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More Wii-mote Info

Psykechan writes "IGN has revealed some more info about Nintendo's Wii remote controller. Paraphrasing from the official Developer documentation, the controller will communicate with the console using Bluetooth and will last up to 60 hours on two AA (R6/UM3) batteries using only accelerometer functionality or 30 hours using precision aim functionality via the sensor bar. There's also details on memory, LEDs, possible camera functionality, and environmental distractions." From the article: "Light sources from fluorescent and halogen lamps, plastic, mirrors and more may occasionally interfere with the pointer, based on official documentation. To eliminate this interference, the pointer must identify the sensor bar and mark its two coordinates. When pointing with the Wii-mote, the unit is actually interacting with the sensor bar, which then translates data to the television, in effect simulating a direct aim to the television."

191 comments

  1. So... by InstinctVsLogic · · Score: 3, Insightful

    ...it's not rechargable?

    1. Re:So... by MorderVonAllem · · Score: 3, Insightful

      so...use rechargable batteries

    2. Re:So... by Eideewt · · Score: 1

      Ugh. That's a damn shame. It should at least use swappable battery cartriges. I hate prying a couple of batteries out of a device whenever they need to be messed with.

    3. Re:So... by Kredal · · Score: 2, Insightful

      I have no doubt that on release day, Pelican or some other like-minded company will have battery packs that replace the back cover as well as the batteries, and come with a charging cable as well.

      --
      Whoever stated that signature sizes should be limited to one hundred and twenty characters can just go ahead and kiss my
    4. Re:So... by AuMatar · · Score: 2, Insightful

      That requires you to own a battery charger, and a second set of batteries for when its charging. Few people own battery chargers.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    5. Re:So... by Rob+Simpson · · Score: 0, Flamebait

      On the other hand, I'd rather not have to pay twice as much for a proprietary battery pack. If this was made by Sony, it would be a slightly smaller lithium battery that would cost $50 and last 40 hours

    6. Re:So... by Anonymous Coward · · Score: 0

      No it's not wii-chargable.

    7. Re:So... by Anonymous Coward · · Score: 0

      60 hours of use. So it will last the average gamer what, 3 days?

    8. Re:So... by FhnuZoag · · Score: 1

      I suspect that this situation will last as long as it takes until Nintendo realises it can make more money selling AC power packs or docking chargers.

    9. Re:So... by ben+there... · · Score: 2, Interesting

      I agree with you, although it doesn't seem very popular on /. For example:

      1. How often do you need to replace a proprietary battery in a device that just charges in a docking station?

      2. How often do you need to replace the standard batteries by pulling them out (one by one) and popping them into your charger (one by one)?

      I get the feeling that you have to do 2 much, much, more frequently than 1. (a few orders of magnitude more often)

      I'd rather pay for the convenience of never touching those damn batteries.

    10. Re:So... by Twiceblessedman · · Score: 1

      You get the same amount of time as you would with an xbox 360 controller so nothing new or bad here.

    11. Re:So... by Gothic_Walrus · · Score: 2, Informative

      First off, "second set" is pointless to say here. Batteries are typically sold in sets of four, and since the Wii's remote uses two...voila! Problem solved!

      Also, Rob Simpson already made this point in another comment on this level, but he used Canadian prices when they're far from the majority on Slashdot. So, I'll say it again: battery chargers are cheap. $20 for four batteries and the charger? I do believe that most people can afford that if they're paying $200+ for a console.

      --
      Goo goo g'joob.
    12. Re:So... by Chibi-Hikaru · · Score: 1

      Please, I went to radio shack, bought a four pack of AA rechargables (the green ones, they last longer) and a charger all so I could listen to my CD player at work without wasting hundreds of dollars on batteries. Before I did this I spent around $20 a week on batteries. Then with the single purchase at ~$40 I have never had to buy batteries for my CD player again four years later.

      --
      http://www.cafepress.com/hikarudesigns/ http://www.bricklink.com/store.asp?p=hikaru
    13. Re:So... by StillAnonymous · · Score: 1

      I'd rather have a device that will work 10 years from now when those batteries have gone tits-up and can't be recharged anymore.

      Plus, with standard AA/AAA size batteries, I'd get to take advantage of any new battery technology that may appear. Can't do that with a proprietary pack.

    14. Re:So... by ZorinLynx · · Score: 2

      >Few people own battery chargers.

      So you go to Best Buy and buy one. What's the big deal? You're talking as if battery chargers are a big ticket item that'll bankrupt Bill Gates.

      Sheesh. :)

      -Z

    15. Re:So... by Golias · · Score: 1

      I'd rather have a device that will work 10 years from now when those batteries have gone tits-up and can't be recharged anymore.

      Plus, with standard AA/AAA size batteries, I'd get to take advantage of any new battery technology that may appear. Can't do that with a proprietary pack.


      Thanks for the FUD.

      With any proprietary battery, you change it every two years or so (depending on the size, how many charge cycles it goes through, etc), which means there's no reason the device won't work in 10 years. You would be on your 5th replacement battery, but that's a hell of a lot fewer battery changes than you would put up with if you used AA cylinders.

      Also, new battery tech DOES reach proprietary replacements. For example, the $30 replacement battery I dropped into my 3rd-gen iPod lasts considerably longer than the one it shipped with a few years ago.

      So neither of your points are valid, but thanks for playing.

      --

      Information wants to be anthropomorphized.

    16. Re:So... by The+MAZZTer · · Score: 1

      At least it doesn't use AAA batteries. I can never find AAA batteries when I need them.

    17. Re:So... by Oopsz · · Score: 2

      Not true. I have a Clie I bought in 2002 that I can't use anymore because the battery is not user replaceable. Heck, it's not replaceable by anyone-- Sony soldered it to the mainboard.

    18. Re:So... by Anonymous Coward · · Score: 0

      Parent post is not flamebait. The PSP used a very expensive battery to achieve its battery life. People still always go on about how much the PSP battery sucked, when it didsn't....the PSP just used too much damn power, and the expensive battery was required to offset that fact.

    19. Re:So... by Burlap · · Score: 1

      that is SO out to lunch...

      I had the extreme missfortune of working in retail for 6 months and in that time I had to either turn away a customer because we couldnt special order their battery, or sell them a whole new product just cause the battery died. Cellphones were the worst... every model seems to have a unique battery and if the company isnt making enough sales of that battery they will stop making it, or charge so much for them in order to turn a proft that it is cheaper for the customer to just buy a new one.

      there was NO battery for a product 10 years old we could order... heck, 5 would be pushing it.


      Also, AA's are international.... you move to Botswana you can still get AA's for your Wii.... will you be able to order special batteries? not from a local store, you would have to order it online and have it shipped.

    20. Re:So... by Phisbut · · Score: 1
      Not true. I have a Clie I bought in 2002 that I can't use anymore because the battery is not user replaceable. Heck, it's not replaceable by anyone-- Sony soldered it to the mainboard.

      Same goes for the Logitech MX-1000 mouse I use at the office. The rechargeable battery is non-replaceable. Heck, there isn't even a single screw on the damn thing that would allow me to open it up without totally fucking with the casing. It's 18 months old and still alive, but when the battery dies, it's going straight into the trashcan.

      --
      After 3 days without programming, life becomes meaningless
      - The Tao of Programming
    21. Re:So... by notrub225 · · Score: 0

      that's why nokia phones are the way to go. They will always use the same adapter and battery (but not headset).

    22. Re:So... by Burlap · · Score: 1

      really? thanks for the info (we only sold Motorolas, and a few LGs)

    23. Re:So... by desenz · · Score: 1

      They've actually got a better deal now. RayoVac charger and batteries ~$20. Bought a set myself.

    24. Re:So... by fistfullast33l · · Score: 1

      I don't know why you were spending $20 a week on batteries, but it's definitely a lot of money if you're going to be using a device with AA batteries. I ended up searching around online until I found Steve's Digicams that had great information on rechargeable batteries. I ended up spending about $50 or so on a Maha charger and 8 batteries but I think it was worth it as the charger is portable (works in my car) and has a "trickle charge" mechanism that means I can leave the thing in the charger and it will recharge the batteries slowly over time after they are full to keep the charge up and not kill the life by constantly charging. Even better, the batteries last longer than most of the batteries you find in radio shack or the drug store.

  2. Distances by Data+Link+Layer · · Score: 3, Interesting

    I wonder how well it will handle distances. Moving the wii-mote from say 15 feet from the TV would be different from moving it 3 feet away.

    1. Re:Distances by Suddenly_Dead · · Score: 1

      Using the accelerometers, it would make no difference. The sensor bar seems to detect where the controller is in space or where it's pointing at or something (they still havn't outright said its purpose). Done right, with that and the accelerometers combined it should work fairly well at any distance. At least, you'd think. Might not turn out that way in practice, but at least the controller has a local reference point in addition to the bar.

    2. Re:Distances by Suddenly_Dead · · Score: 1

      Errrr, actually, it looks like it may be a passive reference point for the controller's eye. The "sensors" in it may be infrared LEDs or something. I don't know what the hell is going on now.

    3. Re:Distances by BasilBrush · · Score: 2, Informative

      The sensor bar's purpose is to allow the system to know where you are pointing at on the screen. Given two fixed points a known distance apart it's possible interpolate the position in a plane that the device is pointed at. The sensor bar presumably has an IR LED at either end. In other words it isn't really a sensor at all.

    4. Re:Distances by shadwstalkr · · Score: 1

      The old NES light gun didn't really have much problem with changing distance; neither did the Sega Genesis light gun, and that used a set top sensor like this one will. Of course, we can't say that technology will always improve, but it seems like this is a well understood problem.

    5. Re:Distances by Golias · · Score: 1

      The old NES light gun didn't really have much problem with changing distance; neither did the Sega Genesis light gun, and that used a set top sensor like this one will.

      SHHH!

      Nobody is supposed to realize that the Wii-mote is just a light gun bolted on to a wireless joystick. Nintendo INNOVATES!!! Everything about the Wii is radical and new. It is not just a slightly-improved GameCube with a light gun, it's a "Revolution." Freedom is slavery. Big Brother is watching.

      --

      Information wants to be anthropomorphized.

    6. Re:Distances by Kataton · · Score: 1

      Yes, because the light guns allowed 3D motion.

    7. Re:Distances by Suddenly_Dead · · Score: 1

      Yeah, I has suspected that. Anandtech described it that way as well. I was just incredibly bemused by IGN's strange descriptions of everything.

  3. Weird information by technoextreme · · Score: 2, Funny
    Interestingly, according to documentation the Wii-mote is able to act as something of an eye, measuring coordinates between 0-1023 on the X axis and 0-767 on the Y axis, which means that it is more or less seeing a megapixel image. Whether or not this data can be interpreted into visual information remains unknown, but we're not ruling out the possibility that the pointer could sub as a camera. This is, of course, purely speculative on our part, but stranger things have certainly happened - like, for instance, an internal speaker.

    I just can't visualize or imagine what puprose this will have. Anyone have any ideas?
    --
    Ooo man the floppy drive is broken. No wait. The computer is just upside down.
    1. Re:Weird information by Rachel+Lucid · · Score: 1

      IANAND, But if it also doubles as a camera, there could be functionality akin to the PS2 EyeToy games. Consider it yet another Wii innovation (at least, on a grander scale than EyeToy could ever manage)

    2. Re:Weird information by Anonymous Coward · · Score: 0

      I think the likeliest thing is that the pointer they referenced elsewhere in the article can have coordinates in that range. It being a camera strikes me as a silly misinterpretation (or wild wishful thinking, take your pick).

    3. Re:Weird information by pembo13 · · Score: 0, Offtopic

      Dude, get yourself some rechargeable batteries. They are great for wireless devices (keyboards, mice, mpo3 players).

      --
      "Thanks for all the money you paid to us. We've used it to buy off ISO among other things" -Microsoft
    4. Re:Weird information by MBCook · · Score: 2, Interesting

      I don't believe it at all. You can see my other comment in this topic to see why.

      That said, I can give you some ideas. One that has been floated around is that you would be able to have a little avatar of yourself that you could put into various games. This rumor seems to have come from the customized characters in the Wii Sports demo. You could use the camera to put your face on the model.

      It could also be used more... creatively. Through image analysis you could turn any rough surface (even carpet) along with the Wiimote as a pen tablet type setup. I wouldn't think Bluetooth would be fast enough to transfer high enough resolution images, and to do the analysis on the controllers would be expensive to battery life.

      Or you could do something else. Monster Rancher had an interesting idea when they let you put music CDs into your PlayStation to release the monsters in them. There was a little hand-held game back around the time of Nintendo's little Pikachu toy/pedometer (which was kinda fun) that would read barcodes to teach your Digimon type thing (I don't think it was Digimon) new attacks (or something). By using the camera in this way you could put interesting data into the Wii. Release the monsters from your food packages, find the Elfs living in your books with their bar codes. Keep track of your life with Delicious LIbrary for the Wii.

      --
      Comment forecast: Bits of genius surrounded by a sea of mediocrity.
    5. Re:Weird information by Anonymous Coward · · Score: 0

      Can you pass whatever you're smoking this way?

    6. Re:Weird information by WhyCause · · Score: 1
      ...measuring coordinates between 0-1023 on the X axis and 0-767 on the Y axis...


      I believe this an awkward way of describing the resolution of the position tracking system, i.e., how many discrete 'tics' can be measured (along each axis) as you move from the lower-left corner of the measurement area to the upper right.

      I doubt that there is any sort of camera (in the "take a picture of your face for use in Wii Sports" sense) involved.
    7. Re:Weird information by SirSlud · · Score: 4, Informative

      Well, as a camera, no purpose, because the folks at IGN are, as usual, being paid to be highly speculative fanboys. I say this as:

      a) a game developer
      b) who has access to the wii-mote and has read the dev documentation
      c) somebody who likes IGN, although my like of them dies by the day

      Trust me, it can never be used as a camera. It translates position into co-ordinates because, holy fuck batman, thats what a pointer does.

      The difference with a joystick or analog stick is that you map the 'force' of the joystick (ie, pointed up down, left right) into some kind of velocity and acceleration and determine where on the screen the pointer should be .. the "co-ordinates" you end up with are a result of your game logic that deals with the input values of the console controllers' analog stick. With the wii-mote, the idea is that it is pointing somewhere, therefore, the hardware can tell you where.

      I read the article a few days ago on IGN, and for the most part, its correct. You have to distinguish between real input, and glare from windows or lights, and another interesting matter is that the controller is so sensitive that in order to deal with the input from the accelerometer you cant take what you get EVERY frame and go from that .. you should average it out over some small delta, maybe .2 seconds.

      But the 'maybe it can be used a camera' part is just like .. man why am I working 50 hours a week to create something mediocre when I could be paid to work 40 hours a week, some of that playing videogames to write wild wet-dream conjecture?!

      --
      "Old man yells at systemd"
    8. Re:Weird information by EarthlingN · · Score: 1

      My first thought was that of an optical mouse or something like it.

    9. Re:Weird information by Redlazer · · Score: 1

      I think those are awesome ideas. I used to play a game called Microspace or something like that, Where it would use the files on your hard drive to create levels and enemies. Its a great idea - same general idea as spore : ) -Red

      --
      Guns don't kill people, "with glowing hearts" kills people.
    10. Re:Weird information by Anonymous Coward · · Score: 0
    11. Re:Weird information by Anonymous Coward · · Score: 0

      I haven't met any gaming journalists, but based on their writing, they seem to be pretty dense people for the most part.

    12. Re:Weird information by payndz · · Score: 1
      I say this as:

      a) a game developer
      ...
      why am I working 50 hours a week to create something mediocre


      I admire your honesty! But as Jack Bauer would say, "Who do you work for?" Just so I can, y'know, avoid their 'mediocre' games.

      --
      You must think in Russian.
    13. Re:Weird information by Anonymous Coward · · Score: 0

      holy fuck indeed, old chum.

    14. Re:Weird information by antime · · Score: 1
      One that has been floated around is that you would be able to have a little avatar of yourself that you could put into various games.
      Like they planned in Perfect Dark? If the Righteous Outrage Brigade got their knickers in a twist over a N64 multiplayer game I don't even wanna know what they'll think of using the feature in online games.
    15. Re:Weird information by xenocide2 · · Score: 1


      I read the article a few days ago on IGN, and for the most part, its correct. You have to distinguish between real input, and glare from windows or lights, and another interesting matter is that the controller is so sensitive that in order to deal with the input from the accelerometer you cant take what you get EVERY frame and go from that .. you should average it out over some small delta, maybe .2 seconds.


      Accelerometers are usually very sensative. I'm working with some that are on the order of 2 micro-"g"s. I'd be curious to see what averaging the data really accomplishes. I'd suspect your motions would feel partly laggy if done over too long a time frame. I'm guessing the reason you average is because the human hand isn't capable of aiming the device at the aformentioned precision. Since your hand shakes somewhat, you might want to take an average of readings. But I would have thought that measuring perhaps 3 times a frame would be more accurate than a blending the input from the last 12 frames. Either their accelerometer isn't fast enough, or they're concerned about wii-mote battery life.

      --
      I Browse at +4 Flamebait

      Open Source Sysadmin

    16. Re:Weird information by GalionTheElf · · Score: 2, Interesting

      Reading your link, no one got their knickers in a twist over anything. Rare/Nintendo decided to remove the feature in light of the Columbine shootings.

      --
      I'm going over here and I don't know why!
    17. Re:Weird information by Anonymous Coward · · Score: 0

      i wish i had a serial for it, their sales department doesn't answer me. 8(

    18. Re:Weird information by sd.fhasldff · · Score: 1
      Since your hand shakes somewhat, you might want to take an average of readings. But I would have thought that measuring perhaps 3 times a frame would be more accurate than a blending the input from the last 12 frames. Either their accelerometer isn't fast enough, or they're concerned about wii-mote battery life.

      Or they could just use a lowpass filter on the console-end to get rid of any high-frequency "shakes".

    19. Re:Weird information by BasilBrush · · Score: 1

      Hey, if you can use a normal optical mouse as a scanner, there's no reason why it might not be possible to use the CCD in the Wii remote as a camera. It just depends on whether Nintendo have put the facility for transfer of the raw data from the CCD to the Wii via bluetooth. It'll might show some strange images though, depending on what light bandwidths it picks up in addition to IR.

    20. Re:Weird information by rhinoX · · Score: 1

      I write software for directional drilling, and we interface with a number of down-hole steering and gamma probes that are just as sensitive as these things. This is exactly what we do -- we apply one of a number of differen filters to gamma probes (as they are all over the place in count). It is usually required that drilling stops while taking a "survey" from a steering (telemetry) device because the shaking of the drill pipe around the probe sends it into a fit and they will pump up all kinds of bad data.

      --
      The copper bosses killed you, Joe. 'I never died', said he.
    21. Re:Weird information by TheMotedOne · · Score: 1

      I just can't visualize or imagine what puprose this will have. Anyone have any ideas?

      It has been reported that the speaker on the 'Wii-mote' is used to make the bow stretching and release noises in the forthcoming Zelda game. It is also stated that it plays the old school theme.

  4. AA Batteries? Are they kidding? by Rachel+Lucid · · Score: 4, Insightful

    After seeing the piece of work that is the DS lite, I figured Nintendo would have similar recharge functionality for the remotes. I have similar issue with my wireless mice and I find it rediculous... sure, lithium-ion batteries are expensive, but for a $250 machine anyway...

    1. Re:AA Batteries? Are they kidding? by Osty · · Score: 5, Insightful

      Just because it can use AA batteries doesn't mean it won't have a rechargeable battery pack. Look at the Xbox 360 controller, for example. Out of the box, it comes with two AA batteries that fit into a little box that snaps into the controller. However, you can go out and buy a play and charge kit (battery + USB recharge cable) for ~$20 and use that instead. The battery pack is similar in shape to the AA battery cartridge and fits in the exact same place on the controller. Selling it separately may be seen as a money grab by some, but it does make sense (accessories == big money!) to help offset the console subsidy.

      Then again, Nintendo didn't do that with the old Wavebird. If you wanted rechargeable batteries, you had to go out and buy your own AA-sized rechargeables. I would be very surprised if Nintendo didn't offer some sort of rechargeable battery pack for the WiiMote, though.

    2. Re:AA Batteries? Are they kidding? by RazorRaiser · · Score: 2, Insightful

      Just buy rechargable AAs. Problem solved

    3. Re:AA Batteries? Are they kidding? by EvilFrog · · Score: 1

      If the battery life is anything close to the Wavebird, I'm perfectly happy with them using AAs. I've gotten a lot of use out of my Wavebird and I've only ever replaced the batteries in it a couple of times. The rare occasion when it runs out, I just need to run to the pantry to get a few replacements rather than wait for it to recharge. All in all, I'd say the Wavebird is the single best console controller I've ever used. It's wireless, responsive, feels good in your hands, lightweight, and the batteries last forever. It doesn't have force-feedback (while the Wii-mote apparently does), but I've honestly never missed it.

    4. Re:AA Batteries? Are they kidding? by Osty · · Score: 2, Interesting

      The rare occasion when it runs out, I just need to run to the pantry to get a few replacements rather than wait for it to recharge.

      That's the beautiful part about the 360's play and charge cable. It'll recharge and let you play at the same time (it'll recharge much more slowly that way, of course). Of course, then you're tethered to the console again, but it's better than waiting an hour or two for the batteries to charge back up. I guess if being wireless is really that important, you could buy two battery packs and a charging station and just swap out batteries as necessary (that'd be major overkill, since the 360 battery pack lasts for a good 2-3 weeks on a single charge, depending on how much you play of course).

    5. Re:AA Batteries? Are they kidding? by Minced · · Score: 2, Insightful

      Rather than produce an expensive next gen wireless controller, I'm looking at you $50 Wireless 360 controller, Nintendo has opted to keep the cost down to make it a smaller investment for teh average consumer. So instead of having a $50 controller, it might retail for $25-$35 instead. As you said, lithium batteries aren't cheap, but consumers often are.

    6. Re:AA Batteries? Are they kidding? by HeavyD14 · · Score: 1

      I have a number of wireless devices (Specifically a cordless phone and my mouse) that use AA sized rechargeable bateries, and fit recharge in their bases. This may just be a money maker for Nintendo, the standard model comes with standard Alkaline cells, but you can upgrade with a charging base and batteries.

    7. Re:AA Batteries? Are they kidding? by rohlfinator · · Score: 1
      Then again, Nintendo didn't do that with the old Wavebird.
      However, you could buy one through a third party.

      An official Nintendo-branded model would probably be a more solid option, though. Still, AA rechargeables aren't really a big deal, especially when they last 30-60 hours. Some rechargeables even last longer than traditional batteries, I think, and they're often cheaper than the battery packs.
    8. Re:AA Batteries? Are they kidding? by zlogic · · Score: 1

      Reachargable batteries tend to lose charge over time (especially NiMH and NiCD). I've owned a mouse that came with rechargable batteries. It lasted about a week between recharges. After it died I replaced it with a non-rechargable battery one. It runs about a month now on the batteries included and the battery meter still shows "good".
      Another example: TV remotes and motherboards. They consume so little electicity that it would be insane putting rechargable batteries in. They mention that a Wii-mote runs about 30 to 60 hours (depending on the mode). Considering that Wii is targeted at casual gamers who play no more than 2 hours a day (and usually even less) this may be a wise decision. If you want to play more than that, buy a 4 NiMH battery + recharger pack. These cost no more than $30 and may be used for digital cameras etc. as well.

    9. Re:AA Batteries? Are they kidding? by Anonymous Coward · · Score: 0

      So, math, assuming typical 40 hours per two batteries:
      2hr/week: 5 months.
      4hr/week: 2 months, two weeks.
      8hr/week: 1 month, one week.

      If you play 4 or more hours, Eneloop and Endura batteries make sense (very low self-discharge rate batteries that also do not suffer as badly from not being used a lot--but 2Ah v. 2.7Ah), as do Lithium primaries, depending on your wants. Less, and plain old alkalines last forever; and average NIMH cells could actually cost you more, due to killing them by resting. If the remote or system gives a warning as the voltage drops (especially if it offers 'warnings' at around 1.2v and 0.8v), replacing the batteries should be no problem.

      If you've already got a digital camera, or any other NIMH AA using device, NIMHs make sense in general, because you can just make a point to rotate them every week or two, so the batteries WILL get drained, even if not by that controller (I do this w/ my AAAs, as they last forever in all I have but my DAP).

  5. No rechargable batteries? by DragonPup · · Score: 0, Redundant

    I am pretty surprised the batteries in the wiimote are standard AA's and apparently not rechargeable. It seems to go against their use if LI in the recent gameboys. :-|

    --
    "Useless organic meatbag" -HK-47
    1. Re:No rechargable batteries? by rolfwind · · Score: 3, Insightful

      This is a good thing, proprietary rechargeable battery replacements tend to be expensive.

      And you can buy rechargeable AA batteries. I bought 6AA+4AAA+Recharger for 14.99 at Costco and the batteries last a crazy long time. 4-5x longer on one charge than alkaline batteries, by my estimates (Because of this, I only buy rechargeables now, make sure they have a high mAH and are NiMH).

      OTOH, all my Lithion based batteries in my Sony (purchased before they turned into total scum) cameras cost >$60-120 to replace and reliably die after 2-3 years. I don't know how fast NiMH dies (it's life must be at least as long at Li), but at least I can replace them cheap.

    2. Re:No rechargable batteries? by Anonymous Coward · · Score: 1, Informative

      Check the Wavebird remote for the Gamecube. It uses standard AA batteries. It also lasts a LONG time (depending on normal vs. heavy usage, of course). With two pairs of rechargables, I never had to worry about batteries in mine (well, until I lost the charger, but that's another story...)

      Now, admittedly, the Wavebird is doing a lot less than the Wiimote, but 30-60 hours on a charge sounds pretty good to me. A docking/storage station that did recharge of internal batteries would be nice, but it doesn't seem as flat-out crazy as some people are making it out to be.

      (Another caveat: They could still change it before release, I guess. Retrofitting your design from AA batteries to an internal rechargable shouldn't be too hard)

    3. Re:No rechargable batteries? by Lehk228 · · Score: 1

      NiMH batteries die as a function of usage, Li-ion batteries die as a function of time.

      --
      Snowden and Manning are heroes.
    4. Re:No rechargable batteries? by Firehed · · Score: 1

      Li-Ion batteries also die as a function of usage. Most devices I have estimate about five hundred power cycles. Were Nintendo to release a Li-Ion battery pack that'll fit in the AA section of the Wiimote, you're talking anywhere from 15000-30000 hour lifetime (if it had the same mAH rating as normal AAs anyways), which is almost certainly more than you'll be using the system for. On shorter-life devices like laptops, which consequently will often get more use than a console, it might actually be a problem (probably 2000 hours total life on the high end), but you could almost certainly buy one and have it last about the lifetime of the console without needing to replace it, provided it holds up as it should.

      --
      How are sites slashdotted when nobody reads TFAs?
    5. Re:No rechargable batteries? by Lehk228 · · Score: 1

      i should rephrase that, most Li-ion batteries expire due to time not usage, incorrect recharging can shorten the lifespan and heavy use will affect the battery, but the biggest enemy of Li-ion batteries is time.

      --
      Snowden and Manning are heroes.
    6. Re:No rechargable batteries? by Anonymous Coward · · Score: 0

      I vote that we change the abbreviation from li-ion to lion. way cooler. Lion batteries! ROAR! that is all.

      http://64.233.167.104/search?q=cache:Ba5PXLmmaoQJ: www.batteryuniversity.com/parttwo-34.htm+charge/di scharge+cycles&hl=en

      from this, "Aging of lithium-ion is an issue that is often ignored. A lithium-ion battery in use typically lasts between 2-3 years. The capacity loss manifests itself in increased internal resistance caused by oxidation. Eventually, the cell resistance reaches a point where the pack can no longer deliver the stored energy although the battery may still have ample charge."

      remember to keep your batteries in the fridge!

    7. Re:No rechargable batteries? by DDLKermit007 · · Score: 1

      Actually it's heat over the lifetime of the battery that drops Li-ion batteries primarily. Most people's experience with Li-ion is with laptops which supprise supprise get quite hot with use, get left in hot cars, other very warm locations, and are usualy either fully charged or fully discharged which does the most to drop the batteries lifespan. This is the average loss of Li-ion pulled from Wikipedia for each year of the batteries lifespan.

      Storage Temperature --- 40% Charge ---- 100% Charge
      0 C (32 F) -- 2% loss after 1 year -- 6% loss after 1 year
      25 C (77 F) - 4% loss after 1 year -- 20% loss after 1 year
      40 C (104 F)- 15% loss after 1 year - 35% loss after 1 year
      60 C (140 F)- 25% loss after 1 year - 40% loss after 3 months

    8. Re:No rechargable batteries? by LKM · · Score: 1

      Probably because the controller uses less power than the DS with its two screens.

      They used AAs for the Wavebird, too. Works well for me, I got a bunch of rechargeable AAs already and can just switch them out if the Wavebird runs on empty.

    9. Re:No rechargable batteries? by Babbster · · Score: 1

      Your concern about Li-Ion pricing is understandable considering the gouging that some companies do, but using Nintendo as an example, their Li-Ion batteries (user replaceable) for the DS and DS Lite are $15 a piece. Considering the life of each battery, that's far more economical [to the consumer] than alkaline or rechargeable AAs. That said, I don't think Nintendo is trying to screw consumers over since, obviously, they're not in the AA battery business. Their decision was probably motivated by what they could fit into the Wiimote while still keeping costs low.

    10. Re:No rechargable batteries? by nolsen · · Score: 1

      Apparently I either churn through electronics or don't use them enough, because I haven't run into issues with needing to replace expensive, proprietary rechargeable batteries.

  6. Uh... Need A Clue? by MBCook · · Score: 4, Informative

    I read this the other day. Most of it was known before. That said, the IGN writer needs a clue.

    The Wii-mote features 6KB of "non-volatile" memory, whose exact purpose remains a mystery. IGN Wii speculates that this throwaway memory could possibly be used in conjunction with the Wii-mote's recently revealed internal speaker.

    I wonder what the memory will be for. I can't think of any uses, unless it is used for calibration in which case it doesn't matter that much. That said, using non-volatile memory (which did not need to be in quotes, and is probably flash) to store sound clips seems rather pointless and a waste of limited write cycles.

    But wait, there's more!

    ...which means that it is more or less seeing a megapixel image. Whether or not this data can be interpreted into visual information remains unknown, but we're not ruling out the possibility that the pointer could sub as a camera.

    I'M ruling it out. That's like saying a mouse with a ball and a 200 PPI resolution could be used as a scanner. To put a live mega-pixel video sensor on the front of the Wiimote just to analyze every image to figure out which way the thing was pointing would be one of the most expensive, slow, battery draining, and stupid ways to accomplish that goal imaginable.

    We'll find out more during Tokyo Game Show on Sept 22nd. In the mean time, if you are going to speculate in an article about something, get some kind of engineer to take a glance at your article first so you don't look too wrong.

    --
    Comment forecast: Bits of genius surrounded by a sea of mediocrity.
    1. Re:Uh... Need A Clue? by 77Punker · · Score: 4, Insightful

      Hey, at least it's not as bad as the IGN article that said the Wii would be less powerful than the X-Box because its CPU runs at a lower frequency. I think it went something like this:

      "X-Box had a 780 MHz Celeron but Wii's processor is only 745 MHz so that means that Wii won't support bump mapping! OMFG!"

      Maybe that quote is paraphrased, but it's pretty damn close to an IGN article I read about a month ago that made it onto Slashdot. IGN should either hire some editors or be destroyed.

    2. Re:Uh... Need A Clue? by Bender0x7D1 · · Score: 1

      It might be used for custom button mappings. A nice feature of PC games is that you can have customer key mappings. This might allow the controller to provide those features, eliminating the need for each game to do so.

      --
      Reading code is like reading the dictionary - you have to read half of it before you can go back and understand it.
    3. Re:Uh... Need A Clue? by MBCook · · Score: 4, Insightful

      I thought about that for a second but I ruled it out. What is the point of putting that on the controller? Unless your controller becomes your controller that you take to a friends house that keeps a tiny bit of data on you (favorite color, birthday, name) so when you start playing it's already configured for you. I wouldn't think enough games would have similar enough controls for that to work. When they do (such as the trigger in an FPS) then the configuration is obvious (are you going to change the fire button from the trigger to a button at the bottom of the controller you can't reach?)

      On a PC you have a TON of keys to bind. On the Wiimote, you have 9 (if you include the four D-pad directions).

      I don't see the point of storing that on the controller. After all, the system is supposed to have built in flash storage of some size (I don't remember) and you could store that data there. That would make more sense than storing it on the controller.

      And on the storing sounds font, just how much of a sound could you possibly fit in 6kb anyway? Standard WAVs are 10MB per minute. If you make that mono, it's 5MB a minute. Cut the sample rate in 4 (to 11khz) and that would give you 1.25MB a minute. Go to 8 bit instead of 16 and things are sounding terrible, but you're at ~600kb per minute. So you could fit 1/100th of a minute of audio in that space. Even if you compress it 5:1 you only get 3 seconds.

      And if you are going to use that memory for sounds in-game, why does it need to be non-volatile anyway? Would it really be that hard to download the sound to the controller again the next time they turn on the game?

      --
      Comment forecast: Bits of genius surrounded by a sea of mediocrity.
    4. Re:Uh... Need A Clue? by MasJ · · Score: 3, Informative

      Well, ironically the example you gave of the mouse has actually been done. It was on Slashdot a few months ago where this guy rewired his mouse to act as a scanner/digital camera. Pretty cool IMO : ). You could atleast take low-res images. And if it's actually seeing megapixel, that's pretty good.

      This is the slashdot story: Turn an Optical Mouse into a Scanner
    5. Re:Uh... Need A Clue? by PeelBoy · · Score: 3, Informative

      I don't know about the rest of this but I do remember the Nintendo guys saying that people would want their controller to be THEIR controller so this might be exactly what that memory is used for. A profile of some sorts.

      This *is* something Nintendo is shooting for (the personalized controllers)

    6. Re:Uh... Need A Clue? by LoverOfJoy · · Score: 1

      I don't think it's about configuring the buttons. I think it's about configuring how to interpret the movements. Most people don't bother adjusting the speed the mouse moves but a lot of people may adjust how sensitive their wii controller is. Maybe even have different settings per game type. Playing tennis? You want to do a full-fledged swing. Playing some fps? You may want very slight movements make a big difference in game. So maybe just two settings of responsiveness depending on whether you want to swing your arms around or whether you want small movements while resting it on your lap.

    7. Re:Uh... Need A Clue? by jensen404 · · Score: 2, Informative

      The Wii-mote has a CMOS sensor behind the IR filter in the front.
      The "sensor bar" has a few IR LEDs on each side that the Wii-mote sensor can see. The Wii-mote is able to read two positions from these LEDs and determine their positions in a 1024x768 area.

      The company that provides the sensor technology also makes sensors for optical mice. Those sensors "analyze every image to figure out which way the thing was pointing". And optical mice can last a lot longer than 60 hours on two AAs while providing their own light source.

    8. Re:Uh... Need A Clue? by Cadallin · · Score: 1
      Well, there have been rumors that the remote would store save-games. However, the 6KB makes that seem unlikely, except the reality MIGHT be that remote store some data about its "owner" i.e. You have your own personal remote and it stores data that tells the Wii itself which savegames are yours. The Wii maybe saves some identifying data (name, profile, etc) on the remote, which also goes with savegame files. This sounds at least vaguely plausible to me.

      Also Nintendo has historically not shown up at the Tokyo Game Show, and the word on the street is they're not showing up this year either. Somehow I expect Nintendo to make an announcement about the Wii around the time of the show (release date anyone?) and that ending up being bigger news than the whole TGS itself.

    9. Re:Uh... Need A Clue? by SirSlud · · Score: 1

      Probably not for key mappings. Remember that the console will have WAY more flash memory to store those kinds of things. 6KB is a tiny tiny tiny amount, so I doubt its really all that significant with respect to the featureset of the controller.

      --
      "Old man yells at systemd"
    10. Re:Uh... Need A Clue? by shoptroll · · Score: 2, Insightful

      Number one, in many console games you don't get much freedom to change the mapping of button->action.

      With the wii, you're probably going to need someway of calibrating the remote to a persons style. Do they make large movements or small precise ones? What's their resting height, etc.?

      Also, with the Wii Sports demonstration it looks like players might have the option of creating a custom avatar for their in game persona. This could be stored on the remote, instead of a memory card (especially if it's a cross-game feature).

      In terms of sound quality, it's a tiny speaker in a remote, you could put a 320 kbps mp3 in there and it'd sound like crap. Maybe they're using very low bitrate mp3 compression? Or they're streaming it over the bluetooth connection?

      --
      Insert Sig Here
    11. Re:Uh... Need A Clue? by Anonymous Coward · · Score: 0

      Is it really that big a mystery? 6kB of non-volatile memory is obviously for storing the controller's firmware. It's probably read-only memory (which qualifies as non-volatile) since the firmware will not need updating. This is probably the least interesting bit of information I've read about the Wii controller. Surely with technical specs detailed enough to list the size of the firmware ROM area, they could have found *something* more interesting to report on.

    12. Re:Uh... Need A Clue? by modeless · · Score: 1

      Interesting... so how does it tell anything about its absolute position? It can tell whether it's pointing at or near the sensor bar, but that doesn't help it determine whether it's near the floor or the ceiling, or right or left of center. It wouldn't even be able to distinguish being far away from being left or right of the TV, since both cases would cause the LEDs to appear closer together.

      And how could this thing possibly be calibrated for a shooting game like Duck Hunt? I'll bet it won't be accurate enough for "iron sights" aiming à la the NES Zapper so you will have to use an onscreen crosshair. And it will no longer work to put your gun 1" from the TV (cheating 10-year-olds everywhere will be sorely disappointed).

      Personally I was hoping Nintendo would do something really innovative with the sensing, like use trilateration with sound or radio waves to determine the controller's absolute position. Now *that* would be seriously cool.

    13. Re:Uh... Need A Clue? by Andrew+Kismet · · Score: 1

      I'm thinking you're right, but not just for 'personal info' like colour scheme, birthday (which take up >1kb), but also sensitivity and callibration. If I take my wiimote over to my friend's house, I want it to remember my swing style. Maybe I'm a newb who likes insane, overzealous motions, and my friend is a pixel-perfect accuracy sniper; we do NOT want our settings confused!

    14. Re:Uh... Need A Clue? by fletchermemorial · · Score: 1

      Not to flame, or anything...but
      You are not an authority on what is ruled out or not, and i know that technically, this isn't a mouse-ball, http://sprite.student.utwente.nl/~jeroen/projects/ mouseeye/ This is an example of odd things done out of unlikely devices. While this was a modification, there's no telling that there won't be something similar built in, and if it were built in, it would probably be better.

      Nintendo is best known for their eccentric ideas, so don't say it's not going to happen until they say so. What if there's a plug-in feature, and you can set it atop the Television to aim at the user, and use it as an eye-toy? Just making a statement that Nintendo above all else is one of the most innovative gaming companies, with the largest quantity of free thinkers on their team. I suppose you can say, they're like Apple, but done right. (Though, if you ask me, that's not hard to do.)

    15. Re:Uh... Need A Clue? by xenocide2 · · Score: 1

      Maybe the flash is to record the last three days of accelerometer usage, so if you break it the repair guy will know you threw it against the wall in frustration ;)

      --
      I Browse at +4 Flamebait

      Open Source Sysadmin

    16. Re:Uh... Need A Clue? by LKM · · Score: 1
      Unless your controller becomes your controller that you take to a friends house that keeps a tiny bit of data on you

      That is exactly what Nintendo has announced, and it's exactly what it is for.

      They expect every user to have his own controller, with some personal data stored on it.

    17. Re:Uh... Need A Clue? by pimpimpim · · Score: 1
      That's like saying a mouse with a ball and a 200 PPI resolution could be used as a scanner.

      well, it can

      --
      molmod.com - computing tips from a molecular modeling
    18. Re:Uh... Need A Clue? by grumbel · · Score: 1

      6KB is definitvly to little to store any real game data (keymappings or such) or personal data (say a picture of you), however 6kb should be enough to store your user-id and your password/key for the online account. So if they are actually going to use a 'personal' controller, they have to do it over the online service and just use the controller as a login tool.

    19. Re:Uh... Need A Clue? by stunt_penguin · · Score: 1

      That sounds cool to me; the controller sounds as though it should be reasonably inexpensive, given that Nintendo are keeping the costs down in general. That being the case, it might not be too impractical for a couple of people sharing a console to go down and get themselves a controller each so they can just pick up n' play.

      Also, given online capabilities, it should be possible for the console to store a person's profile online in an xb.live style, and have the wiimote act as the personal key to that account, so you just walk up to your friend's console and you're recognised. It'd mean you could store as much info in your profile as you want (within reason) without worrying about the memory capacity of a physical local device, just The Big N's hosting fees.

      Also (sorry to threadjack) on the battery issue since everyone else seems to be obsessing over it, it's better to have AAs in your controller than something proprietary. You probably already have a charger plus some NiMhs in your house already (and if you don't you can go down and nab some) and reasonably pretty inexpensive to nab an extra set that can charge while you're playing. The charge time for a set of NiMhs is about 10 hours on a bad day, and in heavy use i'd say we're going to get at least that out of the wiimote. With 20 euros worth of batteries plus a charger you could play through the whole of the next Zelda game and never have to stop to wait for a charge.

      --
      When the posters fear their moderators, there is tyranny; when the moderators fears the posters, there is liberty.
    20. Re:Uh... Need A Clue? by BasilBrush · · Score: 1
      It doesn't need to know where you are in the room. It only needs to know where on the screen you are pointing. Considering just the horizontal position for a moment, it doesn't matter if the LEDs get closer together in the image because you moved away from the TV or because you moved to one side or the other. In either case, the picture on the TV also got narrower by the same proportion.

      However, the two LEDs only work really well in a single dimension. It can be guessed at if you assume the player doesn't move too far from where the device was calibrated. A third non-planar LED would sort that out though. Perhaps there's one on the console case itself.

      Why wouldn't it work for Duck hunt? The Wii method sounds more accurate than the classic light gun method, which itself was accurate in one direction (vertical) and less so in the other.

      Personally I was hoping Nintendo would do something really innovative with the sensing, like use trilateration with sound or radio waves to determine the controller's absolute position. Now *that* would be seriously cool.
      That would tell you where you are in the room (which you don't need to know), but wouldn't tell you where the remote is pointing (which you do need to know). So it wouldn't work.
    21. Re:Uh... Need A Clue? by Anonymous Coward · · Score: 0
      That's like saying a mouse with a ball and a 200 PPI resolution could be used as a scanner.

      With a ball, son.

    22. Re:Uh... Need A Clue? by GTMoogle · · Score: 1

      "What if there's a plug-in feature, and you can set it atop the Television to aim at the user, and use it as an eye-toy?" Well, considering its camera is covered by a black IR filter and is probably a monochrome sensor to increase resolution and cut cost, I'm guessing... No.

    23. Re:Uh... Need A Clue? by fletchermemorial · · Score: 1

      You're still ignoring the fact that this is all still in development. If the japanese company Nintendo were willing to change their name to something they couldn't even pronounce a week before the biggest gaming convention in the world, who's to say they won't modify a lens on their controller?

    24. Re:Uh... Need A Clue? by jensen404 · · Score: 1

      There doesn't need to be any calibration, because it has nothing to do with the TV. Everything will use a crosshair.

      Moving the controller to the left will have the same effect as rotating it to the left. Moving the controller upwards will have the same effect as rotating it upwards. Pulling it back will look the same as moving the controller so it looks at the sensor bar from a side.

      If you don't move around too much, the controller should give you three pieces of info: The position of the LEDs in the sensor's view, the rotation of the LEDs, and how far apart they are from each other.

      Of course there are also the accelerometers. They have similar issues in not being able to differentiate between lateral and rotational movement.

    25. Re:Uh... Need A Clue? by GTMoogle · · Score: 1

      Actually, evidence suggests that they're producing final units already, and development is finished.

    26. Re:Uh... Need A Clue? by RyoShin · · Score: 1
      I wonder what the memory will be for. I can't think of any uses, unless it is used for calibration in which case it doesn't matter that much. That said, using non-volatile memory (which did not need to be in quotes, and is probably flash) to store sound clips seems rather pointless and a waste of limited write cycles.
      The internal memory in the remote is likely going to make it YOUR remote. It would store a user name/handle, the orientation you use for first-person games (inverted, etc.), and some other basic options like sensitivity. Maybe you can design and save a simple "tag" like you see in Counter Strike. (This would be a useful function of Mario Paint Wii). These things can be used between a lot of the games, so it will save some game-save space, as well as make it easier to play over at your friends house.

      You can just grab your Wiimote, stickit in your pocket, and head over. You won't need to take time to set up any of your basic options once over there, just the options specific to that game.

      Also, the controllers will probably have a unique identifier associated with each one, so if you do often go over to a friend's house to play a game, you don't have to go through selecting your profile each time. You just register your controller, the console reads the UID, and the game pulls the respective profile from the save state.

      I often play Halo with friends, and it's always annoying having to wait for everyone to scroll through all the profiles and find theirs. Or, worse, if they don't have an account but want to personalize one they have to go through the process of setting up, while everyone has to wait. Features like what I listed above would make it much easier to just jump into a game (assuming they have their own Wiimote), unless it's someone's absolute first time playing.
    27. Re:Uh... Need A Clue? by fletchermemorial · · Score: 1

      It seems that this has turned into a flame post, and that's exactly what i was trying to stay away from. So, this argument is over, you win. All i was trying to say was not to assume it's done until it really is done.

    28. Re:Uh... Need A Clue? by LKM · · Score: 1

      6 KB is enough for your name, a very simple picture (maybe similar to the Mario Kart DS emblem), your favourite color and maybe some key preferences. This will most certainly not be connected to the online system. It may be connected to a Wii, and if it is, going to a friend's would be out, but personally I think 6KB is enough to store the most important data.

    29. Re:Uh... Need A Clue? by grumbel · · Score: 1

      Would you carry your Wiimote around for lausy 6kb of data? I know I wouldn't, you can't really store anything worthwhile, a 64x64 image and the memory is almost full, that just wouldn't make any sense on a console that renders to TV. Favorite color and other stuff could simply be selected inside the game each time, its not really so special that you wanna store it. You also have to take the price into account, flash memory is quite cheap, so if they would want to store a photo and other personal stuff, they could simply have added more memory, its cheap after all and there is no reason to limit yourself to 6kb if you would want to actually store something interesting. In the end I think the most likly is that they won't do any personal storage at all and simply use the memory to store calibration data (ie. MAC address of the Wii so that the Wiimote knows which console to connect to and such).

    30. Re:Uh... Need A Clue? by buffer-overflowed · · Score: 1

      That's where I presume Gyration comes in with their gyroscope.

      --
      The key to the enjoyment of pop music is to replace any instance of "love" with "C.H.U.D."
    31. Re:Uh... Need A Clue? by Neo_piper · · Score: 1

      You must be new....
      Back in my day If you wanted to scan something you used a Logitech ScanMan Handheld Scanner.
      It was basicly a single axis mouse with a CCD that could hypothetically capture an image at 400dpi if you had a steady hand.
      Always remember todays toys were yesterdays professional grade tools.

    32. Re:Uh... Need A Clue? by rehtonAesoohC · · Score: 1

      Are you talking about wireless optical mice? Because wired optical mice get their power from the USB cable.

    33. Re:Uh... Need A Clue? by metasecure · · Score: 1

      some people grew up without ball-mice. they had to use optics and lasers their whole life. don't be so inconsiderate.

  7. Bounds of the TV by RyanFenton · · Score: 2, Insightful

    That makes me wonder... how will the sensor determine the bounds of the TV that the remote is aiming at? Will it look up somehow to see where light is emiting from the TV somehow? Or will there be general assumptions about the size and aspect ratio of the screen?

    Perhaps there will be a calibration on setting the system up... but they have to expect either the TV or the sensor to be moved occasionally. Any manual calibration can be expected to suffer from accuracy problems, I'd expect - especially if game makers somehow assume a screen aspect ratio when making their games. Games with relativistic controls wouldn't be so bad... but anything with precision involved would start to feel sloppy when anything changed.

    I hope the relationship between screen and controller are more dynamic and automatic than just sensing the remote. Regardless, I imagine I can quickly get used to whatever it is, and the game makers will compensate as needed - I'd just like it to be as close to a precise 3-d mouse as possible without having to wave the controller too out of proportion to the actual screen.

    Ryan Fenton

    1. Re:Bounds of the TV by MBCook · · Score: 1

      I'm guessing it will be like the DS. When you first turn it on for the first time (or when ever you choose to) you'd calibrate it (standard shoot the corners). This would then be stored in the Wii and it would pass the calibrated data to the games, they would never get the raw data. The TV's aspect ratio could easily be stored there too.

      --
      Comment forecast: Bits of genius surrounded by a sea of mediocrity.
    2. Re:Bounds of the TV by mikeisme77 · · Score: 1

      It's in the summary--you calibrate teh Wiimote by pointing it at two seperate locations on the screen (probably top left and bottom right--or top right and bottom left). Also, the summary (I haven't read TFA) made it seem like you may need to calibrate the controller every time a game is loaded to take into account environmental variables (such as a receiver that's been moved, mirrors, plastic, lighting changes, etc.) If you're changing games a lot in a short time frame this could be annoying, but otherwise it shouldn't take too long to point the controller at one corner and then the other corner--especially since you no longer have to go through the trouble of powering on the system since it's "always on"... now if they would just get rid of all of those damn load screens...

    3. Re:Bounds of the TV by Lectrik · · Score: 4, Interesting
      That makes me wonder... how will the sensor determine the bounds of the TV that the remote is aiming at? Will it look up somehow to see where light is emiting from the TV somehow? Or will there be general assumptions about the size and aspect ratio of the screen?

      Perhaps there will be a calibration on setting the system up... but they have to expect either the TV or the sensor to be moved occasionally. Any manual calibration can be expected to suffer from accuracy problems, I'd expect - especially if game makers somehow assume a screen aspect ratio when making their games. Games with relativistic controls wouldn't be so bad... but anything with precision involved would start to feel sloppy when anything changed.

      I hope the relationship between screen and controller are more dynamic and automatic than just sensing the remote. Regardless, I imagine I can quickly get used to whatever it is, and the game makers will compensate as needed - I'd just like it to be as close to a precise 3-d mouse as possible without having to wave the controller too out of proportion to the actual screen.


      Ha, something I have a little experience with...
      first let's take old NES era light gun games, pull the trigger, the screen flashes white. some of the older arcade shooters use something similar, but can get away with much shorter flashes and the gun interprets that. Now the more modern ones, mostly SEGA ones where I work have a series of IR LEDs located at the edges of the screen (5 top 5 bottom usually) that are strobed in series. I'm pretty sure it measures the intensity of each LED to determine the position of the gun, and covering even one will make it think it's pointing off screen (a common problem in cold weather when people just thrown their coats on top of the game when they play it) I'm assuming the sensor bar they keep talking about will function slightly similarly to the later. You will probably want to calibrate it anytime you drastically change the relative distance from the TV because it starts to make a difference when you double the distance [i.e standing 5 feet away, or sitting 10 away on the couch with your buddies playing Mario Part-wii]
      --
      --- As to make my comment seem, by comparison, more intelegent... doodie doodie doodie poop poop poop!
    4. Re:Bounds of the TV by tritoneaddict · · Score: 1

      Kinda makes me feel sorry for any poor dude that has a 60" screen.

      My point being, the remote isn't going to have a 1:1 mapping of its motion to that on the screen, just like our PC mice don't map precisely to the distance of motion of our pointers on the screen. As long as there's a point of reference on the screen to look at, it doesn't matter how sensitive the tracking is.

    5. Re:Bounds of the TV by KDR_11k · · Score: 1

      I think it just assumes the aspect ratio matches the aspect ratio you've chosen for the game (4:3 or 16:9) and the distance between the marker bars (or "sensor bars" as the media likes to call them even though they are IR emitters, not sensors) and the picture are to be calibrated (or just ignored, who knows).

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    6. Re:Bounds of the TV by zlogic · · Score: 1

      Probably the calibration procedure will include pointing at various points on the TV so that the Wii-mote will build its coordinate system, pretty much like PDAs do.

    7. Re:Bounds of the TV by teh+kurisu · · Score: 1

      The gun that came with Time Crisis on the Playstation required a recalibration every time it was switched on, for the same reason. It got tedious, especially when I started the game and then realised that my calibration was off, so I had to reset and start again. I'm hoping that, as long as the television and control strip are not moved, that this won't be the case for the Wii.

    8. Re:Bounds of the TV by Anonymous Coward · · Score: 0

      Load screens? On a Nintendo game? You must have experience with a different Nintendo!

    9. Re:Bounds of the TV by mikeisme77 · · Score: 1

      By load screens I mean all of those annoying credits that you see when turning on the system/starting a new game for the first time. So the various companies that helped make the game and such and their fancy animated logos and such. Normally they're skippable, but not until you've gone through a couple of them. I just want to go straight to the main screen. But, hey, at least they don't have 5-15 min. of previews/commercials before you get to the actual game (the movie industry can go to hell...)

    10. Re:Bounds of the TV by Anonymous Coward · · Score: 0

      Old light guns were a simple photosensor. You could point at a lamp and the game would think you hitted the target. The ones with the NES were able to determine the position by timing when the cathode beam from the TV hitted the photosensor. Flashing the screen was not needed (although a bright light made things easier to detect the cathode beam). There is certainly no "interpreting" of "shorter flash".

    11. Re:Bounds of the TV by vitaflo · · Score: 1

      "That makes me wonder... how will the sensor determine the bounds of the TV that the remote is aiming at? Will it look up somehow to see where light is emiting from the TV somehow? Or will there be general assumptions about the size and aspect ratio of the screen?"

      It has nothing to do with the TV, and everything to do with the sensor bar. When you point at the TV you're actually pointing at the sensor bar and any movement you do is then translated to movement on screen.

      You can think of it just like a mouse on a computer. You're not actually pointing the mouse at your comptuer monitor, but the movements you make get translated to cursor position on your monitor.

      As for aspect ratio, thats set when the game loads, whether you're playing in 4:3 or 16:9. No different than changing resolutions on your computer monitor now.

    12. Re:Bounds of the TV by dosboot · · Score: 1

      In other words the linked article is incorrect ("direct aim to television"). Your mouse analogy is a clear and apt example. You'll still be pointing to aim, you just won't be pointing at the physical pixel on the screen. Although the average slashdoter can understand the difference, I'd imagine it's impossible to explain to other people (e.g. someone who doesn't play video games or an IGN editor) without confusing them.

    13. Re:Bounds of the TV by Anonymous Coward · · Score: 1, Interesting

      er no. The flash in e.g. duck hunt was the whole screen turning white, one duck turning into a red square, and the other duck turning into a blue square. the flash was needed to blank all the crap off the screen except the color coded targets.

  8. Don't believe the camera bit. by EvilFrog · · Score: 4, Interesting

    The bit in the article about the camera is pretty idiotic. IGN is completely misunderstanding the information they've got. It can read relative position on the screen to a resolution that is roughly a megapixel. Somehow they read this as a potential camera. It's not. It's no more a camera than your computer mouse is.

    1. Re:Don't believe the camera bit. by cookieinc · · Score: 2, Interesting

      It's no more a camera than your computer mouse is.
      -
      http://sprite.student.utwente.nl/~jeroen/projects/ mouseeye/

      Ok so it's not a camera, but it's cool anyway.

    2. Re:Don't believe the camera bit. by mindtriggerz · · Score: 1

      You would be supprised. A friend, for a research project studying some effect with molten metals, wired up an optical mouse CCD so he could get super-fast videos of the effect in action. They weren't good "quality", but they got him his data.

    3. Re:Don't believe the camera bit. by Anonymous Coward · · Score: 0

      Well it just goes to show... you can't spell ignorant without IGN!!!

  9. Unless of course . . . by JazzLad · · Score: 0

    http://www.bc.edu/schools/csom/eagleeyes/cameramou se/

    -
    Sig for sale:
    Must not affect already bad karma rating.

    --
    "If you have nothing to hide, you have nothing to fear." - Every fascist, ever
  10. Are YOU kidding? by Anonymous Coward · · Score: 5, Insightful
    After seeing the piece of work that is the DS lite, I figured Nintendo would have similar recharge functionality for the remotes. I have similar issue with my wireless mice and I find it rediculous... sure, lithium-ion batteries are expensive, but for a $250 machine anyway...

    Are you serious?!?!

    Look, here's the options you typically have with batteries in consumer products:
    1. Batteries are not user accessible. When batteries lose their ability to hold a charge, you replace the wiimote. Cost to you: $60
    2. Proprietary rechargables. Really just AAs or AAAs, but inside a special case so that you have to buy them from the manufacturer. Cost to you: $35
    3. User replaceable batteries of a standard size. You buy your own NiMhs. Cost to you: $6.99

    You're COMPLAINING about this?

    1. Re:Are YOU kidding? by Anonymous Coward · · Score: 0

      How about a wired controller? Duh.

    2. Re:Are YOU kidding? by Babbster · · Score: 1

      You missed option 4 (or, actually, 1.5 in your list): "Proprietary" lithium-ion batteries that ARE user replaceable. When the battery loses a charge, you replace the battery. Cost to you: $10-50 depending on who's doing the selling/gouging. For the DS and DS Lite (different batteries), Nintendo sells replacement batteries for $15.

      You also skipped over the length of time between replacements. Depending on the battery and your individual tolerance for diminishing battery life, Li-Ion batteries can end up being dirt cheap when compared to alkaline/NiMH/NiCad solutions. If used as recommended, and depending on how fast the particular device sucks down the power, such a battery could do two or more years of duty before requiring replacement. $15 (using Nintendo's DS batteries as a guide) every two years would likely end up being cheaper than any other option.

    3. Re:Are YOU kidding? by Anonymous Coward · · Score: 0

      I admire you cynicism but as the other guy said you really need to look into how Nintendo handles the DS and GBA SP rechargable battery situation.
      It is of course in their interest that you can keep their game machines running without too much hassle, since they principally make money on the games.

  11. they now make a separate charger... by YesIAmAScript · · Score: 4, Interesting

    http://www.xbox.com/en-US/hardware/x/xbox360quickc hargekit/default.htm

    The play and charge doesn't really excite me. I use it, but when it runs down, I just grab my other controller with 2 AAs in it while the play and charge charges from my iPod USB power supply.

    The play and charge has two major flaws:
    1. If you charge your controller off your 360 while the 360 is "off", the 360 isn't really off, it is taking over 80W of power. It basically just turns off the video out. It gets hot and wastes a lot of power.
    2. If you charge your controller off your 360 while the 360 is on, you must use that controller as player 1. That is, if any controller is attached by the play n charge kit to the 360, it becomes controller 1. If you turn it off (perhaps to make another controller #1), it just turns right back on and becomes #1 again. This sucks. This forces you to use the tethered controller to play, even if you have another that is charged. That is, unless you want to wait until your 360 is "off" to charge, in which case you end up at #1 again.

    That's why I have to plug my controller into my iPod power supply (via the play n charge cable) to charge it. Weak.

    Still, all in all it is a good controller, Sony will have trouble matching it with their PS3 controller.

    --
    http://lkml.org/lkml/2005/8/20/95
    1. Re:they now make a separate charger... by Anonymous Coward · · Score: 0

      Except the Wii isn't going to use 80W when just sitting there. Just because there are flaws in one system doesn't mean they will carry over to other products.

    2. Re:they now make a separate charger... by Osty · · Score: 1

      If you charge your controller off your 360 while the 360 is "off", the 360 isn't really off, it is taking over 80W of power. It basically just turns off the video out. It gets hot and wastes a lot of power.

      Did you actually measure the power draw? I haven't, so I have no idea if it's 80W or less. What I do know is that it only stays on long enough to recharge the battery, and that's usually done in a couple of hours. As for getting hot, it should not get any hotter than it would leaving the 360 on the dashboard, and probably less since the video card isn't running. If you're having overheating issues, you should get your box serviced (most likely you got one of the batch of defective power supplies from the launch window).

    3. Re:they now make a separate charger... by Chibi-Hikaru · · Score: 1

      Then why is it that when my friend and I play DOA4 and my controller's batteries die we can plug the charger into the 360 and I'm still player 2? We did that on Thursday. So... explain that.

      --
      http://www.cafepress.com/hikarudesigns/ http://www.bricklink.com/store.asp?p=hikaru
  12. How it might be accomplished by Anonymous Coward · · Score: 0

    If I was Nintendo, I'd have two transmitters of some sort ship with the Wii that would be used to determine the bounds of the television. Place one on one corner of the TV just outside the screen, place the other on the opposite corner; that way you can draw right angles at those points and create a parallelogram containing the screen. It would be a pain and the transmitters would get lost eventually, but it would be effective.

    Alternatively, I imagine they could alter the display through the video chip or somehow so it creates a grid that the optical device can use. I'm not sure how one might accomplish that though, especially without it becoming visible.

  13. Once it's out it's out by mgabrys_sf · · Score: 2, Insightful

    Then we can see if it's good or gimick - a neat controller design or a nintendo power glove.

    Until then, you can go back to bashing the PS3 as usual.

    1. Re:Once it's out it's out by TheZorch · · Score: 2, Insightful

      According to the impressions of E3 attendees who tried out the Wii-Mote it will be much more than just a gimick. It will change the way we play videogames.

      Stop spreading FUD.

      --
      Michael "TheZorch" Haney
      thezorch@gmail.com
      http://thezorch.googlepages.com/home
    2. Re:Once it's out it's out by PixelScuba · · Score: 2, Insightful

      I think the parent makes a valid point, we won't really know anything until we can personally hold the controller in our own hands and try it. All most of us have now is some annecdotal evidence from some people from a gaming show who said it was neat. I'm with the parent, I need to try this thing out for myself to see if I want to be waving a stick around to play games.

    3. Re:Once it's out it's out by DDLKermit007 · · Score: 4, Insightful

      I played with it @ E3. It was flipping awesome. The Wii and the DS are the only things keeping me on console gameing at the moment. I have a PC for pretty graphics.

      And btw...you won't be "waveing" the controler around for the most part. Most of the stuff at E3 was very point & click driven. The swining the controler around was mostly done with the party & sports style games. Feels quite natural to me.

    4. Re:Once it's out it's out by mgabrys_sf · · Score: 0, Flamebait

      There you have it. Fuck hands-on, or your own opinions - the mighty DDLKermit007 has spoken!

      DDLKermit007 says "it was flipping awesome"!

      Well - say no more! I'm convinced. I'll pre-order one RIGHT NOW! Where's my credit card, I'll do this over the phone, or this internet web-thingie.

      Thank you DDLKermit007 - thank you. For providing a ray of sunshine into our bleak lives and setting us on the right course. DDLKermit007 knows how to tell it like it is and the world is a better place for it. Nay-sayers take notice DDLKermit007 is in town and you're so PWNED!

    5. Re:Once it's out it's out by Guppy06 · · Score: 3, Insightful

      Once upon a time, wireless controllers were a cheap gimmick until Nintendo made a first-party one.

    6. Re:Once it's out it's out by DDLKermit007 · · Score: 1

      Heh...god your simpleminded. My entire post was a satire on your previous post. Oh well...fanboys & trolls don't think too heavily before posting. I get moded insightful and you get troll. Judgeing by your posts overall you seem like the usual brain-damaged digger with anger management issues we get here.

    7. Re:Once it's out it's out by mgabrys_sf · · Score: 1

      Dont cross the Kermit folks! He's got the industry by the tail and will PWN you! Thank you for setting me straight! You sure showed me, and the rest of the world how superior you are. Thank you - thank you - thank you.

  14. It's probably EEPROM as well rather than flash. by Cadallin · · Score: 1

    Thought I'd pipe in again, judging from the amount of memory, it's probably an EEPROM chip rather than flash. This might indicate that they're actually planning on just physcially keeping a list of savegames (along witht their location, but the the files themselves, just an index) on the remote itself, probably along with varios configuration data or whatever..

    1. Re:It's probably EEPROM as well rather than flash. by LordVader717 · · Score: 1

      Well, flash would be pretty pointless at 6 KB. But they're basically the same technology, so what the hell.

  15. AA is an OPEN standard! by bussdriver · · Score: 2, Insightful

    /. complaints on NOT having expensive proprietary batteries?

    Buy whatever AA you want.
    in 5 years buy some super capacitor AA...(joke)

  16. 6kb by esromneb · · Score: 1, Offtopic

    They talk about 6kb of NVM as if it's going to have some super features. um HELLO!??? I don't have that much expirence with embedded systems: but I know the 6kb will be used to store base id and a few other internal settings that nobody even needs to know bout. Sounds pretty "exciting" to me!!!

    1. Re:6kb by GTMoogle · · Score: 2, Interesting

      Well, Wii-connect24 (leave your console on, and net-attached) means it probably knows your Wii's home address, so when you go to a friend's house, you can bring your wiimote and it will automatically download your savegames and settings from your own Wii.

      You could just choose to leave your wii on only if you plan to use this feature too, so no bitching about power usage (the net-connected standby has highly reduced power usage also)

  17. Oh, really? by Rob+Simpson · · Score: 3, Informative

    Fewer people own Charging kits for proprietary battery packs (XBox 360). Personally, I have 2 chargers and a bunch of NIMH AA's, since I have a digital camera (Canon A620) and a couple other devices which use them. And it's $5 cheaper to buy a NIMH charger with two sets of batteries.

  18. Just say no to battery packs. by Kadin2048 · · Score: 3, Informative

    I really hate having a proprietary battery cartridge when a few generic rechargeable AAs could have done the job just as well, and let me not pay the hefty premium for the few cents of cheap plastic that they used to bundle them together with. Plus, with standard-size batteries, you have the option of using regular alkalines in a pinch if you really want to -- if you use a proprietary pack and it runs out, you're SOL until it recharges.

    The only excuses for using proprietary batteries at all are if the form factor is such that a standard-shaped (AA/LR6 NiMH) won't fit, or the increased energy density of a Li-ion is required.

    The best combination is to use standard-sized, replaceable cells and then have an external charging port so that the batteries can be charged without removing them from the device. Unfortunately, few manufacturers of consumer products do this because of the safety features you need to put on the charger in order to keep it from trying to charge the alkalines that people will inevitably put in there, even if you warn them not to.

    --
    "Ladies and gentlemen, my killbot features Lotus Notes and a machine gun. It is the finest available."
  19. That's easy... by LKM · · Score: 1
    why am I working 50 hours a week to create something mediocre
    Who do you work for?

    EA? Just guessing :-)

  20. Mouse as scanner? Ridiculous! by PontifexPrimus · · Score: 1
    I'M ruling it out. That's like saying a mouse with a ball and a 200 PPI resolution could be used as a scanner.
    Yeah, because no one would ever do something like this...
    --
    -- Language is a virus from outer space.
    1. Re:Mouse as scanner? Ridiculous! by Anonymous Coward · · Score: 0

      I'M ruling it out. That's like saying a mouse with a ball and a 200 PPI resolution could be used as a scanner.

      Yeah, because no one would ever do something like this...


      Thanks for providing a link to somebody who is not doing something like that.

      That's an optical mouse. Totally different animal.

  21. It's a "Beacon Bar" not a "Sensor Bar" by Dr_Barnowl · · Score: 4, Insightful
    I'd guess this is how it actually works ;

    The "sensor bar" sounds more like a "beacon bar". I'm guessing that it has two flashing infrared LEDs, one at each end (or maybe more, they might be lying). Each LED flashes in a different pattern (or is maybe a cluster of LEDs in a different pattern, a "barcode" maybe).

    The remote has a megapixel monochrome IR CCD in it. This picks up the position of the LEDs in the "sensor bar". After calibration, the position and inclination of the lights in the image can be used to calculate the vector of your aim.

    This is a nice, elegant way of doing it. It's akin to the existing way that TV-aiming devices work (lightguns), except....

    • A lightgun works by picking up a single pixel of light, and relaying the timing to the base unit. The base unit uses it's knowledge about how far down the TV fram the electron beam is to determine the position of the lightgun.
    • With a lightgun, the positioning relies heavily on scan-timing on a CRT. Given the modern display market, a consistent method of detecting scan-timings varies from difficult (100MHz flicker-free displays) to impossible (LCD displays).
    • With a lightgun, you have to have a "flash" to enable the thing to work ; this is why House of the Dead and the like all flash the screen when you shoot - so the lightgun can pick up it's position regardless of whether it's aimed at a dark pixel or not.

    This is a serious improvement on lightgun technologies. You can play Zelda without seeing unrealistic muzzle flash when shooting a bow. It should work with ANY display technology, not just scanning-raster, as long as it doesn't get too large (and even then, you should be able to move the "beacon" bar closer to you to enable larger screens with equal angular accuracy). The horizontal accuracy should be much better. And I'll wager it improves the battery life, because the remote doesn't constantly have to emit radiation at the sensor bar, it just has to capture an image.

    Bah, tried to do an ascii art of how I think it works, but the lamo-filter won't let it past.

    1. Re:It's a "Beacon Bar" not a "Sensor Bar" by TempeTerra · · Score: 3, Funny
      ...The "sensor bar" sounds more like a "beacon bar"... ...you should be able to move the "beacon" bar closer...

      I must be hungry - I can't stop mis-reading that as "bacon bar".

      Mmmmm.... bacon bar. Now there's a way to capture the market. "The Nintendo Wii - featuring revolutionary bacon bar technology!"

      Can I pre-order one yet?
      --
      .evom ton seod gis eht
    2. Re:It's a "Beacon Bar" not a "Sensor Bar" by Anonymous Coward · · Score: 0

      It's kind of a shame that was modded down. I laughed out lound!

      Maybe we need a +1 Off-topic-but-funny...

    3. Re:It's a "Beacon Bar" not a "Sensor Bar" by glindsey · · Score: 1

      You know, the best part about your description here is that the IGN writer speculating about the camera bit might not nearly be as far off his rocker as everybody thinks he is. Oh, sure, I doubt that Nintendo would include such functionality myself, as a one-megapixel monochrome image is awfully underwhelming... but if what you are saying is true, the Wii-mote does have a 1024x768 infrared CCD built into it, rather than measuring position like a mouse or conventional lightgun would.

  22. Standard batteries are GREAT! by jivo · · Score: 1

    - I can buy a cheap extra set of rechargeable batteries.
    - I can simply insert a new set of fresh batteries without having to wait for them to charge.
    - I don't depend on some proprietary Nintendo battery pack.
    - I can use a set of plain Duracells, if I forgot to recharge.

    Oh, I love standards. We should use it a lot more!

  23. Sega again by erdraug · · Score: 1

    Sega's Dreamcast had VMU's for each cotnroller which *did* remember your favourite birthday, blood type, favourite colour etc. which essentially qualifies them as the only really customiseable cotnroller.

  24. Rechargable in device? by Midnight+Thunder · · Score: 1

    I have been to China and have been able to buy myself a portable VCD player, that would accept regular rechargable batteries. You could then slide a switch on the back to indicate that there are rechargab;e batteries in there and it would recharge them when plugged in. I am sure that this solution could be applied to the Wii-remote.

    --
    Jumpstart the tartan drive.
    1. Re:Rechargable in device? by GTMoogle · · Score: 1

      Random company in china has less face to lose than Nintendo when someone doesn't set the manual switch when they swap out with alkalines so they can keep playing, and it explodes and burns their house down when they forget and drop it back in the charger. Letting the battery pack have the charging port built into its own housing (from nintendo or 3rd party) is just as good and far more fault-tolerant.

  25. Not a Camera by vitaflo · · Score: 3, Informative

    From TFA:

    "Interestingly, according to documentation the Wii-mote is able to act as something of an eye, measuring coordinates between 0-1023 on the X axis and 0-767 on the Y axis, which means that it is more or less seeing a megapixel image. Whether or not this data can be interpreted into visual information remains unknown, but we're not ruling out the possibility that the pointer could sub as a camera."

    It's not a cameara. The res of HD is 1024x768, so of course the Wii-mote is going to measure coordinates of the same size. All this is saying is that the Wii-mote has per-pixel accuracy. Saying it may be a camera is one of the biggest stretches I've ever seen.

    1. Re:Not a Camera by Anonymous Coward · · Score: 0

      There are three HD standards, 720p, 1080i, and 1080p. The first is 1280x720 progressive scan, the second is 1920x1080 interlaced, and the third is 1920x1080 progressive scan. You'll notice that none of these is 1024x768. What's more, the Wii does not support any sort of High Definition output.

    2. Re:Not a Camera by Babbster · · Score: 1

      You're correct on the standards, but GP is kind of/sort of right...a bit. 1024x768 displays can be called HD (or "HD-ready") - assuming they can take an HD signal - because they can display all 720 lines of the 720p standard.

    3. Re:Not a Camera by NereusRen · · Score: 1

      Your post is a good explanation of why the IGN article is stupid, but I feel I have to correct the numbers.

      1024x768 is not a standard "HD" resolution. HD is typically 1920x1080 (e.g. 1080i), which you'll note is a 16x9 widescreen ratio rather than 1024x768's 4x3 standard ratio. The other standard HD resolution, 1280x720 (e.g. 720p), also has more pixels than 1024x768. So, the Wiimote's sensing is not per-pixel accurate in HD... however, the Wii is not outputting an HD signal anyway. I believe the SD signal is 640x480, which means the Wiimote actually has sub-pixel accuracy on any SD television you happen to be playing it on.

      That's pretty impressive, and I'm sure they went as low as they could before jitter means it's pointless to give it any more resolution. Someone earlier in the thread said they recommend developers do some sort of brief averaging to smooth out the jitters anyway.

      Long story short: the Wiimote's accuracy, once calibrated (and we don't know how this works yet), will only be limited by how well you can physically point it.

      And it sure as hell isn't a camera.

    4. Re:Not a Camera by vitaflo · · Score: 1

      You're right of course. I totally forgot that Wii is not HD ready, nor is 1024x768 even an HD res. I wonder if this is the res they use as they do dev on computer monitors (which is more likely the res they'd run at). Thanks for the correction.

  26. Bad idea by 7Prime · · Score: 1

    I know Nintendo is going for online functionality this time around, but they shouldn't be REQUIRING it. How many people have WiFi setup in their house? I know I do, but none of my friends do, quite a few of them don't even have internet. Remember, there are many people who buy consoles because they don't have computers. It's a good move for Nintendo to get into online play, but from every indication I've seen, they neither have the push or the technology to require it. They haven't bothed making it easy, and versitile enough for EVERY gamer to do. Having an online personal info account would pretty much require all users to be internet ready, and screw anyone who's not. This doesn't seem to fit with Nintendo's overall strategy. I haven't even heard whether this thing can use ethernet, all I've heard about is the WiFi. This is going to be a feature for a very small percentage of players. So no, I highly doubt that they'll have an online personal info account like the one you describe.

    --
    Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    1. Re:Bad idea by Babbster · · Score: 1

      Do you even know what you're talking about? Are you thinking at all while typing that weird diatribe?

      IF user online info was stored on the controller (which, of course, is speculation at this point), that wouldn't make online a "requirement" at all. That's like saying that because I could store my Xbox Live account info on my Xbox hard drive, Xbox Live becomes some sort of requirement (or the same for a PS2 or Dreamcast memory card).

      You're trying way too hard to take a shot at the Wii.

    2. Re:Bad idea by 7Prime · · Score: 1

      Woh, woh, woh!

      Taking a shot at the Wii? WTF? I LOVE the Wii! I'm going to be there at 3am on launch day if I have to, to get one. I was not in any way, shape or form, trying to "take a shot at it", so settle down, please. I was speculating on the Wiimote being used to store a user profile, which has NOTHING to do with online use, what-so-ever. I would LOVE to have a user-profile saving ability on my console, in a way that I could save common preferences: default controller settings, sensitivity settings for the Wiimote, sound balance control, have a personal profile (with name and emblem). What does any of this have anything to do with an online account? Sure, it would be nice to hold my online settings as well, if I have any.

      If I was taking a pot shot at anything, it was online play, or more, the requirement of online play. I'm really worried that games are going to become SO multiplayer oriented, that single-player games get phased out, which are the bulk of what I like to play. I think requiring a user to be online just to get their user-profile sends a message that offline gaming is dead. What I want a profile for is to be able to somehow go over to a friend's place, with his Wii, and transfer my individual settings, which is what would be great for a Wiimote to be able to do. I don't really care so much about online prefs, because, personally, I don't know if I'm going to be going online with my Wii all that much.

      Why all of the aggression? Did I rape your dog or something?

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    3. Re:Bad idea by Babbster · · Score: 1

      Your entire rant was about the evils of an online profile, and it exhibited a level of mental acuity...well, a level that is becoming prevalent on Slashdot. If I exhibited "aggression" due to that, it's only because I find tedious people who aren't very bright but somehow feel smart enough to gripe about nothing.

    4. Re:Bad idea by trdrstv · · Score: 1
      Why all of the aggression? Did I rape your dog or something?

      Actually it was my dog, and he's wondering why you don't stop by anymore.

      I think requiring a user to be online just to get their user-profile

      Where does it state that?

      From TFA: The Wii-mote features 6KB of "non-volatile" memory, whose exact purpose remains a mystery. --- IGN

      So why you are implying they are forcing you to go online?

    5. Re:Bad idea by 7Prime · · Score: 1

      Oh, misscomunication, man. I was replying to his post, not to the article, which speculates that maybe the 6k is used to simply to hold the key (username and password) to an online account. I was simply replying to why I thought that would be a bad idea. Go back and read it if you want, but it's pretty irrelivant, anyway.

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
  27. How about enlisting older tech for calibration... by 7Prime · · Score: 1

    People have been suggesting a calibration setup system similar to that of the DS: point at a bunch of cross hairs (or dots) on the screen and pulling the trigger. There's a problem with this, though. The DS calibration is made easy because you're actually touching the dot you're having to calibrate with, while you're not guarenteed precision while aiming at a TV 10ft. away. So, how about this? Just for calibration, enlist the old lightgun system of having the screen change to a pattern of colors, maybe a 2-dimensional gradient across the screen, with a series of deviding lines. All the system has to do is tell the user to user to wave the controller around the screen for a second or two, and then can use the scanning data to figure out where PRECISELY the TV is in proximity to the Wiimote. Additionally, any load screens (of which Nintendo is good at keeping to a minimum), can flash up another calibration screen every so often, to keep the system in check. So, I see absolutely no reason for a clunky point and shoot calibration system.

    --
    Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
  28. Re:How about enlisting older tech for calibration. by zlogic · · Score: 1

    As I understand the problem with lightguns was that they worked only with CRT TVs, depending on vertical/horizontal scanning. Other types flashed a white square instead of each target once you pressed the trigger. The main problem is that lightguns depended on stuff shown on the screen (and not like the screen-independent Wii). Wii-mote communicates only with the receiver on top of the screen (making it independent of the screen type and avoiding flashing patterns). It doesn't actually see what's on the screen.
    See http://en.wikipedia.org/wiki/Lightgun

  29. yes, I did by YesIAmAScript · · Score: 1

    I have a Kill-A-Watt for two years now. I measured the power at the wall socket. Additionally, I was tipped off to the problem by seeing my temperature controlled fan for my 360 was still on even though the 360 was "off".

    I do not have overheating issues. The 360 cools itself fine (if not a bit loudly) as long as you don't put it in an enclosed space. Since it is so loud, I had to put it in an enclosed space and thus I had to find a way to ventilate that space. I do not feel the 360 gets hotter than I expect from a device that has a 180W power brick (which I put outside the enclosed space).

    --
    http://lkml.org/lkml/2005/8/20/95
    1. Re:yes, I did by Osty · · Score: 1

      The 360 cools itself fine (if not a bit loudly) as long as you don't put it in an enclosed space. Since it is so loud, I had to put it in an enclosed space and thus I had to find a way to ventilate that space.

      Odd, my 360 is quite quiet. Sure, when nothing else is on and you're within a couple of feet of the 360 you can hear the fans. From my normal seating position ~8 feet away from my TV, I can't really hear it at all. The 360 definitely is loud when playing a game, though. I have one of the launch consoles with a Samsung drive, which is louder at full speed (16X?) than the newer drives from Hitachi (I think -- maybe I got the manufactuers backwards?). While a little annoying, the drive sound is still drowned out by most games. Though I don't use the 360 as a DVD player, it's not much louder than my Toshiba upconverting player when playing a movie (because the drive runs at 1X). I could see a true videophile complaining about what little noise the 360 does make during a movie, but a) a true videophile wouldn't use the 360 as a DVD player, and b) you'd only hear it during the rare quiet scene anyway.

  30. I guess I described the problem wrong... by YesIAmAScript · · Score: 1

    Here's the problem better described. If you turn off all controllers attached to the 360, it will automatically log on any attached wired controller as player 1.

    So, let's say I'm playing along solo, and my controller runs low. I decide to attach the play n charge kit to charge it while I use my other controller to play.

    So, I first turn off my current controller. Whoops, it turned it back on as player 1 without giving me a chance to set the other controller as player 1. Okay, let's try it the other way, let me turn on the other controller first, then turn the current controller on. I turn on the 2nd controller, and it becomes player 2. Now I turn off the current controller. Whoops, now I have only on controller on, but it's not player 1.

    Perhaps what you did is turn on a wireless controller first (getting it P1) and then plug in the 2nd controller (getting it P2)?

    I dunno. Anyway, I sure couldn't figure it out.

    It does seem like they could fix it in a software update. Maybe they did. I last tried this in February (dearth of good games, didn't turn my 360 on again until GRAW came out).

    --
    http://lkml.org/lkml/2005/8/20/95
    1. Re:I guess I described the problem wrong... by Chibi-Hikaru · · Score: 1
      Perhaps what you did is turn on a wireless controller first (getting it P1) and then plug in the 2nd controller (getting it P2)?

      That sounds about right. Player 1 controller (wireless) is already on as is the Player 2 controller (also wireless). Player 2's batteries die and gets plugged in. The Xbox 360 already having a Player 1 controller logged in keeps the second controller set as Player 2.

      --
      http://www.cafepress.com/hikarudesigns/ http://www.bricklink.com/store.asp?p=hikaru
    2. Re:I guess I described the problem wrong... by Anonymous Coward · · Score: 0

      Admittidly I had a similar confusion at first as well.

      I've come down to this actually being a 'feature' instead of a 'bug', but I think it can be argued either way as to whether or not it's a good one.

      Let's say I'm playing with a bunch of friends and me, tom, harry, and jack are playing... Gauntlet or some shit. I'm player 1. Tom is 2. Harry is 3. Jack is 4. Now lets say my controller dies. I don't want Tom to automatically become 1, Harry 2 and so on. I want to have the chance to replace my battery or plug it into the play-n-charge kit and still keep player number 1.

      Another senario. Lets say we're all at a lan and playing some crazy 16 player Halo 2 on our 360's. We all get up and go to the kitchen because the pizza got here. We eat and goof around for 25 minutes and then go back to play. All our controllers automatically turn off to save battery power. When we turn them all back on... do we really want to have to turn them back on in order to retain our correct player numbers?

      I can see why having it this way is frustrating to you, but I think either way its gonna trick up one person or another.

      I adapt by doing it like this, but everyone's senario can be different:

      We have a 50" TV and a fairly large room. Due to the size of the TV, the couch (it's a large sectional) is fairly far back (about 12-15'), so using a play and charge kit to charge the controller you're playing with doesn't really cut it. So wireless controllers 2 and 3 stay plugged into the 360 via P-&-C kits. (The wired controller stays in it's case, as its rarely used.) The controller dubbed 'Controller number 1' stays at the couch or on the end table. I turn on the 360 via the controller at the couch. Because it was the one used to power on the machine, it gets player 1 (even though the others are plugged in) and the 'wired' P-&-C controllers take 2 and 3. If my controller dies, I take the dead battery up to other controllers and swap out the battery with a charged one, put the dead one into the now battery-less controller (either controller number 2 or 3),plug the controller back in, and take my now full batteried' controller back to the couch and keep on playing. (its not very glamorous, but it works)

      But then I got a Harmony remote, and IT turns on the 360 now. No problem. Now when I start the '360 activity', I simply have the controller in my hand. As the 360 powers on, I turn on the controller. If you do it within the first 5 seconds or so of the 360 being on, it will still take controller 1 and let the wired controllers take 2 and so on. I really works well.

      But then I deceided to make it a bit more streamlined. I went and got a Quick Charge Kit and it sits really nice on my sectional. Batteries sit there and recharge, and if my controller ever dies there's no 'swapping out controllers or their charged batteries' business like there was before. I'm actually very pleased.

      So agian, I understand your frustration, but I think either way it would still be frustrating, and I can't see any way for Microsoft to really side with one method over the other, so I can't really argue it the way it is. They had to choose something.

      Does any of that make any sense?

      Either way.
      'Yes', it is confusing initally. But
      'YES', it can be figured out, understood, and adapted too.

      It's no longer a big deal to me.
      I can cook up some pictures of my setup if you're interested.

      -Teph

  31. Will it whack me off too? by Anonymous Coward · · Score: 0

    Cos after all that wii-mote waving my wrist will be too tired!

  32. Re:How about enlisting older tech for calibration. by 7Prime · · Score: 1

    Then why all this stuff about it being like an "eye" and being able to scan the television set? From what it sounds like, the bar on the top of TV simply acts as a relitave locator, to detect it's motion and position, but that the "eye" on the front of it scans it's field of vision, ie: the TV. The difference I'm proposing is NOT a flash, like with a light gun, but a constant picture (which would work fine on any type of TV).

    I think people, including myself, are still confused on what this thing actually does. We're hearing that it has an accellerometer, we're hearing that it has a locator beacon bar (that sits on the TV), and we hear that it has a light sensor on the front of the Wiimote. So, is there any calibration, at all, that needs to be done? Maybe I'm missing something.

    --
    Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
  33. On-controller ID? by Raptor+CK · · Score: 1

    My theory from day one? The Wii-mote *should* have memory, to store the equivalent of your DS Wi-Fi Connection ID. That way, you visit your friend, who also has a Wii, but you bring your own controller, bringing over your scores, records, preferences, and (in Smash Bros.,) your automated handicaps. You don't need to store everything, either, just the ID, which would pull down the relevant info from WiiConnect.

    Now, since it turns out that the controller does have the memory, I can only hope that my guess was right. (Mind you, the BT address would also be good enough, but maybe the extra space would also be used for caching some of the profile data.)

    --
    Raptor
    "Procrastination is great. It gives me a lot more time to do things that I'm never going to do."
  34. Re:Zonk the Nintendo fanboy by AcidLacedPenguiN · · Score: 1

    In his living room along with the Wii? (it's a strange concept, I know)

    --
    disclaimer: I've been known to store numbers in my ass for which to dig out when quantities are required.
  35. derrrrh!!!! by zerocommazero · · Score: 1

    It's obviously got a camera builtin! Just look at it. The camera is behind the internal speaker. You can trade speaker pictures with all your friends online. Their whole online community is based off this concept. As an aside, I hear those pictures can be used for currency in the new Animal Crossing game.....

  36. but it can't be adapted to.. by YesIAmAScript · · Score: 1

    If my controller dies during play, I cannot use a 2nd controller while that one charges off the Xbox 360.

    I can adapt all I want and that can't be made to work.

    It's not the end of the world, but it's a serious problem.

    --
    http://lkml.org/lkml/2005/8/20/95