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21-09-2006, 8:01 AM
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#1 (permalink)
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Join Date: Mar 2006
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Thanks: Gave 37, Got 23 | Excellent Wii FAQ - answers lots of Q's
IGN have an excellent Wii FAQ. THey discuss varous aspects of the console but also discuss things like cables (component available separately - only composite being bundled) and the internet connectivity (no LAN out of the box - only wireless - a separate LAN adaptor purchasable). Here
Certainly was of use to me
__________________ My stuff:Downstairs: Toshiba 42 WLT58; SkyHD - hdmi; Samsung DVDHD860 - hdmi; Xbox360 - VGA; PS2 - component; Wii - component; Philips DVDR75 ; US PS3 (20GB upgraded to 120GB) - hdmi; STR-DA5200ES and Kef 1005.2 5.1 .
Upstairs:Toshiba 32 WLT68; US PS3 60GB - hdmi; Samsung DVDHD860 - hdmi |
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21-09-2006, 8:17 AM
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#2 (permalink)
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Join Date: Dec 2005
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Thanks: Gave 197, Got 116 | Re: Excellent Wii FAQ - answers lots of Q's
Any chance of a post for those of us who are stuck behind firewalls or is it spread over multiple pages?
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21-09-2006, 8:26 AM
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#3 (permalink)
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Join Date: Aug 2006 Location: Cardiff
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Thanks: Gave 19, Got 12 | Re: Excellent Wii FAQ - answers lots of Q's
Yeah, could somebody post it here please?!
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21-09-2006, 8:36 AM
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#4 (permalink)
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Join Date: Mar 2006
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Thanks: Gave 37, Got 23 | Re: Excellent Wii FAQ - answers lots of Q's
The whole article is 8 pages but here it is... I had to lose a lot of the formatting and there are masses of pics and links within the article which are also not posted below.
Hope this is ok with forum rules. Quote:
Welcome to IGN's Nintendo Wii FAQ. This regularly updated feature article is designed to supply readers with the most accurate and recent information about Nintendo's forthcoming new generation console. In the pages to follow, viewers will not only find a simplified technical breakdown of the hardware itself, but an overview of what's included in the box, when the system ships worldwide, a list of Nintendo partners and games, and much more - and all of this will be displayed before we provide answers for the most commonly asked Wii questions.
If you have a question that our FAQ does not cover, please send us an e-mail and we'll address the subject in our next update to the article.
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Introducing Nintendo Wii...
Nintendo's new generation console, which was formerly codenamed Revolution, is now simply named Wii. For the record, it's pronounced like "we," despite the different and deliberately odd spelling. Nintendo announced the official name of Wii on April 27, 2006. The announcement can be read by clicking right here. The official Wii announcement trailer can be downloaded right here.
The Wii brand is designed to accentuate the console's unique controller (as represented by the 'ii' in the title) and its ability to bring gamers of all types together, hence the name "we."
The Wii system is the fruit of a new Nintendo philosophy that is determined to emphasize original and fresh gameplay endeavors over dramatically enhanced graphic presentations. Whereas both Xbox 360 and PlayStation 3 are designed from the ground up to deliver more detailed, high-definition graphics, Wii's biggest innovation lies with a potentially revolutionary new controller and not raw horsepower. It is this controller, dubbed the Wii remote (or Wii-mote for short), which truly distinguishes the Big N's new platform from its competitors.
Technical Breakdown
The Wii system has been designed to be "small, quiet and affordable," according to Nintendo. The machine, available at launch in glossy white, is just 8.5 inches long, 6 inches wide and less than two inches thick (the exact dimensions are 157mm x 215.4mm x 44mm.) The Big N is fond of comparing the system to the size of roughly three stacked DVDs. Wii can be placed horizontally or vertically. The console is roughly twice as powerful as a GameCube, putting it in horsepower territory beyond Xbox, but well shy of Xbox 360. Tech specs do not tell the whole story, which is probably why Nintendo itself has chosen not to provide intricate breakdowns for Wii's CPU and GPU. Bearing that in mind, here's everything we know about the console's internal makeup:
729 MHz IBM PowerPC "Broadway" CPU 243 MHz ATI "Hollywood" GPU
24MBs "main" 1T-SRAM 64MBs other 1T-SRAM
512MBs internal flash memory 3MBs texture memory on GPU
Built-in 802.11b/g Wi-Fi capability One SD memory card bay
AV multi-port: S-video, composite, component Analog (left/right) audio / DPLII
Four GameCube controller ports Two GameCube Memory Pak slots
Two USB 2.0 ports Compatible with up to four wireless Wii-motes
Self-loading media drive Accepts 12cm Wii and 8cm GCN discs; no DVD movies
The specs are good and fine, but they do little to paint Nintendo's full plan for Wii. The Big N hopes its new platform will captivate the elusive non-gamer market. To do this, Wii will come packed with a number of extra features - some of which branch out of games-only territory.
Back of the Wii console: Two USB 2.0 ports, a sensor bar slot, multi-AV port and a power plug
The machine utilizes an always-on standard known as WiiConnect24. The service keeps the system in awake mode even as gamers sleep through the night. WiiConnect24 works hand-in-hand with the Wii Channel system to deliver users up-to-date news reports and weather forecasts, as well as new game downloads and other data.
In addition, using Wii's Virtual Console, users can download classic games to their console. Players will have access to more than 20 years of classic games on beloved platforms including NES, SNES, N64, TurboGrafx 16 and Sega Genesis, among others. Virtual Console games will cost between $5 and $10 depending on the title.
Wii will be able to wirelessly connect to Nintendo's popular DS handheld.
Although Nintendo is focused on Wii's Wi-Fi Connection, which delivers wireless access to online games and Web browsing, among other things, users who do not own a wireless router will be able to connect a separately sold USB 2.0 LAN adapter to the machine, at which point they can plug in a network Ethernet cable and gain online access.
The Controller Family
The Wii console is the end user's home base, providing the horsepower to render beautiful games like The Legend of Zelda: Twilight Princess and Metroid Prime 3: Corruption, as well as the means to download Virtual Console classics, browse the Web and photos, and receive news and weather forecast updates. But it's only half of Nintendo's equation for the new generation. The other, arguably more important half is the innovative controller itself.
With Wii, Nintendo is betting everything on the belief that old and new gamers are looking for an entirely fresh way to play. The Wii-mote is designed so that it resembles a regular television remote. Like the console itself, the controller is glossy white and tiny. At first glance, the Wii-mote is an enigma. Its lack of a traditional analog stick begs the obvious question, which is how does it work? The answer is that it uses a built-in accelerometer and other motion detection hardware to judge motion, pitch, tilt and depth inside a 3D space. In games, the Wii-mote effectively becomes an extension of the player's arm. In a game like Metroid Prime, it would become the gun; in a game like Red Steel, the sword; and in Wii Sports Tennis, the racket. Rather than manipulating an analog stick, players would simply point at the screen and shoot in Metroid, gesture a sword swipe in Red Steel and literally swing the controller to and from in Wii Sports Tennis. As readers are undoubtedly aware, the possibilities for this new control mechanism are endless.
The Wii-mote features an on/off power switch, D-Pad, A and B buttons, 1 and 2 buttons, and finally home, plus and minus buttons. Some publishers are in possession of Wii-motes that feature slightly modified button configurations. In these units, the plus and minus buttons have been replaced with back arrow and pause buttons. IGN has provided a 3D render of this possibility below.
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The Wii-mote features both an internal rumble feature and, strangely enough, an internal speaker. The rumble feature includes only one level of sensitivity, but developers can rapidly turn rumble on and off to simulate light or heavy rumbling. Meanwhile, the internal speaker is thus far only used to deliver in-game sound effects - the result, hopes Nintendo, is that gamers will feel more immersed with audio coming out of the remote. The problem with the internal speaker is that its sound output is incredibly low quality. To us, it sounds like a speaker included in a Hallmark card.
Up to four Wii remotes can wirelessly connect via Bluetooth to the console at a time. The wireless signal on the Wii-mote can be detected within 10 meters of the Wii console. Nintendo uses a small sensor bar, which must be placed on or near the front of the television screen, to interact with the Wii-mote and to transfer data to the system itself.
The Nunchuk Controller
The Wii-mote is also unique because it is designed to work with attachments. A proprietary slot located at the bottom of the remote enables users to connect various attachments, the most prominent of which is the officially created nunchuk controller. This device, which is typically held in the left hand, freeing the right one for the Wii-mote, features an analog stick and two buttons: C and Z. They are located on the front side of the unit.
The nunchuk controller perfectly complements the Wii-mote and is best suited for more traditional games whose mechanics require the use of the analog stick to control the main character. Perhaps by accident, Nintendo also created with the nunchuk attachment the perfect control combination for console-based first-person shooters. In Metroid Prime 3: Corruption, gamers manipulate heroine Samus Aran with the nunchuk's analog stick and aim her weapon with the Wii-mote. The configuration is not quite on par with the control accuracy of today's PC-based FPS games, but at a close second it easily outdoes the dual-analog setup commonplace in most console shooters.
The Classic Controller
Although the Wii-mote and nunchuk attachment will be used to play most new Wii games, there will be exceptions to the rule. In fact, the team developing the Wii version of Super Smash Bros. Brawl has indicated that the title will probably not be compatible with the Wii-mote. Instead, the game will be played with a GameCube controller or, more likely still, the Wii's classic controller. This third controller will also be utilized to play the majority of Virtual Console titles, although Nintendo has indicated that the Wii-mote can be turned on its side for NES and SNES titles, too.
The classic controller is one part NES controller and one part GameCube pad, combing the shape of the former and the functionality of the latter. The classic controller features a D-Pad, two analog sticks, X and Y buttons, A and B buttons, two top-located Z buttons, and select (minus), home, and start (plus) buttons. The controller is plugged into the bottom of the Wii-mote and then becomes wirelessly available.
Developers uninterested in exploring the possibilities of the Wii-mote can as an alternative design their games to be compatible with the classic controller and in turn a more traditional gameplay experience. However, it is much more likely that the classic controller will be used for new 3D fighters and a huge library of Virtual Console games.
Welcome to Wii Channels
So what do you see when you turn on your Wii? The answer is Wii Channel, a browsing screen that gives you a full view of games and content accessible from your system.
Wii Channel was created with the idea of "expanding the number of television channels" available to users. In all, your Wii can have a total of 48 channels. By increasing the software stored within the system, you get access to new channels, all selectable from a main selection screen.
An example of a channel is the Disc Channel, which shows what's currently in the Wii disc drive, be it a Wii game or a GameCube title. You'll also find a photo channel, which gives you access to the pictures located on your connected SD Card, and a news channel, which uses the Internet to access the latest news updates. To purchase Virtual Console titles, you access the Wii Shopping Channel.
Nintendo president Satoru Iwata recently spoke candidly about Wii's Channel system. To read his comments, as well as some words from the designers, click right here.
Here's a channel-by-channel look at the Wii Channel service.
Disc Channel
Go here to start up Wii and GameCube games. You simply aim the Wii-mote at the Disc Channel icon and jump directly into the action. When you're done, you pop back out into the main channel interface.
Photo Channel
This channel enables you to take digital pictures stored on an SD memory card and display them on your television screens. Users also can manipulate the photos in a variety of creative ways, such as zooming or creating mosaics, puzzles or slide shows. You can use the Wii-mote to draw, add stamps, and copy and paste. You can also modify photos by brightening them, converting them to monochrome, inverting the color or changing them to stark black and white. Meanwhile, you can even add an MP3 tune to your slide shows. The Photo Channel provides a fun and easy outlet for people to edit their digital pictures. Finally, when you're all done, you can send your pictures to other Wii consoles by attaching a photo to the Wii Message Board.
IGN has posted in-depth video footage of the Photo Channel in motion. To see it for yourself, click right here.
Internet Channel
Go here to access the Opera internet browser. In addition to supporting flash (making this a step up from the DS browser), the browser uses the Wii-mote to zoom in and out. The browser will normally cost money or Wii Points, but Nintendo will - at least in Japan -- make it available as a free download until June of 2007.
Forecast Channel
This free weather service requires an Internet connection. In addition to daily weather based on region, you also have access to a weekly forecast. The service gives you a view of the Earth, which you can rotate to access different regions. The Wii24Connect service automatically updates the weather conditions throughout the day so that the forecast and globe search is always accurate.
News Channel
The latest news is automatically updated and viewable through this free service, which also requires an internet connection. The new channel is said to have "functions indicative of a game machine." Users can also change the font size for easy viewing.
Mii Channel
In this channel, you create your own avatar, which is referred to as a "Mii." Your Mii is used in Wii games (as in Wii Sports) and can be transferred to your Wii-mote and used on other Wii consoles. Nintendo chief software producer Shigeru Miyamoto commented at Nintendo's Japanese Wii press conference that this is a feature he's always wanted to have.
Virtual Console Channels
You'll also find channels for launching Virtual Console games on NES, Super NES, Nintendo 64, as well as TurboGrafx-16 and SEGA Genesis. The interface also seems to allow players to assign shortcuts to Virtual Console titles, although it's unclear how Nintendo will be organizing all the games players will potentially have stored on Wii's 512MBs of internal flash. You'll be able to view available software in various ways, selecting to view all NES games, for instance, or all games in the Mario series.
Message Board
In addition to the individual channels, the Wii Channel interface gives you access to a message board, used for exchanging messages with your family members. Nintendo considers this similar to posting a memo on a refrigerator. In addition to writing text, you can also include images from your SD card in the body of messages. The message board service also gives access to the Internet via WiConnect24, allowing those with whom you've exchanged friend codes to see your memos. You can also send messages and photos to cell phone users and the Message Board will eventually feature updates with game-specific items and other goodies that can be downloaded and integrated into software. You might even see memos created by games like Animal Crossing.
Wii Shop Channel
This is where users go to buy Wii Points or redeem them to download classic videogames to the Virtual Console. You also can use points to download the Opera browser used in the Internet Channel.
Inside the Virtual Console
We've already provided a brief overview of Wii's Virtual Console in our Channels breakdown. However, since classic and new downloadable games are so important to Nintendo's plan for its new generation console, we've delved deeper into the option to further enlighten readers to the possibilities.
Wii's Virtual Console could be called Nintendo's equivalent to Xbox Live Arcade. Like Arcade, the Virtual Console enables players access to a wide library of classic games, all of which can be downloaded for a price. The big advantage the Big N has over any competitor is its back catalogue of hit titles. Sony and Microsoft can and will partner with various third parties to offer classic titles via their Virtual Console equivalent, but neither company will be able to provide customers with Nintendo's 20-year history of critically acclaimed hits.
Nintendo's Immediate Advantage
NES, SNES, and Nintendo 64 games will be available for download exclusively through Wii's Virtual Console service. We're talking about three generations of revered Nintendo systems, each boasting a wide library of recognized and beloved games. Franchises like Super Mario Bros., The Legend of Zelda, Donkey Kong, Metroid, Kid Icarus, Excite Bike, Star Fox, Wave Race, Mario Kart, Pokemon, Fire Emblem, Duck Hunt, Yoshi's Island, Earthbound, Super Smash Bros., and Kirby, will only be available on the Virtual Console service.
Third Party Support
Nintendo has officially announced major partnerships with both SEGA and Hudson, which will supply classic Genesis and TurboGrafx-16 titles to the Virtual Console respectively. Sonic the Hedgehog and Bonk's Adventure have already been revealed, but many more are in the works - some of which we'll list below. Meanwhile, other third party publishers are already lining up to release their respective old-school franchises for Wii's Virtual Console. Nintendo has released an official list of some of the third parties contributing classic games to the cause. Here they are:
So far, the Big N has revealed that its Virtual Console will play games from such systems as NES, SNES, N64, Genesis, and Turbografx-16. In addition, Nintendo recently added another platform to the list: MSX. The MSX home computer was released in Japan in 1983 and is fondly remembered for some of the popular videogame franchises that were born to life on the system. Franchises including Metal Gear, Dragon Quest, Puyo Puyo, Ys and Wizardry all appeared first on MSX - and they may return again on Wii. All systems combined, there are literally thousands of candidates that may become available for download on the Virtual Console.
The Virtual Console Interface
Nintendo's Virtual Console is integrated within the Wii Channels system. Players use the Wii Shopping Channel to browse a database of games available for download and then purchase them, at which point the titles become available in the Wii Channels interface. Observe below:
The Wii Channels setup allows for approximately 12 different Channels per page. If gamers run out of room on the first page, they simply point the Wii-mote to the right and the page scrolls, revealing another 12 slots. There are a total of four pages and 48 slots available, although Nintendo has indicated that more slots may become available for players who expand their Wii's memory with an optional SD card. After they have been purchased, gamers can delete and re-download Virtual Console games at no additional cost, and hence the issue of storage space really isn't an issue.
The screenshot we've provided shows a mishmash of Channels in no particular order. Messy Wii owners (you know who you are) can carelessly arrange their Channels in a similar fashion. However, neat freaks can in contrast organize the presentation of their various Channels, too. Users could, for instance, separate all Virtual Console games behind one icon or, if they'd prefer, they could organize all Metroid titles behind an icon.
Virtual Console Prices
Players buy Virtual Console games with Wii Points, which are similar to Xbox Live Points. Wii owners can purchase Wii Points online through the Wii Channels interface or, alternative, they can purchase Wii Points Cards at various videogame retailers. For $19.99, players receive 2,000 Wii Points. NES games start at 500 points or $5; SNES start at 800 points or $8; and N64 start at 1,000 points or $10. Pricing structures for Genesis, TurboGrafx-16 and MSX games have not yet been made available, but they are likely to be similar.
The Lineup
Nintendo has revealed that approximately 30 games will be available to download on the Virtual Console service from the day Wii launches in North America. Titles officially announced include The Legend of Zelda, Super Mario World and Super Mario 64 from Nintendo, Bonk's Adventure from Hudson, and Sonic the Hedgehog, Ecco the Dolphin, Altered Beast, Golden Axe, Columns, Ristar and Toe Jam & Earl from SEGA.
The Big N promises that approximately 10 new Virtual Console games will be made available every month beginning January of next year.
Nintendo's new generation console has been designed from the beginning to be affordable and so as a result it will be cheaper than any competitor. Unlike either Microsoft's Xbox 360 or Sony's PlayStation 3, Wii will also come packed with a game - or, depending upon how you view it, multiple games. Wondering what we're talking about? Let's get down to the nitty-gritty.
What's in the Box?
The Wii system comes packaged with one Wii-mote, one nunchuk attachment, a Wii stand (which supports the system in its vertical position), an AC adaptor, a composite audio/video cable, a sensor bar, a sensor bar stand, and two AA batteries for the controller. In the US and Europe, Wii will also come bundled with a copy of Wii Sports, a five-game compilation (on one disc) that features such titles as Wii Sports Tennis, Baseball, Bowling, Golf and Boxing. In Japan, however, Wii Sports will be sold separately for approximately 4800 yen.
The Price
Wii will retail for $249.99 in the US, £179 in the Europe and 25,000 yen in Japan.
The Release Date
Wii is scheduled to release first in America in order make the Thanksgiving time frame, which Nintendo considers critical for the US market. The console will go on sale in the US on November 19 - two days after Sony releases PlayStation 3.
Wii will release in Japan on December 2.
The console will go on sale in Europe on December 9.
Finally, Wii will launch in Australia on December 7 for $399.95.
Wii Console Numbers
Although Nintendo is releasing Wii after PlayStation 3, the company is not worried about the competition. When quizzed on the subject, company executives dismissed PS3, saying that not only was it an altogether different videogame console, but that Sony wouldn't have enough units ready this holiday to provide a worthy challenge. Whereas around 400,000 PlayStation 3s are expected to hit in America this November, NOA president Reggie Fils-Aime recently confirmed that it would "absolutely" have more Wii systems ready from day one.
Nintendo expects to ship 4 million Wii units globally by the end of the year, with North American territories (America, Canada and Mexico) getting the largest chunk.
Games and Controllers
Nintendo will be pricing its Wii games at $49.99 and is recommending that its third party contributors do the same. This is $10 cheaper than many games for Xbox 360 and PlayStation 3.
Players will be able to separately buy additional Wii-mote and nunchuk controllers, as well as the classic controller, as soon as the system launches. The Wii-mote will cost $39.99. The nunchuk unit will cost $19.99. And the classic controller will cost $19.99.
What do Wii game boxes look like?
We've included an official Wii box art for The Legend of Zelda: Twilight Princess on this page. Check it our for yourself.
Wii Frequently Asked Questions
Although Nintendo has pulled back the curtain on its Wii console, readers continue to have questions about the hardware, its inner workings, and all of the software applications. With this in mind, IGN Wii has compiled a frequently asked questions section that aims to cover the hottest Wii topics. This section of our Wii FAQ will be updated periodically to reflect new subjects.
Q: Wasn't Wii called Revolution? What was that all about?
A: Yes. Revolution was the former codename for Wii. The title referred specifically to the innovative Wii remote, which Nintendo hopes will change the way people play games. The Revolution codename was abandoned because it could not be easily adapted around the world and because the Big N wanted a simpler title for the console, which it found in Wii.
Q: How long has the Wii console been in development?
A: Preliminary work on the Wii console began shortly after Nintendo completed the GameCube console. In other words, initial designs for Wii date back to 2001, although it is unlikely that Nintendo had hatched the concept for the controller itself at that time.
Q: Is Wii more powerful than GameCube?
A: Yes. It is roughly twice as powerful as GameCube. Developers working on Wii games are largely in agreement that the system is more capable from a horsepower standpoint than the original Xbox. However, it does not have the computing power of either Xbox 360 or PlayStation 3.
Q: Can Wii do 480 progressive scan and 16:9 widescreen output?
A: Yes. GameCube could output to 480p and 16:9 widescreen, as many games proved. Wii can do the same. In fact, while only a handful of GCN titles supported both visual options, the majority if Wii games - but not all - will run in 480p and 16:9 widescreen modes.
Q: Can Wii do high-definition graphics?
A: Technically, it's possible, but it's also implausible. Wii is more powerful than Xbox, a console whose library included a handful of games that ran in 720p HD. Furthermore, Wii features a multi-audio/video port with the option for component out, meaning that 480p through 720p/1080i resolutions are attainable, at least where wiring is concerned. However, due to both a miniscule amount of system RAM and less computing power when compared to HD-ready consoles like Xbox 360 and PlayStation 3, the chance that most Wii games will break the 480p visual barrier is slim.
In fact, Nintendo executives have gone so far as to comment on the record that Wii does not support high-definition. The company wants Wii to be "quiet, small and affordable," and has thus focused its attention on the system's innovative new controller.
Nintendo's leaders have indicated that high-definition graphics are the future. But unlike Sony and Microsoft, which believe that the "HD era" has begun, the Big N asserts that widespread HD adoption will take years. The company's successor to Wii will support high-definition visuals.
Q: Can the Wii hook up to a computer monitor?
A: Despite early Nintendo boasts that it could, this no longer appears to be the case. As the FAQ has already stated, Wii outputs via composite, S-video or component cables, none of which are compatible with computer monitors.
Q: Wii component cables are not included in the box. But will they be available to buy when the system launches?
A: Yes. Although Nintendo has not yet divulged details on the price of the separately sold Wii component cables, the 480p compliant solution will be available at launch. Third party manufacturers are already advertising Wii component cables on various online videogame retail outlets. Meanwhile, just about every Wii game in development supports 480p and 16:9 widescreen modes, which makes a good case for Nintendo to ready the component cables for launch.
Q: Do GameCube component cables work with Wii?
A: No. Wii features a new proprietary plug that simultaneously handles both component and audio output. GCN component cables are incompatible with the device, but even if they were gamers who used them would lose the ability to output audio through Wii because GCN component cables do not feature left/right audio.
Q: Does Wii support Dolby Digital audio?
A: No. Wii does not feature an optical output and therefore no support for the Dolby Digital surround sound standard. Like GameCube, Wii's audio output consists of left/right analog channels that simulate surround sound using the Dolby Pro Logic II matrix. Most, if not all Wii games will run in Dolby Pro Logic II. That noted, due to the increased storage capacity of Wii discs and in turn the ability for developers to include less compressed audio files, games on Nintendo's new generation system should sound crisper than those on GameCube.
Q: Does Wii include an internal hard drive?
A: No. The console boasts 512 megabytes of internal flash memory. This memory will be used to store Virtual Console downloads and other data.
Q: 512 megabytes doesn't seem like much. Do Wii owners have any other storage options?
A: Yes. Wii owners can expand the system's storage capacity by plugging in a separately sold SD memory card. SD memory cards currently enable up to 8 gigabytes of storage - about 15 times the storage capacity of Wii's internal flash RAM and almost half that of an Xbox 360's 20 gigabyte hard drive. 8 gigabyte SD cards currently retail for about $270 and will see dramatic price reductions during Wii's life cycle.
Nintendo has also hinted that Wii owners may be able to connect a USB-powered external hard drive to Wii, although it has never officially announced compatibility. Supposing this does turn out to be true, an exciting number of storage options become available. Currently, a 100 gigabyte external USB hard drive retails for fewer than $100 on the market - and like SD cards - the cost will continue to decrease.
Q: Does the Wii-mote controller have any built-in memory?
A: Yes, but it is microscopic when compared to most memory solutions. The Wii-mote controller features a paltry 4KB of memory. Seems almost pointless, but consider that that most DS and GBA game cartridges sport even less EPROM space for their save files, many offering only 512 bytes (half of 1k) to record games in progress. Developers still managed within this limitations and they will again be able to work their magic with the Wii-mote's 4k of non-volatile memory.
Q: What can developers do with the Wii-mote's 4k memory?
A: There has been some speculation that this onboard memory could be used in conjunction with the Wii-mote's internal speaker. However, more recently confirmed that the memory would store gamer profiles, including Mii Channel character creations - up to eight in all. The Big N is hoping that gamers' Wii-motes take on an identity of their own and that users will want to take their remote with them when they go to a friend's house, where their personal profiles can be loaded.
Q: There is a mysterious flap on the front of the Wii console. What's behind it?
A: This used to be the subject of rampant speculation, but nowadays we know that the Wii's front flap doesn't hide any top secret projectors or lasers. Rather, it holds one SD card bay and a synchro button, which users press simultaneously with a synchro button on the Wii-mote to synch console with controller.
Q: What's on the back of the console?
A: Why not see for yourself? We've included a picture of Wii's back panel on the first page of our FAQ article. Or, you can click here. But if you must know, there are two USB 2.0 ports (top), a multi-audio/video port (middle), a sensor bar slot (middle), and a power plug (bottom). The multi-audio/video port is proprietary and therefore traditional S-video, composite and component cables are not compatible. In addition, an internal fan can be seen through a mid-level venting system located on the back of the unit.
Q: Is the Wii a region-free system? In other words, can the console play games from America and Japan without limitations?
A: No. Nintendo of America mistakenly stated that Wii games were region free, but the subsidiary has since corrected itself. Wii games - both internally developed and from third parties - will include region locks that prevent American users from playing Japanese imports on their system, and vice versa, according to Nintendo.
Q: Is the Wii backward compatible with GameCube?
A: Yes. It's fully backward compatible, meaning that it will play every GameCube title ever created. You can even use GameCube controllers with the machine.
Q: How can you use GCN controllers with Wii?
A: The console features what we're calling a GameCube docking station. When Wii is standing vertically, the GCN docking station is located at the top of the unit. A flap opens to reveal four GameCube controller ports and two GCN Memory Pak slots. Players simply plug in their GameCube controllers and Memory Paks and they are fully compatible with GCN games on Wii.
Q: How does Wii play GCN games?
A: Wii's front-loading disc drive accepts both 12cm Wii optical discs and 8cm GCN optical discs. The console plays both Wii games and GCN titles.
Q: Is it possible to use a GCN controller to play Wii games? What about vice versa?
A: There is still some confusion about whether or not this is possible. Masahiro Sakurai, director of the forthcoming Wii fighter Super Smash Bros. Brawl, said that the game would be playable only with a GameCube controller - not a Wii-mote. (The title will very likely also, if not solely make use of Wii's classic controller.) However, Nintendo executives have repeatedly stated that GCN controllers will be incompatible with Wii games. Backing the latter up is The Legend of Zelda: Twilight Princess, whose Wii version is only compatible with the Wii-mote and whose GCN build is only compatible with the GCN controller.
Q: Does Wii play DVD movies?
A: No. Initially, Nintendo announced that Wii would, by way of a "self-contained" add-on, be able to play DVD movies. However, the company has since reneged on the promise. According to company executives, the need for a DVD-movie player is unnecessary in a current market where everybody already owns a DVD player. The Big N chose to nix the feature both because it was redundant and to cut down on the system's manufacturing costs.
Q: How fast is Wii's disc drive?
A: Exact specifications are unavailable at this time. However, Nintendo president Satoru Iwata has said on the record that with Wii the company wants to cut away load times. Meanwhile, developers working on Wii assert that load times are incredibly quick - much faster than GameCube.
Q: What is the Wii sensor bar and how does it work?
A: The Wii sensor bar is a tiny bar that is place on or near a user's television. The bar features a 10-foot wire that connects to a sensor bar slot located on the back of the Wii console. Players point the Wii-mote at the sensor bar, which interprets data and transmits it to the Wii console.
The sensor bar is only necessary for applications and games that require pixel perfect accuracy. Examples include the Wii Channel menu system, whose icons are browsed with the Wii-mote pointer, and Metroid Prime 3: Corruption, whose on-screen targeting reticule is manipulated with the Wii-mote.
In contrast, a game like Excite Truck, which operates using only accelerometer-based pitch and tilt data, could be played without the Wii sensor bar.
Q: Some light-gun-style games aren't compatible with certain television types. Will the same be true of the Wii-mote?
A: No. Unlike light gun technology, the Wii-mote never interacts directly with a television. Instead, its accelerometer-based motions are transferred directly to the Wii console and any movement that requires pixel perfect accuracy is handled by the sensor bar, which in turn transmits the data to the system. Although the on-screen action seems to indicate that players are, say, directly pointing the Wii-mote at their television, this is never actually true - it's merely being simulated. As a result, any television type, including CRT, LCD, DLP, plasma, and even projectors, are fully compatible with the Wii remote. Nor does screen size matter. Gamers are free to use a 27" CRT or a 110" projector screen and it'll make no difference.
Q: Can Wii connect online?
A: Yes. Wii features built-in 802.11b/g wireless connectivity. The system will be able to connect online from the day it debuts. Nintendo's Wii Channels user interface utilizes the Big N's Wi-Fi Connection and WiiConnect24 services to stay online all day and all night - even when the console is technically off; it actually goes into a "sleep" mode, according to Nintendo. Using the services, Wii News and Forecast Channels are constantly updated with the most recent data. Users will also be able to connect to the Wii Shopping Channel to buy classic Virtual Console games. Wii owners can also access the Wii Message Board to send e-mail and photos to friends.
Wii owners will, beginning with debut of Pokemon Battle in Japan, be able to use Nintendo Wi-Fi Connection to play online against friends and foes. However, no Wii launch games will support Nintendo Wi-Fi Connection for an online play mode. The majority of online Wii games will arrive in 2007 and beyond.
Q: Can Wii play MP3 music files?
A: Yes. MP3s can be accessed from an SD memory card. The Wii Photo Channel can then integrate music MP3s into its slideshow photo viewing. It is currently unknown whether or not MP3 music can be stored on Wii's 512 megabytes of internal flash memory.
This is only the first of many updates to our Wii FAQ. More updates to our Q&A section will follow later this week. So if you've still got a question, send it in and we'll do our best to answer it.
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21-09-2006, 8:38 AM
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#5 (permalink)
| | New Member
Join Date: Oct 2005
Posts: 3
Thanks: Gave 0, Got 0 | Re: Excellent Wii FAQ - answers lots of Q's Quote:
Originally Posted by The Fuggler Any chance of a post for those of us who are stuck behind firewalls or is it spread over multiple pages? | It's spread over 8 pages, but has the following headings: - Technical Breakdown
- The Controller Family
- Welcome to Wii Channels
- Inside the Virtual Console
- What's in the Box?
- Wii Console Numbers
- Games and Controllers
- Wii Frequently Asked Questions
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21-09-2006, 9:03 AM
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#6 (permalink)
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Join Date: Feb 2006 Location: Swindon
Posts: 418
Thanks: Gave 32, Got 20 | Re: Excellent Wii FAQ - answers lots of Q's Quote:
Originally Posted by tripodjw IGN have an excellent Wii FAQ. THey discuss varous aspects of the console but also discuss things like cables (component available separately - only composite being bundled) and the internet connectivity (no LAN out of the box - only wireless - a separate LAN adaptor purchasable). Here
Certainly was of use to me | I looked at this last night, not sure if it is still there but on one of the pages they confirmed the europe release is December 9th???
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21-09-2006, 9:30 AM
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#7 (permalink)
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Join Date: Apr 2006
Posts: 766
Thanks: Gave 23, Got 17 | Re: Excellent Wii FAQ - answers lots of Q's
'Q: Can Wii do 480 progressive scan and 16:9 widescreen output?
A: Yes. GameCube could output to 480p and 16:9 widescreen, as many games proved. Wii can do the same. In fact, while only a handful of GCN titles supported both visual options, the majority if Wii games - but not all - will run in 480p and 16:9 widescreen modes.'
Does that mean the pal version will?! Not knowing is driving me nuts.
It's all good saying, 'Yes. GameCube could output to 480p and 16:9 widescreen, as many games proved. Wii can do the same', but in the UK the GC didn't support 480p and I had to buy a second console (just as with the snes and N64) to make up for Nintendo Europes crappy treatement of the uk!
hahaha stoopid engrish, we give them 480i on there old tewe ahahahaha
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21-09-2006, 9:44 AM
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#8 (permalink)
| | Prominent Member
Join Date: Apr 2006 Location: London, UK
Posts: 3,364
Thanks: Gave 302, Got 252 | Re: Excellent Wii FAQ - answers lots of Q's
im so happy now that i know the wii will be fully back-compatible with the gamecube. |
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21-09-2006, 9:52 AM
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#9 (permalink)
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Join Date: Dec 2002
Posts: 67
Thanks: Gave 13, Got 9 | Re: Excellent Wii FAQ - answers lots of Q's
Still no dolby digital output |
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21-09-2006, 11:47 AM
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#10 (permalink)
| | Senior Member
Join Date: Oct 2005
Posts: 1,070
Thanks: Gave 46, Got 116 | Re: Excellent Wii FAQ - answers lots of Q's
Very useful. The sensor bar information answered my question of how the Wii remote was going work. Lightgun technology doesn't work with LCD or plasma screens, and was wondering how the wii remote was going to work.
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