legend of Zelda, Super Mario, Pokémon, and Metroid. Nintendo has received third-party support from companies such as Ubisoft, Sega, Square Enix, Activision Blizzard, Electronic Arts, and Capcom, with more games being developed for Wii than for the PlayStation 3 or Xbox 360.[161] Nintendo also launched the New Play Control! line, a selection of enhanced ports of first-party GameCube games that have been updated to capitalize on the Wii's motion controls.[162]

Backward compatibility

 
The first model of the Wii has GameCube Memory Card and controller slots to provide backward compatibility.

The original launch Wii consoles are backward-compatible with all GameCube software, memory cards, and controllers, although Korean Wii consoles are not backwards compatible at all.[163] Software compatibility is achieved by the slot-loading drive's ability to accept GameCube discs. A Wii console running a GameCube disc is restricted to GameCube functionality, and a GameCube controller is required to play GameCube titles. A GameCube memory card is also necessary to save game progress and content, since the Wii internal flash memory will not save GameCube games.[164] Also, backward compatibility is limited in some areas. For example, online and LAN-enabled features for GameCube titles are unavailable on the Wii, since the console lacks serial ports for the GameCube Broadband Adapter and Modem Adapter.[165] The revised Wii model and the Wii Mini lack the GameCube backward compatibility features.[125][15]

Virtual Console

The Virtual Console service allowed Wii owners to play games originally released for Nintendo's older consoles, including the Nintendo Entertainment System, Super Nintendo Entertainment System, and the Nintendo 64.[166] Later updates included games from third-party consoles and computers, including the Sega Genesis/Mega Drive and Sega Mark III/Master System, NEC TurboGrafx-16/PC Engine, SNK Neo Geo, the Commodore 64 computer, the MSX computer (only in Japan), and various arcade games through Virtual Console Arcade.[166][167][168][169] Virtual Console games were distributed over broadband Internet via the Wii Shop Channel and were 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 or from an SD card via the SD Card Menu.[170][171]

WiiWare

WiiWare was Nintendo's foray into digital distribution on the Wii, comparable to the existing Xbox Live Arcade and PlayStation Network. The service allowed players to purchase games digitally through the Wii Shop, downloading the games to their local memory cards to be run from them. Besides facilitating this form of distribution, WiiWare was also envisioned to help support smaller and independent game developers, offering these teams a less expensive route to produce Wii games without having to go through retail production and distribution channels.[172][173] The WiiWare channel launched on March 25, 2008, and remained active including through the Wii U's lifetime until the Wii Shop Channel was discontinued in 2019.[20][174]

Reception

Critical reviews

The system was well received after its exhibition at E3 2006, winning the Game Critics Awards for Best of Show and Best Hardware.[175] Later in December, Popular Science named the console a Grand Award Winner in home entertainment.[176] The game proceeded to win multiple awards; the console was awarded Spike TV's Video Games Award,[177] a Golden Joystick from the Golden Joystick Awards,[178] and an Emmy Award for game controller innovation from the National Academy of Television Arts and Sciences.[179] IGN and The Guardian named the Wii the 10th greatest video game console of all time out of 25,[180][181] and GameSpot chose the console as having the best hardware in its "Best and Worst 2006" awards.[182]

The Wii was praised for its simple yet responsive controls, as well as its simplicity that appeals to broader audiences. Although Dan Grabham of Tech Radar enjoyed its simple mechanics, stating how "even grandparents can pick things up pretty quickly", he also enjoyed the depth of content carried over from the GameCube.[183] CNET likened the "no-brainer" setup and the easy to navigate home screen.[184] Will Wright, the creator of The Sims, called the Wii "the only next gen system I've seen", and rather considered the PS3 and the Xbox 360 as simply successors with "incremental improvement". He believed that the Wii did not only improve on graphics, but also complimented how it "hits a completely different demographic".[185] Reviewers were fond of the compact design,[184] with Ars Technica comparing it to an Apple product.[186]

By 2008, two years after the Wii's release,[187] Nintendo acknowledged several limitations and challenges with the system (such as the perception that the system catered primarily to a "casual" audience[188] and was unpopular among hardcore gamers).[189] Miyamoto admitted that the lack of support for high-definition video output on the Wii and its limited network infrastructure also contributed to the system being regarded separately from its competitors' systems, the Xbox 360 and PlayStation 3.[190] Miyamoto originally defended Nintendo's decision to not include HD graphics in the Wii, stating that the number of HDTV's in people's homes at the time was "really not that high, yet. Of course I think five years down the road it would be pretty much a given that Nintendo would create an HD system, but right now the predominant television set in the world is a non-HD set."[191] In 2013, Miyamoto said in an interview with Japanese video game website 4Gamer that "Even for the Wii, no matter how much it made the system cost, it would have been great if it were HD in the first place."[192]

At the same time, criticism of the Wii Remote and Wii hardware specifications had surfaced. Former GameSpot editor and Giantbomb.com founder Jeff Gerstmann stated that the controller's speaker produces low-quality sound,[193] while Factor 5 co-founder Julian Eggebrecht stated that the console has inferior audio capabilities and graphics.[194] UK-based developer Free Radical Design stated that the Wii hardware lacks the power necessary to run the software it scheduled for release on other seventh-generation consoles.[195] Online connectivity of the Wii was also criticized; Matt Casamassina of IGN compared it to the "entirely unintuitive" service provided for the Nintendo DS.[196]

Although the Wii Mini was met with praise for being cheap, considering it was bundled with a Wii Remote, Nunchuk and a copy of Mario Kart Wii,[197][198] it was considered inferior compared to the original console. Critics were disappointed in the lack of online play and backwards compatibility with GameCube games,[197][199][200] and also believed the hardware was still rather quite large, being about half the size of the Wii;[197] Eurogamer's Richard Leadbetter thought the Wii Mini was not any more "living room friendly", as he believed the "bright red plastics make it stand out much more than the more neutral blacks and whites of existing model's casing." He stated that the overall design was rough in texture, and seemed to have been built with emphasis on durability.[198] Nintendo Life reviewer Damien McFerran said that the lightweight design of the Wii Mini makes it feel "a little cheaper and less dependable" with empty space inside the shell.[199] CNET criticized the pop-open lid for inserting disks to be "cheap-feeling".[197]

Third-party development

The Wii's success caught third-party developers by surprise due to constraints of the hardware's distinct limitations; this led to apologies for the quality of their early games. In an interview with Der Spiegel, Ubisoft's Yves Guillemot and Alain Corre admitted that they made a mistake in rushing out their launch titles, promising to take future projects more seriously.[201] An executive for Frontline Studios stated that major publishers were wary of releasing exclusive titles for the Wii, due to the perception that third-party companies were not strongly supported by consumers.[202] 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 content was worse than its predecessors, resulting in "bargain-bin trash".[203]

Additionally, the lack of third-party support also came from the fact that first-party games released by Nintendo were too successful, and developers were having issues with competing. Game developers, such as Rod Cousens, CEO of Codemasters were having issues with the slow sales on the Wii. The Nikkei Business Daily, a Japanese newspaper, claimed that companies were too nervous to start or continue making games for the console, some of which considering the Wii to be a fad that will eventually die down in popularity.[204] Nintendo considered why this was the case was due to the fact that they "know the Wii's special characteristics better than anyone", and began developing the games for the console long before its release, giving them a head start.[205]

Due to struggling sales during 2010, developers began creating alternative options. Capcom took note of the difficulty of making money on the Wii, and shifted their content to making less games, but with higher quality.[206] According to Sony, many third-party developers originally making games for the Wii started focusing attention more of the PlayStation 3 and Xbox 360.[207]

Sales

Global Wii sales (cumulative). See or edit source data.

Initial consumer reaction to the Wii appears to have been positive, with commentators judging the launch to have been successful.[208] The launch of the Wii in November 2006 was considered the largest console launch by Nintendo in the Americas,[209][210] Japan,[211] Europe and Australia.[212][213] The console outsold combined sales of the PlayStation 3 and Xbox 360 in several regions in its launch period.[214][215][216] The Wii remained in short supply through the first year. The company had already shipped nearly 3.2 million units worldwide by the end of 2006,[217] and worked to raise production amounts to 17.5 million through 2007, but warned consumers that there would be shortages of the Wii through that year.[218][219][220] Wii sales surpassed Xbox 360 sales by September 2007.[221] To meet further demand, Nintendo increased production rates of the Wii from 1.6 million to around 2.4 million units per month in 2008, planning to meet the continued demand for the console.[222][223]

At the March 2009 Game Developers Conference, Iwata reported that the Wii had reached 50 million sales.[224] Nintendo announced its first price reductions for the console in September 2009, dropping the MSRP from $249.99 to $199.99. The price cut had come days after both Sony and Microsoft announced similar price cuts on the PlayStation 3 and Xbox 360 consoles. Nintendo stated that the price reduction was in anticipation of drawing in more consumers who still cautious about buying a video game console.[126] The Wii became the best-selling home video game console produced by Nintendo during 2009, with sales exceeding 67 million units.[225][226]

In 2010, sales of the Wii began to decline, falling by 21 percent from the previous year.[227] The drop in sales was considered to be due to a combination of the introduction of the PlayStation Move and Kinect motion control systems on the PlayStation 3 and Xbox 360 systems, and the waning fad of the Wii system.[228] Wii sales also weakened into 2011 as third-party support for the console waned; major publishers were passing over the Wii which was underpowered and used non-standard development tools, and instead focused on games for the PlayStation 3, Xbox 360 and personal computers. Publishers were also drawn away from the Wii with the promise of the more powerful Wii U in the near future.[229][230] Wii sales continued to decline into 2012, falling by half from the previous year.[231] After its release in Canada on December 7, 2012, the Wii Mini had sold 35,700 units by January 31, 2013.[5][232]

The Wii surpassed 100 million units sold worldwide during the second quarter of 2013.[233] The Wii had total lifetime sales of 101.63 million consoles worldwide as of March 31, 2016, the last reported data for the console by Nintendo.[k] At least 48 million consoles were sold in North America, 12 million in Japan, and 40 million in all other regions.[234] As of 2020, the Wii is the fifth-best-selling home console of all time, surpassed by the original PlayStation (102.4 million units), the PlayStation 4 (117.2 million units), the Nintendo Switch (125.62 million units), and the PlayStation 2 (159 million units).[235] As of 2023, the Wii is Nintendo's second-best-selling home console, having been outsold by the Nintendo Switch at 125.62 million units.[h][235][236]

As of September 30, 2021, nine Wii games had sold over ten million units globally, which included Wii Sports (82.90 million, including pack-in copies), Mario Kart Wii (37.38 million), Wii Sports Resort (33.14 million), New Super Mario Bros. Wii (30.32 million), Wii Play (28.02 million), Wii Fit (22.67 million), Wii Fit Plus (21.13 million), Super Smash Bros. Brawl (13.32 million), and Super Mario Galaxy (12.80 million).[237] A total of 921.85 million titles had been sold for the Wii by June 30, 2022.[238] The popularity of Wii Sports was considered part of the console's success, making it a killer app for the Wii as it drew those that typically did not play video games to the system.[239]

Legal issues

There were a number of legal challenges stemming from the Wii and Wii Remote. Several of these were patent-related challenges from companies claiming the Wii Remote infringed on their patents. Most of these were either dismissed or settled out of court. One challenge was from iLife Technologies Inc., who sued Nintendo over their Wii Remote's motion detection technology for patent infringement in 2013. iLife initially won a US$10.1 million judgement against Nintendo in 2017. The case was overturned in 2020, with the appellate court ruling that iLife's patents were too broad to cover the specific motion detection technologies developed by Nintendo.[240]

There were lawsuits against Nintendo claiming physical damage done by ineffective wrist straps on the Wii Remote when they slipped out of players' hands and broke television screens or windows.[93] The first class action suit filed in December 2006 led Nintendo to issue a product recall for the existing wrist straps and send out new versions that had an improved securing mechanism for the wrist.[241] A second class action lawsuit was filed by a mother in Colorado in December 2008, claiming the updated wrist straps were still ineffective.[242] This suit was dismissed by September 2010, finding for Nintendo that the wrist straps were not knowingly faulty under Colorado consumer protection laws.[243]

Legacy

Impact on Nintendo

The Wii has been recognized as Nintendo's "blue ocean" strategy to differentiate itself from its competitors Sony and Microsoft for the next several years.[244] The Wii has since become seen as a prime example of an effective blue ocean approach. While Sony and Microsoft continued to innovate their consoles on hardware improvements to provide more computational and graphics power, Nintendo put more effort towards developing hardware that facilitated new ways to play games. This was considered a key part to the success of the console, measured by sales over its competitors during that console generation.[245][246] However, Nintendo did not maintain this same "blue ocean" approach when it took towards designing the Wii U, by which point both Sony and Microsoft had caught up with similar features from the Wii. These factors partially contributed towards weak sales of the Wii U.[246]

Part of the Wii's success was attributed to its lower cost compared to the other consoles. While Microsoft and Sony have experienced losses producing their consoles in the hopes of making a long-term profit on software sales, Nintendo reportedly had optimized production costs to obtain a significant profit margin with each Wii unit sold.[247] Soichiro Fukuda, a games analyst at Nikko Citigroup, estimated that in 2007, Nintendo's optimized production gave them a profit from each unit sold ranging from $13 in Japan to $49 in the United States and $74 in Europe.[248][249] The console's final price at launch of $249.99 made it comparatively cheaper than the Xbox 360 (which had been available in two models priced at $299 and $399) and the then-upcoming PlayStation 3 (also to be available in two models priced at $499 and $599). Further, Nintendo's first-party games for the Wii were set at an retail price of $50, about $10 less expensive than average games for Nintendo's competitors.[47] Iwata stated they were able to keep the game price lower since the Wii was not as focused on high-resolution graphics in comparison to the other consoles, thus keeping development costs lower, averaging about $5 million per game compared to $20 million required for developing on the Xbox 360 or PlayStation 3.[250][72]

Health effects

The Wii was marketed to promote a healthy lifestyle via physical activity. It has been used in physical rehabilitation, and its health effects have been studied for several conditions.[251][252] The most studied uses of Wii for rehabilitation therapy are for stroke, cerebral palsy, Parkinson's disease,[251][253][254] and for balance training.[252][255][256][257] The potential for adverse effects from video game rehabilitation therapy (for example, from falls) has not been well studied as of 2016.[251]

A study published in the British Medical Journal stated that Wii players use more energy than they do playing sedentary computer games, but Wii playing was not an adequate replacement for regular exercise.[258][259] Some Wii players have experienced musculoskeletal injuries known as Wiiitis, Wii knee, Wii elbow (similar to tennis elbow) or nintendinitis from repetitive play; a small number of serious injuries have occurred, but injuries are infrequent and most are mild.[260][261]

In May 2010, Nintendo gave the American Heart Association (AHA) a $1.5 million gift;[262] the AHA endorsed the Wii with its Healthy Check icon, covering the console and two of its more active games, Wii Fit Plus and Wii Sports Resort.[263][264]

Homebrew, hacking, and emulation

Demonstration of the Wii Remote used as the sensor for a light pen-type computer input device

The Wii has become a popular target for homebrewing new functionality and video games since its discontinuation. For example, homebrew projects have been able to add DVD playback to unmodified Wii consoles.[265] The Wii also can be hacked to enable an owner to use the console for activities unintended by the manufacturer.[266] Several brands of modchips are available for the Wii.[267]

The Wii Remote also became a popular unit to hack for other applications. As it connected through standard Bluetooth interfaces, programmers were able to reverse engineer the communications protocol and develop application programming interfaces for the Wii Remote for other operating systems, and subsequently games and applications that used the Wii Remote on alternate platforms. Further hacks at the hardware level, typically taking apart the Wii Remote and Sensor Bar and reconfiguring its components in other configurations, led to other applications such as remote hand and finger tracking, digital whiteboards, and head tracking for virtual reality headsets.[268][269]

The Wii has been a popular system for emulation; while the act of creating such emulators in a cleanroom-type approach have been determined to be legal, the actions of bringing the Wii system software and games to other systems has been of questionable legality and Nintendo has actively pursued legal action against those that distribute copies of their software. The open-source Dolphin project has been able to successfully emulate the Wii and GameCube through several years of cleanroom efforts.[270]

Music

Joe Skrebels of IGN has argued that the Wii's greatest and longest lasting legacy is that of the music composed by Totaka for the console, writing: "Motion controls, Miis, and balance boards have all been removed or diminished as Nintendo moved on, but take a quick look across YouTube, TikTok, or Twitter, and I guarantee it won't take all that long to hear a Wii track. Covers and memes featuring music from the Wii are everywhere. Music written for the Wii has taken on a new life as a cultural touchstone, and inspired people far beyond the confines of the little white wedge it was composed for."[138] The Washington Post's Michael Andor Brodeur described the Mii Channel music as "a cultural touchstone",[139] while Martin Robinson of Eurogamer called the theme of the Wii Shop Channel "a song so infectious it went on to become a meme";[140] both the Mii Channel theme and Wii Shop Channel theme have inspired jazz covers.[139][140]

Notes

  1. ^ a b c d Only compatible with the original Wii model[14][15]
  2. ^ Compatible with all Wii models except the Wii Mini[15]
  3. ^ The Nintendo Wi-Fi Connection service was closed on May 20, 2014.[18]
  4. ^ The WiiConnect24 service was closed on June 27, 2013.[19]
  5. ^ The Wii Shop Channel service was closed on January 30, 2019.[20]
  6. ^ Except in Japan and South Korea
  7. ^ Unlike most of Nintendo's other consoles, the Wii is not named as the "Nintendo Wii" but simply "Wii"; this is also true of the Wii U.[21]
  8. ^ a b Although the Nintendo Switch is a hybrid game console, Nintendo refers to it as "a home video game system that can also be used as a handheld",[22] making the Wii Nintendo's second-best-selling home console.
  9. ^ The original end of support date was March 31, 2020; but due to the repair request demand exceeding what Nintendo had forecast, the company was forced to stop accepting repairs more than one month earlier.[71]
  10. ^ "Wii Remote" is the official name of the device though the nickname "Wiimote" has been used by the general population.[88]
  11. ^ Nintendo did not report any further sales of the Wii Mini which it continued to sell through 2017[67] in its future earnings reports.

See also

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Works cited

  • Inoue, Osamu (2009). Nintendo Magic: Winning the Video Game Wars. Translated by Paul Tuttle Starr. Tokyo, Japan: Vertical (published April 27, 2010). ISBN 978-1-934287-22-4.
  • Jones, Steven E.; Thiruvathukal, George K. (2012). Codename Revolution: The Nintendo Wii Platform. Cambridge, Massachusetts: MIT Press. ISBN 978-0-262-01680-3.

External links

  •   Media related to Wii at Wikimedia Commons
  • Global and general Wii site
  • Official European website
  • Official Japanese website

this, article, about, video, game, console, other, uses, disambiguation, home, video, game, console, developed, marketed, nintendo, released, november, 2006, north, america, december, 2006, most, other, regions, world, nintendo, fifth, major, home, game, conso. This article is about the video game console For other uses see Wii disambiguation The Wii g ˈ w iː WEE is a home video game console developed and marketed by Nintendo It was released on November 19 2006 in North America and in December 2006 for most other regions of the world It is Nintendo s fifth major home game console following the GameCube and is a seventh generation console alongside Microsoft s Xbox 360 and Sony s PlayStation 3 WiiOriginal white Wii standing upright on its stand next to an original Wii RemoteAlso known asRevolution pre release RVL codename DeveloperNintendo IRDManufacturerFoxconn 1 TypeHome video game consoleGenerationSeventhRelease dateNA November 19 2006JP December 2 2006AU December 7 2006EU December 8 2006KR April 26 2008TW July 12 2008HK December 12 2009Revisions RVL 101NA October 23 2011 3 EU November 4 2011 2 AU November 11 2011Wii Mini CAN December 7 2012 5 EU March 22 2013 4 USA November 17 2013 6 Lifespan2006 2013 Original 2011 2014 RVL 101 2012 2017 Mini Introductory priceUS 249 99 7 25 000 8 179 99 9 249 99 9 A 399 95 10 DiscontinuedAU November 2011JP October 20 2013 11 12 EU October 24 2013 13 Revisions RVL 101 EU October 20 2013 13 NA May 2014Mini WW 2017Units shipped101 63 million as of September 30 2019 update details MediaWii optical discGameCube game disc a Digital distribution b Operating systemWii system softwareCPUIBM PowerPC Broadway 729 MHzMemory24 MB 1T SRAM 324 MHz 2 7 GB s 64 MB GDDR3 SDRAMStorage512 MB NAND flash memoryRemovable storageSD SDHC cardGameCube Memory Card a DisplayVideo output formats Composite video 480i 576i PAL S Video 480i NTSC consoles only RGB SCART 576i PAL consoles only Component video YPBPR 480i 576i PAL 480p GraphicsATI Hollywood 243 MHzController inputWii Remote Plus GameCube controller a Nintendo DSWii Balance BoardConnectivityWi Fi IEEE 802 11 b gBluetooth 2 02 USB 2 0 16 LAN adaptor via USB 2 0 17 Online servicesNintendo Wi Fi Connection c WiiConnect24 d Wii Shop Channel e DimensionsWidth 157 mm 6 2 in Height 60 mm 2 4 in Depth 197 mm 7 8 in Revisions RVL 101SameMiniWidth 160 mm 6 3 in Height 46 mm 1 8 in Depth 193 mm 7 6 in Mass1 220 g 43 oz Revisions RVL 1011 130 g 40 oz Mini724 g 25 5 oz Best selling gamePack in f Wii Sports 82 90 millionStand alone Mario Kart Wii 37 32 million as of March 31 2020 update BackwardcompatibilityGameCube a PredecessorGameCubeSuccessorWii UWebsitewii wbr comIn developing the Wii Nintendo president Satoru Iwata directed the company to avoid competing with Microsoft and Sony on computational graphics and power and instead to target a broader demographic of players through novel gameplay Game designers Shigeru Miyamoto and Genyo Takeda led the console s development under the codename Revolution The primary controller for the Wii is the Wii Remote a wireless controller with both motion sensing and traditional controls which can be used as a pointing device towards the television screen or for gesture recognition The Wii was Nintendo s first home console to directly support Internet connectivity supporting both online games and for digital distribution of games and media applications through the Wii Shop Channel The Wii also supports wireless connectivity with the Nintendo DS handheld console for selected games Initial Wii models included full backward compatibility support for GameCube games and most accessories Later in its lifecycle two lower cost Wii models were produced a revised model with the same design as the original Wii but removed the GameCube compatibility features and the Wii Mini a compact budget redesign of the Wii which further removed features including online connectivity and SD card storage Because of Nintendo s reduced focus on computational power the Wii and its games were less expensive to produce than its competitors The Wii was extremely popular at launch causing the system to be in short supply in some markets A bundled game Wii Sports was considered the killer app for the console other flagship games included entries in the Super Mario Legend of Zelda Pokemon and Metroid series Within a year of launch the Wii became the best selling seventh generation console and by 2013 had surpassed over 100 million units sold Total lifetime sales of the Wii had reached over 101 million units making it Nintendo s best selling home console until it was surpassed by the Nintendo Switch in 2021 h As of 2022 the Wii is the fifth best selling home console of all time The Wii repositioned Nintendo as a key player in the video game console marketplace The introduction of motion controlled games via the Wii Remote led both Microsoft and Sony to develop their own competing products the Kinect and PlayStation Move respectively Nintendo found that while the Wii had broadened the demographics that they wanted the core gamer audience had shunned the Wii The Wii s successor the Wii U sought to recapture the core gamer market with additional features atop the Wii The Wii U was released in 2012 and Nintendo continued to sell both units through the following year The Wii was formally discontinued in October 2013 though Nintendo continued to produce and market the Wii Mini through 2017 and offered a subset of the Wii s online services through 2019 Contents 1 History 1 1 2001 2003 Development 1 2 2004 2005 Announcements 1 3 2006 2010 Launch 1 4 2011 2017 Successor and discontinuation 2 Hardware 2 1 Console 2 2 Wii Remote 2 3 Other controllers and accessories 2 4 Variants and bundles 2 5 Revisions 2 5 1 Redesigned model 2 5 2 Wii Mini 3 Software 3 1 Wii Menu 3 2 Mii 3 3 Nintendo DS connectivity 3 4 Online connectivity 3 5 Third party applications 3 6 Parental controls 4 Games 4 1 Backward compatibility 4 2 Virtual Console 4 3 WiiWare 5 Reception 5 1 Critical reviews 5 2 Third party development 5 3 Sales 5 4 Legal issues 6 Legacy 6 1 Impact on Nintendo 6 2 Health effects 6 3 Homebrew hacking and emulation 6 4 Music 7 Notes 8 See also 9 References 9 1 Works cited 10 External linksHistorySee also Seventh generation of video game consoles 2001 2003 Development nbsp Satoru Iwata as Nintendo s president directed the company to design the Wii out of the box to appeal to a broader range of players Shortly after the release of the GameCube Nintendo began conceptualizing their next console The company s game designer Shigeru Miyamoto said that in the early stages they decided they would not aim to compete on hardware power and would instead prioritize new gameplay concepts 23 Miyamoto cited Dance Dance Revolution s unique game controllers as inspiration for developing new input devices 24 Later in September 24 2001 Nintendo began working with Gyration Inc a firm that had developed several patents related to motion detection to prototype future controllers using their licensed patents 25 Over the next two years sales of the GameCube languished behind its competitors Sony s PlayStation 2 and Microsoft s Xbox Satoru Iwata who had been promoted to Nintendo s president in May 2002 following Hiroshi Yamauchi s retirement 26 recognized that Nintendo had not been keeping up with trends in the video game industry such as adapting to online gaming He also thought that video gaming had become too exclusive and wanted Nintendo to pursue gaming hardware and software that would appeal to all demographics 27 Nintendo s market analysis found that their focus on novel hardware had created consoles that made it difficult for third party developers to create games for hampering their position 28 One of the first major steps Iwata had made based on the company s research was directing the development of the Nintendo DS a handheld incorporating dual screens including a touchscreen to revitalize their handheld console line 29 In 2003 Iwata met with Miyamoto and Genyo Takeda to discuss their market research Iwata instructed Takeda to go off the tech roadmap for this console but said it had to be appealing to mothers 30 Iwata wanted their next console to be capable of playing past Nintendo games eliminating clutter in houses 24 Takeda led the team building the console s hardware components and Miyamoto spearheaded the development of a new type of controller based on Gyration s motion sensing technology 25 Iwata had proposed that this new console use motion sensing to simplify the gaming interface increasing appeal to all audiences 31 An initial prototype was completed within six months 32 The Nintendo DS was said to have influenced the Wii s design as the company found that the DS s novel two screen interface had drawn in non traditional players and wanted to replicate that on the new console 24 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 because of the notion that the two gaming systems would be identical Miyamoto also stated if the DS had flopped we might have taken the Wii back to the drawing board 23 2004 2005 Announcements Prior to E3 2004 Iwata had referred to Nintendo s upcoming console offering as the GameCube Next GCNext or GCN 33 Iwata first unveiled some details of Nintendo s new home console at E3 2004 under the codename Revolution as Iwata believed the console would revolutionize the gaming industry 27 BBC News technology editor Alfred Hermida wrote that Nintendo s struggle to match Sony and Microsoft in the home console market made success crucial 34 The console still named Revolution was formally presented to the public at E3 2005 The motion controller interface had not yet been completed and was omitted from the unveiling 23 Iwata held the console above him with one hand to emphasize its size relative to its rivals A smaller device meant it would draw on less power as to not overheat 35 and thus appealed to parents who were willing to have an attractive small power efficient device in the living room 36 Iwata reportedly used a stack of three DVD cases as a size guide 35 The prototype held by Iwata was black but at release the following year the console was only available in white In their book on the console two Loyola University Chicago professors suggested that Nintendo was inviting comparisons with Apple s first iPod line 37 Iwata later unveiled and demonstrated their current prototype of the Revolution controller at the Tokyo Game Show in September 2005 At this stage the controller unit resembled the final Wii Remote device along with the separate Nunchuk attachment Iwata demonstrated its motion sensing gameplay capabilities and incorporated commentary from developers such as Hideo Kojima and Yuji Horii who had tested the controller and believed people would be drawn in by it 38 39 nbsp The Wii and several of its peripherals on display at E3 2006The console s name was formally announced as the Wii in April 2006 a month prior to E3 2006 Nintendo s spelling of Wii with two lower case i characters was intended to represent both two people standing side by side and the Wii Remote and its Nunchuk 40 In the company s announcement they stated 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 40 The name resulted in criticism and mockery Forbes expressed a fear that the console would be seen as juvenile 41 BBC News reported the day after the name was announced that a long list of puerile jokes based on the name had appeared on the Internet 42 Some video game developers and members of the press stated that they preferred Revolution over Wii 43 Nintendo of America s Vice President of Corporate Affairs Perrin Kaplan defended the choice 44 President of Nintendo of America Reggie Fils Aime justified the new name over Revolution by saying that they wanted something short distinctive and easily pronounceable for all cultures 45 The Wii was made available for a press demonstration at E3 2006 Planned launch titles were announced at a press conference alongside the unveiling At the same conference Nintendo confirmed its plans to release the console by the end of 2006 46 2006 2010 Launch nbsp Busy inside of a shop during the Wii launch in HamburgNintendo announced the launch plans and prices for the Wii in September 2006 The console was first launched in the United States on November 19 2006 for US 249 99 7 Other regional release dates and prices included Japan on December 2 for 25 000 8 followed by Australasia on December 7 for A 399 95 10 and was later launched on December 8 in the United Kingdom for 179 99 and for the majority of Europe for 249 99 9 Nintendo planned to have around 30 Wii games available by the end of 2006 and anticipated shipping over 4 million consoles before the end of the year 47 As part of its launch campaign Nintendo promoted the Wii in North America through a series of television advertisements directed by Academy Award winner Stephen Gaghan its Internet ads used the slogans Wii would like to play and Experience a new way to play The ads began in November 2006 and had a budget of over 200 million for the year 48 The ads targeted a wider demographic compared to ads for other consoles inviting parents and grandparents to play on the Wii 49 Nintendo hoped that its console would appeal to a wider demographic than that of others in the seventh generation 50 In December 2006 Satoru Iwata said that Nintendo did not think of themselves as fighting Sony but were focused on how they could expand the gaming demographic 51 It took several years for the Wii to launch in other regions It was released in South Korea on April 26 2008 52 Taiwan on July 12 2008 53 and Hong Kong on December 12 2009 54 Nintendo had planned work with its localization partner iQue to release the Wii in China in 2008 but failed to meet the requirements to circumvent the ban on foreign made consoles the Chinese government had put in place 55 56 2011 2017 Successor and discontinuation Further information Wii U nbsp The Wii U with its GamePad in frontNintendo announced the successor to the Wii the Wii U at E3 2011 57 58 Nintendo had recognized that the Wii had generally been shunned by the core gaming audience as it was perceived more as a casual gaming experience The Wii U was aimed to draw the core audience back in with more advanced features atop the basic Wii technology 59 60 The Wii U features the Wii U GamePad a controller with an embedded touchscreen and output 1080p high definition graphics that serves as a secondary screen alongside the television The Wii U is fully backward compatible with Wii games and peripherals for the Wii including the Wii Remote Nunchuk controller and Wii Balance Board and select Wii U games including support for these devices 61 The Wii U was first released on November 18 2012 in North America November 30 2012 in Europe and Australia and December 8 2012 in Japan 62 Nintendo continued to sell the revised Wii model and the Wii Mini alongside the Wii U during the Wii U s first release year During 2013 Nintendo began to sunset certain Wii online functions as they pushed consumers towards the Wii U as a replacement system or towards the offline Wii Mini though the Wii Shop Channel remained available 63 Nintendo discontinued production of the Wii in October 2013 after selling over 100 million units worldwide 64 though the company continued to produce the Wii Mini unit primarily for the North American market 65 The WiiConnect24 service and several channels based on that service were shuttered in June 2013 19 Support for online multiplayer games via the Nintendo Wi Fi Connection were discontinued in May 2014 18 while the Wii Shop was closed in January 2019 effectively ending all online services for the console 20 66 The Wii Mini continued to be manufactured and sold until 2017 67 Despite the Wii s discontinuation some developers continued to produce Wii games well beyond 2013 Ubisoft released Just Dance games for the Wii up to Just Dance 2020 2019 68 Vblank Entertainment s Shakedown Hawaii along with Retro City Rampage DX are the most recent Wii games which were released on July 9 2020 more than 13 years after the Wii s launch 69 70 On January 27 2020 Nintendo announced that they will no longer repair any faulty Wii consoles in Japan starting on February 6 due to a scarcity of spare parts i HardwareConsole nbsp The Wii top compared in size to the GameCube Nintendo 64 North American Super NES and NESIn building the Wii Nintendo did not aim to outpace the performance of their competitors Unlike the company s previous consoles they built the Wii from commercial off the shelf hardware rather than seek out customized components This helped to reduce the cost of the Wii system to consumers 72 Miyamoto said Originally I wanted a machine that would cost 100 My idea was to spend nothing on the console technology so all the money could be spent on improving the interface and software 73 The console s central processing unit is a 32 bit IBM PowerPC based processor named Broadway with a clock frequency of 729 MHz 74 75 The reduced size of Broadway based on a 90 nm process compared to the 180 nm process used in the GameCube s CPU resulted in 20 lowered power consumption 76 The Wii s GPU is a system on a chip produced by ATI and named Hollywood the core processor runs at 243 MHz 3 MB of texture memory digital signal processors and input output functions 74 Additionally the GPU included an additional 24 MB of 1T SRAM and an additional 64 MB of 1T SRAM on the motherboard totaling to 88 MB of memory for the console 74 The Wii s computational power was roughly 1 5 to 2 times as powerful as the GameCube 75 77 but was the least powerful of the major home consoles of its generation 78 The Wii s motherboard has a WiFi adapter which supports IEEE 802 11 b g modes and a Bluetooth antenna that communicates with its controllers A USB based LAN adapter can connect the Wii to a wired Ethernet network 77 The Wii reads games from an optical media drive located in the front of the device The drive is capable of reading Nintendo s proprietary discs the 12 cm Wii discs and 8 cm GameCube discs but cannot read other common optical media namely DVD Video DVD Audio or compact discs Although Nintendo had planned on incorporating this feature into later revisions of the Wii the demand for the console meant a delay in their schedule until the feature lost interest 79 80 81 The slot of the optical drive is backed by LED lights which show the system s status For example it will pulse blue when the system is communicating with the WiiConnect24 service or when reading a disc after being inserted 82 83 The Wii includes 512 MB of internal flash memory for storing saved games and downloaded content from the Wii channels Users could expand their storage for downloaded games and saved games as well as provide photos and music that could be used with some games and Wii channels through SD cards and later SDHC cards inserted into an external slot on the console located under a front panel A later system update added the ability to launch Wii channels and play Virtual Console and WiiWare games directly from SD cards 84 85 86 The rear of the console features the unit s video output and power connections along with two USB ports The top of the console when placed vertically includes a panel that includes four ports for GameCube controllers and two GameCube memory cards 75 The Wii was Nintendo s smallest home console at the time the current smallest is hybrid home portable console Nintendo Switch when in portable mode 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 slightly larger than 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 87 making it the lightest of the three major seventh generation consoles The Wii may stand horizontally or vertically 87 Wii Remote Main article Wii Remote nbsp A Nunchuk Wii Remote and strap shown in hand nbsp The Wii Remote being used to play Metroid Prime 3 at E3 2006 The Sensor Bar can be seen at the base of the television screen The Wii Remote j is the primary controller for the console The remote contains a MEMS based three dimension accelerometer along with infrared detection sensors located at the far end of the controller 89 90 The accelerometers allow the Wii Remote to recognize its orientation after being moved from a resting position translating that motion into gesture recognition for a game 89 For example the pack in game Wii Sports includes a ten pin bowling game that had the player hold the Wii Remote and perform a delivery of a ball the Wii Remote could account for the player s position relative to the Sensor Bar and their arm and wrist rotation to apply speed and spin to the virtual ball s delivery on screen 91 The infrared detectors are used to track emissions from LEDs in the included Sensor Bar which is placed just above or below the television display as to track the relative orientation of the Wii Remote towards the screen This gives the Wii Remote the ability to act as a pointing device like a computer mouse on the television screen with an approximate 15 feet 4 6 m range for accurate detection 89 92 In addition the Wii Remote features traditional controller inputs including a directional pad d pad three face action buttons and a shoulder trigger and four system related buttons include a power switch The Wii Remote connects to the Wii through Bluetooth with an approximate 30 feet 9 1 m range 92 communicating the sensor and control information to the console unit The Wii Remote includes an internal speaker and a rumble pack that can be triggered by a game to provide feedback directly to the player s hand 89 Up to four Wii Remotes could connect wirelessly to a Wii with LED lights on each remote indicating which controller number the Remote had connected as 92 The remote is battery operated and when the Remote is not powered on these LED lights can display the remaining battery power 88 A wrist mounted strap is included with the Wii Remote with one end affixed to the bottom of the unit Nintendo strongly encouraged players to use the strap in case the Wii Remote accidentally slipped out of their hands Nintendo recalled the original straps in December 2006 and provided a free stronger strap as a replacement as well as packaging the new strap in future bundles after the company faced legal challenges from users that reported damage to their homes from the Wii Remote slipping from their hands while playing 93 94 In October 2007 Nintendo also added a silicon based Wii Remote Jacket to shipments of the Wii and Wii Remote as well as a free offering for existing users The Jacket wraps around the bulk of the remote but leaves access to the various buttons and connectors providing a stickier surface in the user s grip to further reduce the chance of the Remote falling out of the player s hand 95 Accessories can be connected to a Wii Remote through a proprietary port at the base of the controller 92 The Wii shipped with the bundled Nunchuk a handheld unit with an accelerometer analog stick and two trigger buttons which connected to this port on the Wii Remote via a 4 feet 1 2 m cable Players hold both the Wii Remote and Nunchuk in separate hands to control supported games 90 96 The Wii MotionPlus accessory plugs into the port at the base of the Wii Remote and augments the existing sensors with gyroscopes to allow for finer motion detection 88 The MotionPlus accessory was released in June 2009 with a number of new games directly supporting this new functionality including Wii Sports Resort which included the accessory as part of a bundle 97 The MotionPlus functionality was later incorporated into a revision of the controller called the Wii Remote Plus first released in October 2010 98 99 100 A number of third party controller manufacturers developed their own lower cost versions of the Wii Remote though these generally were less accurate or lacked the sensitivity that Nintendo s unit had 101 Other controllers and accessories nbsp The Classic Controller hooked up to the Wii RemoteThe Classic Controller is an extension for the Wii Remote released alongside the Wii in November 2006 Its form factor is similar to classic gamepads such as that for the Super Nintendo Entertainment System with a d pad four face buttons Start and Select buttons alongside the Wii connection button and two shoulder buttons Players can use it with older games from the Virtual Console in addition to games designed for the Wii 102 In 2009 Nintendo released the Wii Classic Controller Pro which was modelled after the GameCube s form factor and included two analog sticks 103 The Wii Balance Board was released alongside Wii Fit in December 2007 It is a wireless balance board accessory for the Wii with multiple pressure sensors used to measure the user s center of balance 104 Wii Fit offers a number of different exercise modes which monitored the player s position on the board as well as exercise gamification as to encourage players to exercise daily 105 In addition to use in Nintendo s Wii Fit Plus that expanded the range of exercises using the Wii Balance Board the accessory can be used in other third party games that translated the player s balance on the unit into in game controls such as Shaun White Snowboarding and Skate It 106 Namco Bandai produced a mat controller a simpler less sophisticated competitor to the Balance Board 107 One of Iwata s initiatives at Nintendo was focused on quality of life products those that encouraged players to do other activities beyond simply sitting and playing video games as to promote physical wellbeing The use of motion controls in the Wii served part of this but Nintendo developed additional accessories to give awareness of one s health as a lead in for the company to break into the health care field 108 At E3 2009 Nintendo had presented a Vitality Sensor accessory that would be used to measure a player s pulse as a lead in to a larger quality of life initiative but this product was never released In a 2013 Q amp A Satoru Iwata revealed that the Vitality Sensor had been shelved as internal testing found that the device did not work with all users and its use cases were too narrow 109 Despite this Nintendo has continued Iwata s quality of life program with further products on later consoles and games 110 A number of first and third party accessories were developed that the Wii Remote could be slotted into and then used in a more physical manner that took advantage of the accelerometer and gyroscopic functions of the controller Some copies of Mario Kart Wii shipped with the Wii Wheel a plastic steering wheel frame with the Wii Remote could be inserted into so that players could steer more effectively in game 111 Rhythm games that used plastic instruments such as Guitar Hero III shipped with instruments that the Wii Remote could be slotted into the remote powered the various buttons on the controller and relayed that to the Wii 112 Variants and bundles The Wii launch bundle included the console a stand to allow the console to be placed vertically a plastic stabilizer for the main stand one Wii Remote a Nunchuk attachment for the Remote a Sensor Bar and a removable stand for the bar to mount on a television set an external power adapter and two AA batteries for the Wii Remote The bundle included a composite A V cable with RCA connectors and in appropriate regions such as in Europe a SCART adapter was also included 113 A copy of the game Wii Sports was included in most regional bundles 114 Although Nintendo showed the console and the Wii Remote in white black silver lime green and red before it was released 115 it was only available in white for its first two and a half years of sales Black consoles were available in Japan in August 2009 116 in Europe in November 2009 117 and in North America in May 2010 118 A red Wii system bundle was available in Japan on November 11 2010 commemorating the 25th anniversary of Super Mario Bros 119 The European version of the limited edition red Wii bundle was released on October 29 2010 which includes the original Donkey Kong game pre installed onto the console New Super Mario Bros Wii and Wii Sports 120 The red Wii bundle was released in North America on November 7 2010 with New Super Mario Bros Wii and Wii Sports 121 122 All of the red Wii system bundles feature the Wii Remote Plus with integrated Wii MotionPlus technology 119 120 121 122 Revisions The prefix for the numbering scheme of the Wii system and its parts and accessories is RVL for its codename Revolution The base Wii console had a model number of RVL 001 for example 123 Redesigned model nbsp RVL 101 layout with its labels aligned horizontally just as the console was designed to be placed unlike the original versionA cost reduced variant of the Wii model RVL 101 was released late into the platform s lifespan that removed all GameCube functionality including the GameCube controller ports and memory card slots found on the original model This model is sometimes referred to as the Wii Family Edition the name given to the bundle in which it was first sold in Europe Additionally it does not include a stand as it is intended to be positioned horizontally Nintendo announced the new revision in August 2011 as a replacement for the original Wii model which it was discontinuing in certain regions including Europe and the United States 14 124 The new unit in its bundles was priced at 149 99 125 a further reduction for the Wii s MSRP at the time of 199 99 established in September 2009 126 The console was first released in North America on October 23 2011 in a black finish bundled with a black Wii Remote Plus and Nunchuk along with New Super Mario Bros Wii and a limited edition soundtrack for Super Mario Galaxy 125 It was released in Europe on November 4 2011 in a white finish bundled with a white Wii Remote Plus and Nunchuk along with Wii Party and Wii Sports 127 A special bundle featuring a blue version of the revised Wii model and Wii Remote Plus and Nunchuk with the inclusion of Mario amp Sonic at the London 2012 Olympic Games was released in Europe on November 18 2011 in collaboration with Sega 128 Nintendo later revised the North American bundle by replacing the prior pack in game and soundtrack with the original Wii Sports duology the new bundle was released on October 28 2012 129 Wii Mini nbsp A Wii Mini with Wii RemoteThe Wii Mini model RVL 201 124 is a smaller redesigned Wii with a top loading disc drive In addition to the lack of GameCube support the Wii Mini removes Wi Fi support and online connectivity along with the removal of the SD card slot It also removed support for 480p and component video output 15 According to Nintendo of Canada s Matt Ryan they stripped these features to bring down the price of the console further as to make it an option for those consumers that had not yet gotten a Wii or for those who wanted a second Wii in a different location Ryan stated that while removing the online functionality would prevent some games from being played most Wii games could still be played without it 130 The Wii Mini is styled in matte black with a red border and includes a red Wii Remote Plus and Nunchuk According to Ryan the red coloring was indicative of the planned exclusive release in Canada 130 A composite A V cable wired Sensor Bar and power adapter are also included 131 The Wii Mini was first released on December 7 2012 exclusively in Canada with a MSRP of CA 99 99 5 It was later released in Europe on March 22 2013 4 and in the United States on November 17 2013 6 The Canadian and European releases did not include a game 131 132 while Mario Kart Wii had been included in all launch bundles in the United States 6 Nintendo added several best selling and critically acclaimed Wii games to its Nintendo Selects label and marketed those alongside the Wii Mini s release 5 SoftwareSee also Wii system software The console has many internal features made available from its hardware and firmware components The hardware allows for extendability via expansion ports while the firmware and some software could receive periodic updates via the WiiConnect24 service Wii Menu Main article Wii Menu nbsp Wii MenuThe development of the Wii Menu the main user interface for the Wii was led by Takashi Aoyama of Nintendo s Integrated Research amp Development Division The project named the Console Feature Realization Project was to figure out what the Wii interface could show running in a low power mode on an around the clock schedule that would be of interest for people to look at if they were not playing games 133 The idea of having continually updated weather and news reports made logical sense from testing and this led to the idea of presenting these similar to a row of televisions each set to a different television channel as if in an electronics shop creating the channels concept A user can navigate to any channel window to bring that to the forefront whether to launch the game or application or to get more information that was being displayed 133 For example the Forecast Channel would display a brief summary of the local area s temperature and short term weather forecast while clicking on the channel brought up an interactive globe that the user could manipulate with the Wii Remote to explore real time weather conditions across the Earth 134 The Wii launched with six channels the Disc Channel which was used to launch Wii and GameCube titles from an optical disc the Mii Channel to create Mii avatars the Photo Channel which could be used to view and edit photos stored on an SD card the Wii Shop Channel to purchase new games and applications the Forecast Channel and the News Channel 87 In addition to default channels that came with the Wii new channels could be added through system updates downloaded applications from the Wii Shop Channel or added by games themselves 133 Shortly after launch other free channels created by Nintendo were made available to users including the Internet Channel a modified version of the Opera web browser for the Wii which supports USB keyboard input and Adobe Flash Player 87 135 136 137 The Wii Menu channels feature music composed by video game composer Kazumi Totaka 138 139 140 Mii Main article Mii nbsp Default Miis nbsp The Mii Channel the first application used to create and view Mii characters on the WiiThe Wii introduced the use of player customized avatars called Miis which have been continued to be used by Nintendo in the Wii U the Nintendo 3DS family and to a lesser extent the Nintendo Switch Each player on a Wii console was encouraged to create their own Mii via the Mii Channel to be used in games like Wii Sports and some of the system software like the Mii Channel For example players would select their Mii in Wii Sports creating their in game avatar for the game Miis could be shared with other players through the Mii Channel 87 141 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 game utilizing Nintendo DS Wii connectivity is Pokemon Battle Revolution Players with either the Pokemon Diamond or Pearl Nintendo DS games are able to play battles using the Nintendo DS as a controller 142 Final Fantasy Crystal Chronicles Echoes of Time released on both Nintendo DS and Wii features connectivity in which both games can advance simultaneously Nintendo later released the Nintendo Channel which allows Wii owners to download game demos of popular games such as Mario Kart DS or additional data to their Nintendo DS in a process similar to that of a DS Download Station 133 143 The console is also able to expand Nintendo DS games 142 Online connectivity Main articles Nintendo Wi Fi Connection WiiConnect24 Internet Channel List of Wii Wi Fi Connection games and Wii Menu Downloadable channels The Wii console connects to the Internet through its built in 802 11b g Wi Fi or through a USB to Ethernet adapter either method allows players to access the Nintendo Wi Fi Connection service 75 The service has several features for the console including Virtual Console WiiConnect24 the Internet Channel the Forecast Channel the Everybody Votes Channel the News Channel and the Check Mii Out Channel The Wii can also communicate and connect with other Wii systems through a self generated wireless LAN enabling local wireless multi playing on different television sets Battalion Wars 2 first demonstrated this feature for non split screen multi playing between two or more televisions 144 Third party applications Third party media apps were added to the Wii s online channels typically offered as free downloads but requiring subscriber logins for paid services Among some of these included the BBC iPlayer in November 2009 145 146 Netflix in November 2010 147 Hulu in February 2012 148 YouTube in December 2012 149 Amazon Prime Video in January 2013 150 and Crunchyroll in October 2015 151 In June 2017 YouTube ended support for its Wii channel 152 In January 2019 Nintendo ended support for all streaming services on the Wii 67 Parental controls The console features parental controls which can be used to prohibit younger users from playing games with content 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 password Parental controls may also restrict Internet access which blocks the Internet Channel and system update features Since the console is restricted to GameCube functionality when playing GameCube Game Discs GameCube software is unaffected by Wii parental control settings 153 The Wii also includes a system that records the playtime based on any game or app on the system While Nintendo decided against a profile system that would require each user to identify themselves they kept the cumulative playtime tracking system which cannot be erased or altered to give parents the means to review their children s use of the Wii 133 GamesSee also List of Wii games List of WiiWare games List of Virtual Console games for Wii and List of cancelled Wii games nbsp Wii optical disc in caseRetail copies of games are supplied on proprietary DVD type Wii optical discs which are packaged in keep cases with instructions In Europe the boxes have a triangle at the bottom corner of the paper sleeve insert side The triangle is color coded to identify the region for which the title is intended and which manual languages are included The console supports regional lockout software available in a region can be only played on that region s hardware 154 Twenty one games were announced for launch day in North and South America with another twelve announced for release later in 2006 155 Among the system s launch titles in all regions included Wii Sports which was bundled in all Wii packages except in Japan and South Korea 156 The Legend of Zelda Twilight Princess 157 Sega s Super Monkey Ball Banana Blitz and Ubisoft s Red Steel 155 Metroid Prime 3 Corruption had been slated as a Wii launch title 158 but was pushed into 2007 a few months before the Wii s launch 159 Nintendo had also planned to release Super Smash Bros Brawl as a launch title but its director Masahiro Sakurai stated there were difficulties in adapting the format to the Wii s motion controls to require more time for the game s development 160 New Wii games included those from Nintendo s flagship franchises such as The Legend of Zelda Super Mario Pokemon and Metroid Nintendo has received third party support from companies such as Ubisoft Sega Square Enix Activision Blizzard Electronic Arts and Capcom with more games being developed for Wii than for the PlayStation 3 or Xbox 360 161 Nintendo also launched the New Play Control line a selection of enhanced ports of first party GameCube games that have been updated to capitalize on the Wii s motion controls 162 Backward compatibility nbsp The first model of the Wii has GameCube Memory Card and controller slots to provide backward compatibility The original launch Wii consoles are backward compatible with all GameCube software memory cards and controllers although Korean Wii consoles are not backwards compatible at all 163 Software compatibility is achieved by the slot loading drive s ability to accept GameCube discs A Wii console running a GameCube disc is restricted to GameCube functionality and a GameCube controller is required to play GameCube titles A GameCube memory card is also necessary to save game progress and content since the Wii internal flash memory will not save GameCube games 164 Also backward compatibility is limited in some areas For example online and LAN enabled features for GameCube titles are unavailable on the Wii since the console lacks serial ports for the GameCube Broadband Adapter and Modem Adapter 165 The revised Wii model and the Wii Mini lack the GameCube backward compatibility features 125 15 Virtual Console Main article Virtual Console The Virtual Console service allowed Wii owners to play games originally released for Nintendo s older consoles including the Nintendo Entertainment System Super Nintendo Entertainment System and the Nintendo 64 166 Later updates included games from third party consoles and computers including the Sega Genesis Mega Drive and Sega Mark III Master System NEC TurboGrafx 16 PC Engine SNK Neo Geo the Commodore 64 computer the MSX computer only in Japan and various arcade games through Virtual Console Arcade 166 167 168 169 Virtual Console games were distributed over broadband Internet via the Wii Shop Channel and were 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 or from an SD card via the SD Card Menu 170 171 WiiWare Main article WiiWare WiiWare was Nintendo s foray into digital distribution on the Wii comparable to the existing Xbox Live Arcade and PlayStation Network The service allowed players to purchase games digitally through the Wii Shop downloading the games to their local memory cards to be run from them Besides facilitating this form of distribution WiiWare was also envisioned to help support smaller and independent game developers offering these teams a less expensive route to produce Wii games without having to go through retail production and distribution channels 172 173 The WiiWare channel launched on March 25 2008 and remained active including through the Wii U s lifetime until the Wii Shop Channel was discontinued in 2019 20 174 ReceptionCritical reviews The system was well received after its exhibition at E3 2006 winning the Game Critics Awards for Best of Show and Best Hardware 175 Later in December Popular Science named the console a Grand Award Winner in home entertainment 176 The game proceeded to win multiple awards the console was awarded Spike TV s Video Games Award 177 a Golden Joystick from the Golden Joystick Awards 178 and an Emmy Award for game controller innovation from the National Academy of Television Arts and Sciences 179 IGN and The Guardian named the Wii the 10th greatest video game console of all time out of 25 180 181 and GameSpot chose the console as having the best hardware in its Best and Worst 2006 awards 182 The Wii was praised for its simple yet responsive controls as well as its simplicity that appeals to broader audiences Although Dan Grabham of Tech Radar enjoyed its simple mechanics stating how even grandparents can pick things up pretty quickly he also enjoyed the depth of content carried over from the GameCube 183 CNET likened the no brainer setup and the easy to navigate home screen 184 Will Wright the creator of The Sims called the Wii the only next gen system I ve seen and rather considered the PS3 and the Xbox 360 as simply successors with incremental improvement He believed that the Wii did not only improve on graphics but also complimented how it hits a completely different demographic 185 Reviewers were fond of the compact design 184 with Ars Technica comparing it to an Apple product 186 By 2008 two years after the Wii s release 187 Nintendo acknowledged several limitations and challenges with the system such as the perception that the system catered primarily to a casual audience 188 and was unpopular among hardcore gamers 189 Miyamoto admitted that the lack of support for high definition video output on the Wii and its limited network infrastructure also contributed to the system being regarded separately from its competitors systems the Xbox 360 and PlayStation 3 190 Miyamoto originally defended Nintendo s decision to not include HD graphics in the Wii stating that the number of HDTV s in people s homes at the time was really not that high yet Of course I think five years down the road it would be pretty much a given that Nintendo would create an HD system but right now the predominant television set in the world is a non HD set 191 In 2013 Miyamoto said in an interview with Japanese video game website 4Gamer that Even for the Wii no matter how much it made the system cost it would have been great if it were HD in the first place 192 At the same time criticism of the Wii Remote and Wii hardware specifications had surfaced Former GameSpot editor and Giantbomb com founder Jeff Gerstmann stated that the controller s speaker produces low quality sound 193 while Factor 5 co founder Julian Eggebrecht stated that the console has inferior audio capabilities and graphics 194 UK based developer Free Radical Design stated that the Wii hardware lacks the power necessary to run the software it scheduled for release on other seventh generation consoles 195 Online connectivity of the Wii was also criticized Matt Casamassina of IGN compared it to the entirely unintuitive service provided for the Nintendo DS 196 Although the Wii Mini was met with praise for being cheap considering it was bundled with a Wii Remote Nunchuk and a copy of Mario Kart Wii 197 198 it was considered inferior compared to the original console Critics were disappointed in the lack of online play and backwards compatibility with GameCube games 197 199 200 and also believed the hardware was still rather quite large being about half the size of the Wii 197 Eurogamer s Richard Leadbetter thought the Wii Mini was not any more living room friendly as he believed the bright red plastics make it stand out much more than the more neutral blacks and whites of existing model s casing He stated that the overall design was rough in texture and seemed to have been built with emphasis on durability 198 Nintendo Life reviewer Damien McFerran said that the lightweight design of the Wii Mini makes it feel a little cheaper and less dependable with empty space inside the shell 199 CNET criticized the pop open lid for inserting disks to be cheap feeling 197 Third party development The Wii s success caught third party developers by surprise due to constraints of the hardware s distinct limitations this led to apologies for the quality of their early games In an interview with Der Spiegel Ubisoft s Yves Guillemot and Alain Corre admitted that they made a mistake in rushing out their launch titles promising to take future projects more seriously 201 An executive for Frontline Studios stated that major publishers were wary of releasing exclusive titles for the Wii due to the perception that third party companies were not strongly supported by consumers 202 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 content was worse than its predecessors resulting in bargain bin trash 203 Additionally the lack of third party support also came from the fact that first party games released by Nintendo were too successful and developers were having issues with competing Game developers such as Rod Cousens CEO of Codemasters were having issues with the slow sales on the Wii The Nikkei Business Daily a Japanese newspaper claimed that companies were too nervous to start or continue making games for the console some of which considering the Wii to be a fad that will eventually die down in popularity 204 Nintendo considered why this was the case was due to the fact that they know the Wii s special characteristics better than anyone and began developing the games for the console long before its release giving them a head start 205 Due to struggling sales during 2010 developers began creating alternative options Capcom took note of the difficulty of making money on the Wii and shifted their content to making less games but with higher quality 206 According to Sony many third party developers originally making games for the Wii started focusing attention more of the PlayStation 3 and Xbox 360 207 Sales See also List of best selling Wii video games Graphs are unavailable due to technical issues There is more info on Phabricator and on MediaWiki org Global Wii sales cumulative See or edit source data Initial consumer reaction to the Wii appears to have been positive with commentators judging the launch to have been successful 208 The launch of the Wii in November 2006 was considered the largest console launch by Nintendo in the Americas 209 210 Japan 211 Europe and Australia 212 213 The console outsold combined sales of the PlayStation 3 and Xbox 360 in several regions in its launch period 214 215 216 The Wii remained in short supply through the first year The company had already shipped nearly 3 2 million units worldwide by the end of 2006 217 and worked to raise production amounts to 17 5 million through 2007 but warned consumers that there would be shortages of the Wii through that year 218 219 220 Wii sales surpassed Xbox 360 sales by September 2007 221 To meet further demand Nintendo increased production rates of the Wii from 1 6 million to around 2 4 million units per month in 2008 planning to meet the continued demand for the console 222 223 At the March 2009 Game Developers Conference Iwata reported that the Wii had reached 50 million sales 224 Nintendo announced its first price reductions for the console in September 2009 dropping the MSRP from 249 99 to 199 99 The price cut had come days after both Sony and Microsoft announced similar price cuts on the PlayStation 3 and Xbox 360 consoles Nintendo stated that the price reduction was in anticipation of drawing in more consumers who still cautious about buying a video game console 126 The Wii became the best selling home video game console produced by Nintendo during 2009 with sales exceeding 67 million units 225 226 In 2010 sales of the Wii began to decline falling by 21 percent from the previous year 227 The drop in sales was considered to be due to a combination of the introduction of the PlayStation Move and Kinect motion control systems on the PlayStation 3 and Xbox 360 systems and the waning fad of the Wii system 228 Wii sales also weakened into 2011 as third party support for the console waned major publishers were passing over the Wii which was underpowered and used non standard development tools and instead focused on games for the PlayStation 3 Xbox 360 and personal computers Publishers were also drawn away from the Wii with the promise of the more powerful Wii U in the near future 229 230 Wii sales continued to decline into 2012 falling by half from the previous year 231 After its release in Canada on December 7 2012 the Wii Mini had sold 35 700 units by January 31 2013 5 232 The Wii surpassed 100 million units sold worldwide during the second quarter of 2013 233 The Wii had total lifetime sales of 101 63 million consoles worldwide as of March 31 2016 the last reported data for the console by Nintendo k At least 48 million consoles were sold in North America 12 million in Japan and 40 million in all other regions 234 As of 2020 update the Wii is the fifth best selling home console of all time surpassed by the original PlayStation 102 4 million units the PlayStation 4 117 2 million units the Nintendo Switch 125 62 million units and the PlayStation 2 159 million units 235 As of 2023 update the Wii is Nintendo s second best selling home console having been outsold by the Nintendo Switch at 125 62 million units h 235 236 As of September 30 2021 update nine Wii games had sold over ten million units globally which included Wii Sports 82 90 million including pack in copies Mario Kart Wii 37 38 million Wii Sports Resort 33 14 million New Super Mario Bros Wii 30 32 million Wii Play 28 02 million Wii Fit 22 67 million Wii Fit Plus 21 13 million Super Smash Bros Brawl 13 32 million and Super Mario Galaxy 12 80 million 237 A total of 921 85 million titles had been sold for the Wii by June 30 2022 238 The popularity of Wii Sports was considered part of the console s success making it a killer app for the Wii as it drew those that typically did not play video games to the system 239 Legal issues See also Legal issues of the Wii Remote There were a number of legal challenges stemming from the Wii and Wii Remote Several of these were patent related challenges from companies claiming the Wii Remote infringed on their patents Most of these were either dismissed or settled out of court One challenge was from iLife Technologies Inc who sued Nintendo over their Wii Remote s motion detection technology for patent infringement in 2013 iLife initially won a US 10 1 million judgement against Nintendo in 2017 The case was overturned in 2020 with the appellate court ruling that iLife s patents were too broad to cover the specific motion detection technologies developed by Nintendo 240 There were lawsuits against Nintendo claiming physical damage done by ineffective wrist straps on the Wii Remote when they slipped out of players hands and broke television screens or windows 93 The first class action suit filed in December 2006 led Nintendo to issue a product recall for the existing wrist straps and send out new versions that had an improved securing mechanism for the wrist 241 A second class action lawsuit was filed by a mother in Colorado in December 2008 claiming the updated wrist straps were still ineffective 242 This suit was dismissed by September 2010 finding for Nintendo that the wrist straps were not knowingly faulty under Colorado consumer protection laws 243 LegacyImpact on Nintendo The Wii has been recognized as Nintendo s blue ocean strategy to differentiate itself from its competitors Sony and Microsoft for the next several years 244 The Wii has since become seen as a prime example of an effective blue ocean approach While Sony and Microsoft continued to innovate their consoles on hardware improvements to provide more computational and graphics power Nintendo put more effort towards developing hardware that facilitated new ways to play games This was considered a key part to the success of the console measured by sales over its competitors during that console generation 245 246 However Nintendo did not maintain this same blue ocean approach when it took towards designing the Wii U by which point both Sony and Microsoft had caught up with similar features from the Wii These factors partially contributed towards weak sales of the Wii U 246 Part of the Wii s success was attributed to its lower cost compared to the other consoles While Microsoft and Sony have experienced losses producing their consoles in the hopes of making a long term profit on software sales Nintendo reportedly had optimized production costs to obtain a significant profit margin with each Wii unit sold 247 Soichiro Fukuda a games analyst at Nikko Citigroup estimated that in 2007 Nintendo s optimized production gave them a profit from each unit sold ranging from 13 in Japan to 49 in the United States and 74 in Europe 248 249 The console s final price at launch of 249 99 made it comparatively cheaper than the Xbox 360 which had been available in two models priced at 299 and 399 and the then upcoming PlayStation 3 also to be available in two models priced at 499 and 599 Further Nintendo s first party games for the Wii were set at an retail price of 50 about 10 less expensive than average games for Nintendo s competitors 47 Iwata stated they were able to keep the game price lower since the Wii was not as focused on high resolution graphics in comparison to the other consoles thus keeping development costs lower averaging about 5 million per game compared to 20 million required for developing on the Xbox 360 or PlayStation 3 250 72 Health effects The Wii was marketed to promote a healthy lifestyle via physical activity It has been used in physical rehabilitation and its health effects have been studied for several conditions 251 252 The most studied uses of Wii for rehabilitation therapy are for stroke cerebral palsy Parkinson s disease 251 253 254 and for balance training 252 255 256 257 The potential for adverse effects from video game rehabilitation therapy for example from falls has not been well studied as of 2016 251 A study published in the British Medical Journal stated that Wii players use more energy than they do playing sedentary computer games but Wii playing was not an adequate replacement for regular exercise 258 259 Some Wii players have experienced musculoskeletal injuries known as Wiiitis Wii knee Wii elbow similar to tennis elbow or nintendinitis from repetitive play a small number of serious injuries have occurred but injuries are infrequent and most are mild 260 261 In May 2010 Nintendo gave the American Heart Association AHA a 1 5 million gift 262 the AHA endorsed the Wii with its Healthy Check icon covering the console and two of its more active games Wii Fit Plus and Wii Sports Resort 263 264 Homebrew hacking and emulation source source source source source Demonstration of the Wii Remote used as the sensor for a light pen type computer input deviceThe Wii has become a popular target for homebrewing new functionality and video games since its discontinuation For example homebrew projects have been able to add DVD playback to unmodified Wii consoles 265 The Wii also can be hacked to enable an owner to use the console for activities unintended by the manufacturer 266 Several brands of modchips are available for the Wii 267 The Wii Remote also became a popular unit to hack for other applications As it connected through standard Bluetooth interfaces programmers were able to reverse engineer the communications protocol and develop application programming interfaces for the Wii Remote for other operating systems and subsequently games and applications that used the Wii Remote on alternate platforms Further hacks at the hardware level typically taking apart the Wii Remote and Sensor Bar and reconfiguring its components in other configurations led to other applications such as remote hand and finger tracking digital whiteboards and head tracking for virtual reality headsets 268 269 The Wii has been a popular system for emulation while the act of creating such emulators in a cleanroom type approach have been determined to be legal the actions of bringing the Wii system software and games to other systems has been of questionable legality and Nintendo has actively pursued legal action against those that distribute copies of their software The open source Dolphin project has been able to successfully emulate the Wii and GameCube through several years of cleanroom efforts 270 Music Joe Skrebels of IGN has argued that the Wii s greatest and longest lasting legacy is that of the music composed by Totaka for the console writing Motion controls Miis and balance boards have all been removed or diminished as Nintendo moved on but take a quick look across YouTube TikTok or Twitter and I guarantee it won t take all that long to hear a Wii track Covers and memes featuring music from the Wii are everywhere Music written for the Wii has taken on a new life as a cultural touchstone and inspired people far beyond the confines of the little white wedge it was composed for 138 The Washington Post s Michael Andor Brodeur described the Mii Channel music as a cultural touchstone 139 while Martin Robinson of Eurogamer called the theme of the Wii Shop Channel a song so infectious it went on to become a meme 140 both the Mii Channel theme and Wii Shop Channel theme have inspired jazz covers 139 140 Notes a b c d Only compatible with the original Wii model 14 15 Compatible with all Wii models except the Wii Mini 15 The Nintendo Wi Fi Connection service was closed on May 20 2014 18 The WiiConnect24 service was closed on June 27 2013 19 The Wii Shop Channel service was closed on January 30 2019 20 Except in Japan and South Korea Unlike most of Nintendo s other consoles the Wii is not named as the Nintendo Wii but simply Wii this is also true of the Wii U 21 a b Although the Nintendo Switch is a hybrid game console Nintendo refers to it as a home video game system that can also be used as a handheld 22 making the Wii Nintendo s second best selling home console The original end of support date was March 31 2020 but due to the repair request demand exceeding what Nintendo had forecast the company was forced to stop accepting repairs more than one month earlier 71 Wii Remote is the official name of the device though the nickname Wiimote has been used by the general population 88 Nintendo did not report any further sales of the Wii Mini which it continued to sell through 2017 67 in its future earnings reports See 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2017 Retrieved December 28 2017 Howard Samuel September 24 2010 Nintendo Sends Wii Safety Strap Case Packing Law360 Archived from the original on December 28 2017 Retrieved December 28 2017 Fils Aime Reggie May 9 2007 Perspective Nintendo on the latest technical divide Nintendo CNET Archived from the original on August 6 2009 Retrieved October 29 2007 O Gorman Patricio 2008 Wii Creating a blue ocean the Nintendo way Palermo Business Review 2 97 108 a b Hollensen Svend 2013 The Blue Ocean that disappeared the case of Nintendo Wii Journal of Business Strategy 34 5 25 35 doi 10 1108 JBS 02 2013 0012 Roger Ehrenberg May 3 2007 Game Console Wars II Nintendo Shaves Off Profits Leaving Competition Scruffy seekingalpha com Archived from the original on October 11 2007 Retrieved June 10 2007 Hatfield Daemon September 18 2007 Analyst Nintendo Pocketing 50 on Each Wii IGN Archived from the original on October 3 2021 Retrieved February 28 2021 Sanchanta Mariko September 16 2007 Nintendo Wii success helps component makers score Financial Times Archived from the original on February 25 2021 Retrieved November 28 2020 Morris Chris March 29 2006 Nintendo president vows cheap games CNNMoney Archived from the original on June 28 2020 Retrieved August 3 2020 a b c Bonnechere B Jansen B Omelina L Van Sint Jan S December 2016 The use of commercial video games in rehabilitation a systematic review Int J Rehabil Res 39 4 277 290 doi 10 1097 MRR 0000000000000190 PMID 27508968 S2CID 24854269 Most studies used the Nintendo Wii 79 Furthermore the Wii marketing approach was oriented toward promoting physical activity and fitness Although the use of VGs in PR is a relatively new trend this review highlights that it has already been tested for various health conditions Most of the published studies focus on neurological rehabilitation stroke cerebral palsy and Parkinson s disease rehabilitation that includes VGs is at least as efficient as conventional therapy VGs have numerous advantages such as preventing monotony and boredom increasing motivation providing direct feedback and allowing double task training However data on potential adverse effects e g falls counterproductive effects that could occur during VG training with patients are lacking a b Tripette J Murakami H Ryan KR Ohta Y Miyachi M 2017 The contribution of Nintendo Wii Fit series in the field of health a systematic review and meta analysis PeerJ 5 e3600 doi 10 7717 peerj 3600 PMC 5590553 PMID 28890847 Wii Fit interventions were shown to be effective for the improvement of health status in various types of patients chronic obstructive pulmonary disease hemodialysis renal complications diabetes cancer etc Our review identified that the most notable focus of Wii Fit interventions were balance training The Wii Fit has indeed been successfully used to prevent falls or to induce functional improvements in a wide range of healthy or pathologic populations e g seniors subjects with neurodegenerative diseases orthopedic patients children with developmental delay multiple sclerosis patients etc Marotta N Demeco A Indino A de Scorpio G Moggio L Ammendolia A June 2020 Nintendo WiiTMversus Xbox KinectTM for functional locomotion in people with Parkinson s disease a systematic review and network meta analysis Disabil Rehabil 44 3 331 336 doi 10 1080 09638288 2020 1768301 PMID 32478581 S2CID 219172800 These network meta analytic findings show that Kinect and Wii show immediate positive effects on functional locomotion in people with PD Compared with Kinect RCTs Wii may be considered the best therapy for providing functional recovery in PD Aramaki AL Sampaio RF Reis AC Cavalcanti A Dutra FC May 2019 Virtual reality in the rehabilitation of patients with stroke an integrative review Arq Neuropsiquiatr 77 4 268 278 doi 10 1590 0004 282X20190025 hdl 1843 42595 PMID 31090808 The studies indicated improvement in dynamic balance upper limb motor function and quality of life after rehabilitation using VR Santos P Scaldaferri G Santos L Ribeiro N Neto M Melo A 2019 Effects of the Nintendo Wii training on balance rehabilitation and quality of life of patients with Parkinson s disease A systematic review and meta analysis NeuroRehabilitation 44 4 569 577 doi 10 3233 NRE 192700 PMID 31256088 S2CID 195760910 combined NW Nintendo Wii and traditional physiotherapy was more effective than traditional physiotherapy in the rehabilitation on balance and quality of life in patients with PD Although the results have shown positive effects the values demonstrated a poor methodological quality and a low level of completeness of intervention descriptions which compromises reproducibility and the possibility of practitioners to replicate in clinical practice Thus more studies are needed comparing NW in an isolated way with traditional physiotherapy with a better comprehension of the descriptions of the interventions Thomas E Battaglia G Patti A Brusa J Leonardi V Palma A Bellafiore M July 2019 Physical activity programs for balance and fall prevention in elderly A systematic review Medicine Baltimore 98 27 e16218 doi 10 1097 MD 0000000000016218 PMC 6635278 PMID 31277132 Resistance and aerobic exercise balance training T bow c and wobble board training aerobic step and stability ball and adapted physical activity and Wii Fit training all seem to be effective exercise programs able to increase the ability to balance in the elderly Choi SD Guo L Kang D Xiong S November 2017 Exergame technology and interactive interventions for elderly fall prevention A systematic literature review Appl Ergon 65 570 581 doi 10 1016 j apergo 2016 10 013 PMID 27825723 accumulated evidences suggested that interactive exergaming is an effective and promising intervention for an older population on balance training and fall prevention The interactive exergaming is enjoyable and auspicious to bring some benefits related to physical e g postural balance human mobility and gait and muscle strength and cognitive functioning e g self confidence reaction time and enjoyment to not only healthy older adults but also the elderly with impaired balance different disabilities or diseases it remains inconclusive whether the exergame based intervention is superior to conventional physical therapy or exercise intervention on elderly fall prevention due to different study designs tested samples intervention protocols and outcome measures Graves L Stratton G Ridgers ND Cable NT December 2007 Comparison of energy expenditure in adolescents when playing new generation and sedentary computer games cross sectional study BMJ 335 7633 1282 4 doi 10 1136 bmj 39415 632951 80 PMC 2151174 PMID 18156227 Wii players need to exercise too BBC News Online December 21 2007 Archived from the original on April 4 2019 Retrieved September 25 2008 Jalink MB Heineman E Pierie JP ten Cate Hoedemaker HO December 2014 Nintendo related injuries and other problems review BMJ 349 g7267 doi 10 1136 bmj g7267 PMC 4267699 PMID 25515525 If it s not tennis elbow it may be Wiiitis Reuters June 6 2007 Archived from the original on March 7 2008 Retrieved March 27 2008 Childs Dan Zak Lana May 16 2020 Is Wii worthy of American Heart Association accolade ABC News Archived from the original on January 26 2021 Retrieved January 21 2021 For years the American Heart Association Healthy Check logo has appeared on packaging in the grocery store and soon the AHA s name will appear on the Nintendo Wii video game system ABC News asked if as part of the agreement Nintendo had paid money to the AHA Yancy said Nintendo did provide a 1 5 million gift over three years in an exclusive relationship Schectman Joel May 17 2010 Heart group backs Wii video game console in obesity campaign The Daily News Batavia New York Associated Press Archived from the original on July 20 2012 Retrieved December 28 2011 Working together Activeplaynow com American Heart Association and Nintendo January 20 2010 Archived from the original on November 16 2010 Retrieved November 11 2010 libdi and the DVDX installer HackMii August 12 2008 Archived from the original on October 6 2008 Retrieved October 5 2008 Keller Mike January 14 2009 Hack How to play DVD movies on your Nintendo Wii PC World Archived from the original on July 31 2020 Retrieved April 20 2020 Topolsky Joshua December 10 2008 New Wii drives breaking modchips hearts legs Engadget Archived from the original on December 7 2012 Retrieved September 13 2012 Lee Johnny Chung July 15 2008 Hacking the Nintendo Wii Remote Pervasive Computing 7 3 39 45 doi 10 1109 MPRV 2008 53 S2CID 11121544 Brophy Warren Jamin April 28 2007 Magic Wand How Hackers Make Use Of Their Wii motes The Wall Street Journal Archived from the original on December 13 2018 Retrieved December 4 2020 Frank Allegra September 6 2016 Dolphin emulator can now boot up entire GameCube library Polygon Archived from the original on November 8 2020 Retrieved November 12 2020 Works cited Inoue Osamu 2009 Nintendo Magic Winning the Video Game Wars Translated by Paul Tuttle Starr Tokyo Japan Vertical published April 27 2010 ISBN 978 1 934287 22 4 Jones Steven E Thiruvathukal George K 2012 Codename Revolution The Nintendo Wii Platform Cambridge Massachusetts MIT Press ISBN 978 0 262 01680 3 External links nbsp Media related to Wii at Wikimedia Commons Global and general Wii site Official European website Official Japanese website Portals nbsp 2000s nbsp Electronics nbsp Video games Retrieved from https en wikipedia org w index php title Wii amp oldid 1193624261, wikipedia, wiki, book, books, library,

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