사용자:LambdaCorp/작업실02

위키백과, 우리 모두의 백과사전.

Controller feedback[편집]

The Wii Remote provides basic audio and rumble functionality. At the 2006 E3 press conference, it was revealed that the Wii Remote has its own independent speaker on the face of the unit. This was demonstrated by a developer as he strung and shot a bow in The Legend of Zelda: Twilight Princess. The sound from both the Wii Remote and television was altered as the bow shot to give the impression of the arrow traveling away from the player. Another example of its use is in Red Steel's Killer match, where the players will receive their objective through the Wii Remote's speaker or No More Heroes' feature allowing players to listen to phonecalls through the Wii Remote, which was also used in Silent Hill: Shattered Memories.[1] The volume can be changed or muted with the "Home" button and selecting the corresponding controller icon at the bottom of the screen.[2] The rumble feature can also be switched on or off using the Home Menu.[2]

Memory[편집]

The Wii Remote contains a 16 KiB EEPROM chip from which a section of 6 kilobytes can be freely read and written by the host.[3][4] Part of this memory is available to store up to ten Mii avatars, which can be transported to use with another Wii console. At least 4,000 bytes are available and unused before the Mii data. Pokémon Battle Revolution and Super Swing Golf also use this memory. This function is also used in Super Smash Bros. Brawl, allowing the user to save controller configuration data to the Wii Remote.[5]

Power source[편집]

The Wii Remote uses two AA batteries as a power source, which can power a Wii Remote for 60 hours using only the accelerometer functionality and 25 hours using both accelerometer and pointer functionality.[3] An official direct recharging option for the Wii Remote does not exist, but various third-party manufacturers market charging solutions for the controller (see Third-party accessories for the Wii Remote#Chargers). According to an interview with Nintendo industrial designer Lance Barr, limitations of the Wii Remote's expansion port make it unlikely that it will be used for internal battery charging.[6] Although Nintendo discourages other rechargeable battery types such as lithium ion (Li-ion) and nickel-cadmium (NiCd), the company's support website indicates that nickel-metal hydride (NiMH) rechargeable batteries may be used.[7] A 3300µF capacitor provides a temporary source of power during quick movements of the Wii Remote when connection to the batteries may be temporarily interrupted.[8]

Expansions and accessories[편집]

The Wii Remote also features an expansion port at the bottom which allows various functional attachments to be added. This expandability is similar to that available with the port on the Nintendo 64 controller.

Nunchuk[편집]

The Nunchuk (left) plugged into a pre-release model of the Wii Remote, as shown at E3 2006

The Nunchuk (model number RVL-004) is the first controller attachment Nintendo revealed for the Wii Remote at the 2005 Tokyo Game Show. It connects to the Wii Remote via a cord that is about 3.5 to 4 feet (1 ~ 1.2 m) long. Its appearance when attached resembles the nunchaku, hence the name. It features an analog stick similar to the one found on the Nintendo GameCube controller and two trigger buttons (a last-minute modification changed the two triggers to one trigger and a "C" button, as described below). It works in tandem with the main controller in many games. Like the Wii Remote, the Nunchuk also provides a three-axis accelerometer for motion-sensing and tilting, but without a speaker, a rumble function, or a pointer function.[9][10] The Nunchuk's accelerometer is an STMicroelectronics LIS3L02AL.[11]

One Nunchuk comes bundled with the Wii console. Additional Wii Remote units are sold separately without the Nunchuk.[12][13] The two shoulder buttons, formerly named Z1 and Z2 respectively, had been reshaped and renamed since the Game Developers Conference. The circular top shoulder button, now called C, is much smaller than the lower rectangular shoulder button, now called Z.[14]

The body of the Nunchuk measures 113 mm (4.45 in) long, 38 mm (1.5 in) wide, and 37 mm (1.48 in) thick.[15] The connection port was also larger.[16]

The Nunchuk can be connected to any microcontroller capable of I2C (e.g. Arduino), where the accelerometer, joystick and buttons data may be accessed. Todbot has created the Wiichuck, an adapter to facilitate connecting the Nunchuk to an Arduino board.[17] There are also third-party manufactured wireless Nunchuks that require 2 "AAA" batteries.

Classic Controller[편집]

During E3 2006 Nintendo introduced a Classic Controller (model number RVL-005), which plugs into the Wii Remote via a cord in a similar fashion as the Nunchuk.[15] It contains two analog sticks and two extra shoulder buttons: the ZL and ZR buttons, used to replicate the Z button found on the Nintendo GameCube controller. The overall configuration is similar to that of other major seventh generation console controllers. The controller is primarily used for Virtual Console titles (with SNES, Nintendo 64 and certain Turbografx-16 titles requiring either the Classic or Gamecube controller to play), but several retail Wii titles are compatible with the controller to allow for a more traditional control scheme.

The Classic Controller connected to the Wii Remote.

Wii Zapper[편집]

Wii Zapper with Wii Remote and Nunchuk

The Wii Zapper is a gun shell peripheral for the Wii Remote. The name is a reference to the NES Zapper light gun for the Nintendo Entertainment System. According to an interview with Shigeru Miyamoto, the idea of a Zapper-type expansion formed when the Wii Remote was first created. He expressed that "What we found is that the reason we wanted to have a Zapper is when you hold a Wii Remote, it can be difficult for some people to keep a steady hand. And holding your arm out like that can get your arm somewhat tired."[18]

Wii Wheel[편집]

Wii Wheel (front and back)

A Wii Wheel peripherals come packaged with Mario Kart Wii, which was released in the second quarter of 2008. A button which triggers the Wii Remote's "B" button protrudes from the back of the Wii Wheel. The wheel has a large, encircled Wii logo at the back's middle, although this has no function.[19] The Wii Wheel has a hole on the right side in the back to allow use of the wrist strap while the Wii Remote is attached to the accessory, and to make removing the remote from the wheel easier. The user is also able to use the pointing function of the Wii Remote while it is in the peripheral. The Wii Wheel can be used for games that share a sideways steering control configuration.

One Wii Wheel is packaged with Mario Kart Wii, but more can be bought separately.[20] Excitebots: Trick Racing is also optionally packaged with a Wii Wheel.

Wii MotionPlus[편집]

Wii Remote with MotionPlus attached

The Wii MotionPlus is an expansion device that allows the Wii Remote to more accurately capture complex motion. Incorporated with a custom version of the Wii Remote Jacket,[21][22] the Wii MotionPlus affixes directly to the Wii Remote expansion port, extending the length of the controller body by approximately 1½ inches (4 cm).[23] The Wii MotionPlus uses an angular rate sensor,[24] which supplements the accelerometer and Sensor Bar capabilities of the Wii Remote, enabling controller motions to be rendered identically on the screen in real time, according to Nintendo.[25] It is sold individually, as well as released in bundles with some MotionPlus compatible games such as Nintendo's Wii Sports Resort.[21][22] Black Wii Remotes bundled with the MotionPlus add-on were released in Europe in November 2009.

Third party Nunchuks may not work with the Wii MotionPlus in certain software. For example Wii Sports Resort fails to recognize Intec wired Nunchuks when plugged into the MotionPlus.

Wii Vitality Sensor[편집]

The Wii Vitality Sensor is a fingertip pulse oximeter sensor that connects through the Wii Remote. According to Nintendo, the device "will initially sense the user's pulse and a number of other signals being transmitted by their bodies, and will then provide information to the users about the body’s inner world." The Wii Vitality Sensor was announced by President and CEO Satoru Iwata at Nintendo's E3 2009 media briefing on June 2. No specific applications were revealed for the device, but when presenting the device Iwata suggested that video games may soon be used for relaxation.[26][27] According to Nintendo of America president Reggie Fils-Aime, more details concerning the Wii Vitality Sensor will be showcased during E3 2010.[28]

Third-party accessories[편집]

Since the release of the Wii console, many aesthetic, ergonomic and functional accessories have been developed for the Wii Remote by third parties.[29]

Reception[편집]

Overall reception to the Wii Remote has changed over time. The control styles provided by the controller were met with praise at its first public exhibition at E3.[30] Since then, comments have been noted by the press on its functionality. Matt Wales of IGN UK highlighted the aiming and precision of Red Steel and stated "Taking down swathes of enemies with nothing more than a twitch of the wrist proves immensely satisfying and, more importantly, incredibly involving."[31]

Other publications have noted specific complaints regarding control. GameSpot expressed that some motions in Cooking Mama: Cook Off failed to transmit or meet expectation during gameplay.[32] Similar observations were made on other titles made available during the Wii launch period. ComputerAndVideoGames.com reported that "Most prominent is the first batch of games, many of which do a better job at exposing the obstacles of full motion control, rather than the benefits... Need For Speed...is near unplayable, Far Cry got it all wrong, and the motion control in Marvel: Ultimate Alliance just feels tacked on."[33]

The overall situation was described by Joystiq thus: "Over the months since launch, the unpredictable Wii Remote has led to a maddening dichotomy. Some games are too easy, while others are too hard -- for all the wrong reasons...Gamers who crave a deeper challenge have to settle for battling incomprehensible controls."[34] Critics felt that fault was largely attributed to the developers' lack of experience with the Wii Remote. Jeremy Parish of the now-defunct magazine Electronic Gaming Monthly compared the initial phase of control implementation to that of the Nintendo DS.[35] Matt Casamassina of IGN also presumed that the first generation of Wii games were of an experimental stage and that potential for refinement had yet to be exploited.[36]

Later-released titles have seen mixed reactions in terms of control. Of Tiger Woods PGA Tour 07 from Electronic Arts, Matthew Kato of Game Informer stated that the controller "has a hard time detecting your backswing. Thus, it’s harder to control. There were even times the game putted for me by accident."[37] A GamePro review for Medal of Honor: Vanguard offers that the title "is an encouraging sign that developers are finally starting to work out the kinks and quirks of the Wii Remote."[38]

First- and second-party titles have produced more favorable utilization of the Wii Remote's unique capabilities. Metroid Prime 3: Corruption (a first-party game), in particular, was nearly universally praised for its unique control scheme, which is seen as being unrivaled by any other console game.[39] Corruption utilizes the Nunchuk for strafing and the infrared pointing capability of the Wii Remote for turning and special "gestures", which are used to select visors. Other Nintendo titles take a more minimalist approach, using mostly the pointer and buttons only, as with Big Brain Academy: Wii Degree, or use the controller in a sideways configuration to resemble an Nintendo Entertainment System controller while de-emphasizing more advanced capabilities, as seen in Super Paper Mario and the third-party Sonic and the Secret Rings.[40]

The Wii Remote and Nunchuk combined to sell over 8.5 million units in the United States, and took the top two spots in video game accessories sales in 2006.[41] In the U.S., the Nunchuk was the best-selling video game hardware for January 2008, with 375,000 units sold, in a month where the Wii was the best-selling console with 274,000 units sold.[42][43]

쥬석[편집]

  1. Gerstmann, Jeff (2006년 12월 12일). “The Legend of Zelda: Twilight Princess”. CNET. 
  2. 《Wii Operations Manual: Channels and Settings》 (PDF). Nintendo. 2008. 64–65쪽. C/RVL-USZ-4. 
  3. 인용 오류: <ref> 태그가 잘못되었습니다; IGN secrets라는 이름을 가진 주석에 텍스트가 없습니다
  4. “Wii-mote Guts”. Spark Fun Electronics. 2006년 12월 19일. 2007년 3월 28일에 확인함. 
  5. Smash Bros. DOJO!!
  6. “Wii Controllers: No Recharging Yet”. The Wiire. 2006년 5월 11일에 확인함. 
  7. “Set Up of the Wii Remote”. Nintendo. 2006년 11월 26일에 확인함. 
  8. “Wii-mote Guts”. Spark Fun Electronics. 2006년 12월 19일에 확인함. 
  9. “STMicroelectronics Drives Gaming Revolution with Nintendo's Wii”. 2006년 5월 9일. 2006년 5월 12일에 확인함. 
  10. “*RUMOR* The Wii Nunchuck rumble rumor surfaces again!”. 2006년 10월 28일. 2006년 11월 16일에 확인함. 
  11. “STMicroelectronics 3-Axis MEMS Inertial Sensor”. 《TECHinsights》. Semiconductor Insights. 2007년 10월 22일에 확인함. 
  12. Wales, Matt (2006년 5월 22일). “Reports claim Wii to slap down 16 at launch”. Computer and Video Games. 2006년 5월 25일에 확인함. 
  13. Berghammer, Billy (2006년 6월 2일). “The Ultimate in PR Spin: The Perrin Kaplan Interview: Part Four” (WMV). Game Informer. 2006년 6월 8일에 확인함. [깨진 링크]
  14. “Hands-On with the Wii Controller”. 2006년 5월 12일. 2006년 5월 12일에 확인함. 
  15. 인용 오류: <ref> 태그가 잘못되었습니다; cont_japan라는 이름을 가진 주석에 텍스트가 없습니다
  16. IGN: TGS 2005: Revolution Teaser Video
  17. todbot blog » Blog Archive » “WiiChuck” Wii Nunchuck Adapter Available
  18. Dean Takahashi, (July 29, 2007). An interview with...Shigeru Miyamoto mercurynews.com. Retrieved on August 5, 2007.
  19. “Nintendo E3 2007 - Wii - Mario Kart Wii”. Nintendo. 2007년 7월 13일에 원본 문서에서 보존된 문서. 2007년 7월 13일에 확인함. 
  20. “Wii.com Iwata Asks: Mario Kart Wii”. 2008년 4월. 
  21. “Nintendo to set Summer '09 ablaze with Wii MotionPlus and Wii Sports Resort”. Nintendo of Europe. 2009년 4월 14일. 2009년 4월 15일에 확인함. [깨진 링크]
  22. “Nintendo to Set Summer ’09 Ablaze with Wii MotionPlus and Wii Sports Resort”. Nintendo of America. 2009년 4월 14일. 2009년 4월 14일에 확인함. 
  23. Yu, James (2008년 7월 17일). “Wii MotionPlus Hands-On”. 《GameSpot》. CNET. 
  24. “MEMS Gyroscope Technology”. InvenSense. 2008년 7월 17일에 확인함. 
  25. “Introducing Wii MotionPlus, Nintendo's upcoming accessory for the revolutionary Wii Remote”. Nintendo. 2008년 7월 14일. 2008년 7월 14일에 확인함. 
  26. Pigna, Kris (2009년 6월 2일). “Satoru Iwata Announces Wii Vitality Sensor”. 《1UP.com》. 2009년 6월 2일에 확인함. 
  27. “Nintendo Introduces New Social Entertainment Experiences at E3 Expo”. Nintendo of America. 2009년 6월 2일. 2008년 7월 31일에 원본 문서에서 보존된 문서. 2009년 6월 2일에 확인함. 
  28. http://kotaku.com/5406767/nintendo-dissatisfied-with-sales-of-some-games-dates-vitality-sensor-showcase
  29. Captain (2006년 11월 17일). “Futuretronics unveils Wii Remote shell range”. Aussie-Nintendo.com. 2007년 2월 24일에 확인함. 
  30. “2006 Winners”. Game Critics Awards. 2006년 8월 13일에 확인함. 
  31. Wales, Matt (2006년 11월 24일). “Red Steel UK Review”. IGN. 2007년 5월 11일에 확인함. 
  32. Navarro, Alex (2007년 3월 23일). “Cooking Mama: Cook Off Review”. GameSpot. 2007년 5월 7일에 확인함. 
  33. Jackson, Mike (2007년 2월 18일). “Is the novelty of Wii wearing off?”. ComputerAndVideoGames.com. 2007년 5월 8일에 확인함. 
  34. Carnevale, Tony (2007년 4월 2일). “Cooking Mama: Cook Off highlights Wii Remote issues”. Joystiq. 2007년 5월 8일에 확인함. 
  35. Parish, Jeremy (2007년 1월). “Elebits review”. 《Electronic Gaming Monthly》:  64. 
  36. Casamassina, Matt (2006년 10월 18일). “N-Query”. IGN. 2007년 5월 8일에 확인함. 
  37. Kato, Matthew. “Tiger Asks for a Mulligan”. Game Informer. 2007년 5월 28일에 원본 문서에서 보존된 문서. 2007년 5월 11일에 확인함. 
  38. “Review: Medal of Honor: Vanguard”. GamePro. 2007년 3월 28일. 2007년 5월 11일에 확인함. 
  39. Casamassina, Matt (2007년 8월 27일). “Metroid Prime 3: Corruption Review”. IGN.  4쪽. 2008년 7월 15일에 확인함. 
  40. Casamassina, Matt (2007년 3월 5일). “Super Paper Mario Review”. IGN.  2쪽. 2008년 7월 15일에 확인함. 
  41. Boyer, Brandon (2008년 1월 18일). “NPD: 2007 U.S. Game Industry Growth Up 43% To $17.9 Billion”. Gamasutra. 2008년 1월 18일에 확인함. ...The Wii Remote and the Nunchuk combined for over 8.5 million in units sales last year, capturing the top two spots in accessories sales. 
  42. Casamassina, Matt (2008년 2월 14일). “NPD: Wii Wins January”. IGN. 2008년 2월 15일에 확인함. 
  43. McWhertor, Michael (2008년 2월 15일). “What Was January's Biggest Seller?”. 《Kotaku》. Gawker Media. 2008년 2월 16일에 확인함.