When Nintendo decided not to continue the graphics arms race with Microsoft and Sony, they blazed into risky, unknown territory. Would gamers follow them? Many industry analysts said no, including some famously wrong predictions by The Yankee Group, spotting Nintendo only 11 million American Wiis over 5 years (a figure they met within 18 months). Nintendo's take on the seventh generation of gaming is all about the controllers and how gamers interact. So what controllers are there, and what do they do?
Jump to...
- the Wii Remote
- the Wii Nunchuk Controller
- the Wii Classic Controller
- the Wii Zapper
- the Wii Wheel
- the Wii Balance Board
- the MotionPlus module
- the WiiSpeak microphone
- the Wii Vitality Sensor
- Third party peripherals
I've Got the Power: The Wii Remote
The Wii Remote -- almost immediately dubbed the "Wiimote" by nearly everyone -- is the start and end of Nintendo's controller revolution. Measuring about 6 inches long, about 1 1/2 inches wide and deep, and weighing between 5 and 6 ounces with batteries, it looks an awful lot like a simplified TV remote control. In fact, compared to the GameCube controller -- heck, compared to every controller on every console back to perhaps the Atari 7800 or the Super NES -- it looks positively ascetic.
The Wiimote sports only two traditional-style buttons, the face "A" button and the back "B" trigger. The secondary "1" and "2" buttons appear at the bottom of the Wiimote, and are used for less frequently used game options. "A", "B", "1", and "2" are all fully springloaded buttons, with a fairly light touch and about 1/2 inch of travel. the tertiary "+" and "-" buttons are used for occasional use features, such as accessing pause menus. They feel significantly stiffer than the other buttons, are much smaller, and have far less travel, less than 1/8 inch. Finally, there are two recessed buttons, similar in feel to "+" and "-", for Home (to access the Wii global controls) and Power. The Power button can turn the Wii console both off and on.
Two types of feedback are provided within the Wiimote. The rumble unit, providing tactile feedback, works by rotating an unevenly mounted weight within the controller. Since the controller itself is smaller than past controllers, the rumble is somewhat lighter and brisker than that found in the GameCube controller. There is also a small audio speaker in the center of the remote face for simple sounds.
Power to the Wiimote is provided by two AA batteries, and while you'll go through batteries, they will last you a fair bit of time. I have not noticed a significant difference in battery life between heavy-duty, alkaline, lithium, or rechargeable lithium-ion types. All seem to provide between 24 to 48 hours of gaming use.
The Wiimote contains three technologies that truly demonstrate its next-generation design. It's wireless, using the Bluetooth networking protocol to communicate with the Wii console. Signals can be received reliably up to 30 feet away.
The true magic of the Wiimote is in its motion control, of which there are two types. On the end of the Wiimote is an infrared receiver, which looks for two infrared beacons located on each end of the Wii Sensor Bar. Each beacon has five infrared LED transmitters arranged in a fan pattern, thus crisscrossing the room with 10 infrared beams. The infrared receiver detects these beams, and then triangulates its position with the screen, permitting an aiming reticule to be moved about the screen. This ability has made the Wii ideal for first- and third-person shooters, such as the Resident Evil and Medal of Honor series, and also turns up prominently in most games' startup menus. This feature literally makes the Wii a "point-and-click" system.
The other half of the magic comes from three accelerometers, the ADXL330 manufactured by Analog Devices, in the Wiimote, which permits the detection of motion through three dimensions. They are identical to units used in devices such as jogging pedometers, as Nintendo has preferred to use off-the-shelf technology to implement their ideas, and can measure acceleration to plus or minus 3 G's. More has been made of the Wii's motion control abilities than any other feature of the system. Showcased in exquisite fashion via the gameplay in Wii Sports, and derisively called "waggle" in the gaming press, the majority of titles released for Wii have some type of motion control. The most extensive motion control schemes yet devised can be found in premium sports titles, especially EA Sports's Madden NFL series and 2K Sports's baseball games MLB 2K8 and The Bigs. More recently, well-tuned motion control systems have been implemented in action games like Deadly Creatures and MadWorld.
Since launch, each Wiimote includes a wrist strap (upgraded in January 2007) to secure the controller during gameplay. More recent units also include a padded rubber safety sleeve called the Wii Remote Jacket.
Where available: Included with the Wii console, bundled with Wii Play, standalone retail.
Compatible with: All Wii games and channels, some Virtual Console games.
Kung-Fu Fighting: The Nunchuk Controller
Relatively few games use only the Wii Remote, and not all game functionality can be adequately covered with just one hand's worth of controls, so Nintendo wisely designed a controller for the other hand, the Nunchuk. So called because it makes people think of a set of nunchaku when attached to the Wii Remote, the Nunchuk is shorter than the Wiimote, at just under 4 inches long, and about the same size around at its widest, but it is tapered to fit your hand. With its cable it weighs around 2 1/2 ounces, about half the weight of the Remote.
The Nunchuk is a wired controller that attaches to the Wiimote's expansion port and provides two more buttons, a large "Z" button and a small "C" button. It also has an analog joystick and three more accelerometers for motion control. The Nunchuk has no communications capability itself -- it depends on the Wiimote to communicate with the console -- and it doesn't include any infrared pointing, rumble or other feedback. Its significantly lower mass has led many gamers to feel that the Nunchuk's motion control is less responsive than that found in the heavier Wiimote.
Update: Nyko Industries was successfully sued by Nintendo for the design of its Kama wireless Nunchuk controller, which had been favorably reviewed by the gaming press. Nyko has redesigned and re-released the Kama to address Nintendo's concerns and is once again available at retail.
Where available: Included with the Wii console, standalone retail.
Compatible with: Most Wii games.
That Old Time Rock and Roll: The Classic Controller
Ever mindful of the fickleness of gamers' preferences, and with an eye toward selling you your past, Nintendo designed the Classic Controller to be used with reissued back catalog games through their Virtual Console download service. Many legacy games from past consoles were designed for controllers with many more buttons, and in many cases two joysticks. The Classic Controller provides a more traditional design for games from the Nintendo Famicom/NES, SuperNES and 64 consoles, plus Sega's Master Console and Genesis systems, NEC's TurboGrafx-16, SNK's NeoGeo, and hopefully more in the future.
It's broadly reminiscent of a SuperNES controller crossed with a Nintendo 64 controller. Like the NES and SuperNES, it features a D-pad on its left side and four main buttons on its right side labeled "A", "B", "X", and "Y". Like the N64, it has two shoulder buttons, "L" and "R", on the top edge of the controller.
More in keeping with the GameCube's controller design, the Classic Controller sports two analog joysticks, one that matches the standard analog stick and one that corresponds to the analog "C" stick, or the N64's "C" buttons. However, it doesn't appear that the Classic Controller can be used with GameCube games.
The N64 had a controller designed with a bottom handle fitted with a "Z" trigger, which the Classic Controller doesn't have. In lieu of that, it has two "Z" buttons, left and right, just within the "L" and "R" shoulder buttons, and both work identically, permitting gamers to use the one they find more comfortable. Finally, it has the same set of "+", "-", and Home buttons as on the Wiimote right in the middle.
The Classic Controller does not feature rumble, so re-released N64 games that supported its Rumble Pak won't be able to emulate that feedback. Like the Nunchuk, it plugs into the Wiimote for its communication. This precludes simultaneous use of the Classic Controller and the Nunchuk, but this is never an issue since the Classic Controller is intended to be a two-handed device.
Although designed for use with the Virtual Console, several Wii games support the Classic Controller as an alternate control choice.
Where available: Standalone retail.
Compatible with: All Virtual Console games, Mortal Kombat: Armageddon, Super Smash Bros. Brawl (Nintendo), Mario Kart Wii (Nintendo).
The first after-launch add-on for the Wii was the Zapper, a device that is still controversial among hardcore Wii gamers, who were originally hoping for a full lightgun device. Instead, the Zapper would be more accurately described as a controller configuration bracket. It's a rigid plastic shell designed to hold a Wiimote as its "gun barrel" and a Nunchuk as its "gun stock". Since the Zapper covers up the "B" button on the bottom of the Remote, an additional gun stock with a trigger button remotely activates it. A removable cover between the two controllers reveals a cable keeper for the Nunchuk. A small number of games support the Zapper-mounted Remote and Nunchuk as an alternate control choice.
Where available: Bundled with Link's Crossbow Training.
Compatible with: Resident Evil: The Umbrella Chronicles (Capcom), Ghost Squad (Sega), Medal of Honor Heroes 2 (EA)
Psychological stand-ins for game control ideas aren't new. Ubisoft bundled a wheel bracket with its GT Series and Monster 4x4 launch titles, and sold it by itself as well. It seemed to be a natural idea for driving games, and Ubisoft's wheel continues to be available at retail. So when Nintendo announced they were bundling a wheel with Mario Kart Wii, there wasn't a big cheer of support from gamers. But unlike the Zapper, which underwhelmed most who tried it, the Wheel has turned out to be a worthwhile addition to the Wii controller lineup. It's a simple shell shaped like a steering wheel, except it's white rather than Ubisoft's black, and a full 360 degrees rather than the 270 degrees or so for Ubisoft's. And since, like the Zapper, the Remote's "B" button is obscured, the Wii Wheel includes an extension on the bottom to trigger it, while Ubisoft's was simply open on the bottom. Also unlike Ubisoft's wheel, the Wii Wheel includes a portal on its left side exposing the Wii Remote's infrared pointer.
Where available: Bundled with Mario Kart Wii.
Compatible with: Unofficially, most Wii driving games that use the Remote in a horizontal orientation.
Stand and Deliver: The
Wii Balance Board
Gaming is a hands-on experience, and always has been, but it typically hasn't been a feet-on experience. Before now, the sole exception to this was Konami's Dance Dance Revolution franchise, realized first in the arcades and then later on home consoles with a bundled trigger pad. But that was strictly a digital controller, one switch per spot on the pad. Nintendo took another chance and hit another home run with the Wii Balance Board, using the eagerly anticipated Wii Fit as its initial showcase.
Like the Wiimote, the Balance Board is an impressive piece of engineering. Just as many people were surprised by how small the Remote was when they first used it, many are surprised by how large the Balance Board is. It's big and rather heavy, similar to two bathroom scales side by side, and has a capacity of 300 pounds. Four piezoelectric sensors, one in each corner, sense weight and center of gravity. In keeping with Nintendo's approach of using off-the-shelf technology, the sensors are the same as those used in standard bathroom scales, permitting three degrees of freedom (X and Y by center of gravity, plus Z by weight). The mini-games in Wii Fit show off many of the Balance Board's capabilities, including an impressive ski-jumping game.
Unlike most of the other controllers, the Balance Board stands alone, has its own Bluetooth transmitter, and requires 2 AA batteries, which last about 60 hours with typical gaming use. Unlike the Wii Remote, however, only one Balance Board can be used at a time with the Wii console.
Where available: Bundled with Wii Fit.
Compatible with: We Ski (Namco), Skate It (EA), Sean White Snowboarding (Ubisoft), EA
Sports Active (EA).
You
Spin Me Round:
the MotionPlus module
The MotionPlus module is an upgrade for the Wii remote's motion sensing capabilities. The accelerometers in the Wii remote can measure motion in three dimensions, but rotation has been more difficult to sense, and many of the criticisms of the Wii remote boil down to less motion sensing than we thought we would get. The MotionPlus addresses these shortcomings by introducing a miniature gyroscope, the IDG-600 by InvenSense, to measure angular momentum, or the rotation that occurs around the 3 dimensional axes now being measured for direction by the accelerometers. Nintendo has stated that it's possible future stock Wii remotes will include the technology built-in, and the MotionPlus modules will only be needed to upgrade existing Wii remotes.
Where available: Bundled with Wii Sports Resort (Nintendo)
Compatible with: Grand Slam Tennis (EA), Virtua
Tennis 2009 (SEGA), Tiger Woods PGA Tour 10 (EA), Red
Steel 2 (Ubisoft).
Let's Give Them Something to Talk About: the WiiSpeak microphone
The WiiSpeak is a voice chat module developed alongside Animal Crossing: City Folk. It is not a headset and mic combo like most people assumed they would be getting, but a speakerphone type of device which is intended to sit near the TV (demonstrations showed it on top of the Sensor Bar) and record all of the voices in the room. The sound of your fellow chatters
comes through along with the game's audio in the main speakers.
Where available: Bundled with Animal Crossing: City Folk (Nintendo), standalone retail
Compatible with: The Conduit (SEGA)
Every
Breath You Take:
the Wii Vitality Sensor
Newly announced at E3 2009 is the Wii Vitality Sensor, a fingertip pulse oximeter sensor that can sense the user's pulse and a number of other signals being transmitted by their bodies, and will then provide information to the Wii for use in games and other software. Although no games have yet been announced, Nintendo did privately demonstrate a relaxation program intended for the Japanese market. Potentially, it could be used in conjunction with fitness programs, or even make survival horror games harder by making your fear attract more zombies! No release date has been announced.
Where available: Coming in 2010
Compatible with: To be announced
Not counting replacement devices for existing Nintendo controllers, like Nyko's wireless nunchuk, and silly add-on shells, there are several games with their own peripherals for enhancing the gameplay experience. Typically, these are only usable with the games they came with, but on occasion they're more broadly useful.
Sing, Sing a Song: Wii microphones
Several karaoke-style games have been released for Wii, all of which use a more-or-less standard USB microphone that plugs into the back of the Wii console. There are both wired and wireless models, and they're available both stand-alone and bundled with games. The most notable device is the one made by Logitech, best known for PC peripherals.
Where available: Standalone retail, bundled with select 3rd party games
Compatible with: Boogie & Boogie SuperStar (EA), Sing
It, High School Musical: Sing
It, & High School Musical 3: Senior Year (Disney), Karoke
Revolution Presents: American Idol 1 & 2 (Konami), Hanna
Montana Spotlight Tour (Disney).
I'll Be a Jukebox Hero: The Red Octane and Harmonix Band Controllers
While Nintendo has been pretty enthusiastic about extending the
Wii's controller possibilities, third parties had generally limited themselves
to gimmicky plastic add-on shells (e.g. Ubisoft wheel, Nerf Sports Pack, Zelda
Hero Pack) until Activision, new owner of game publisher Red Octane, announced
that Guitar Hero III: Legends of Rock would include the Wii in its release
roster. The Guitar Hero franchise has been known for its rather ostentatious
guitar controller, and now the Wii gets a version of its own.
Like
the controller designed for other consoles, the Wii Guitar Controller sports a
guitar-shaped plastic shell somewhat smaller than a real guitar, with five fret
buttons, a strum bar, and a whammy bar, as well as some menu-control buttons. Unlike
the other consoles, though, the Guitar Controller has no communication guts of
its own. Instead it plugs into the Wiimote, which in turn fits inside the
Guitar Controller with its front face exposed. This obscures both the "B" button
(which isn't needed by the game) and the infrared pointer, so Red Octane included
an analog stick for cursor control to compensate for the lost pointing. It
is also the only version of Guitar Hero III that features in-game use
of rumble (for Star Power mode) and individual audio feedback through the Wiimote's
speaker (for your wrong notes).
When Activision announced Guitar Hero: World Tour, the set of instruments expanded to include a microphone and drum kit, as well as an upgraded guitar. Like the Guitar Hero III controller, the drum kit uses the Wii remote for communications and installs into the front face of the drum kit control panel.
Activision's purchase of Red Octane caused Guitar Hero's developer, Harmonix
Studios, to dash for a new partner. They tied up with the fledgling MTV
Games to create Rock Band, published by EA. Rock Band boasts
its own instrument set, but Guitar Hero's controllers are mostly compatible with
the games. Harmonix's
guitar controller doesn't work with Guitar Hero games, although the drum kit does. Another
difference is that Rock Band instruments do not require embedding the Wii remote
into the devices, but contain their own wireless functionality. Rock
Band 2 uses similar, but higher quality, band instruments.
Both games use standard USB microphones for band vocals. The microphones are interchangeable with other singing games and add-on microphones.
In addition to Red Octane's official controller, Nyko and other companies have produced aftermarket guitar devices.
Where available: Bundled with Guitar Hero III: Legends of Rock,
standalone retail.
Compatible with: Guitar Hero: Aerosmith (Red Octane/Activision).
You Make Me Feel Like Dancing: Game mats
The whole idea of foot controllers originated with Konami's arcade game Dance
Dance Revolution, which featured a large square mat with sensors, and the goal
of the game was to move your feet to the directions provided by the game's display. Konami
first brought the game to Nintendo platforms on the GameCube, and when the Wii
arrived, Konami took advantage of its included GameCube contro
ller ports to bring
the mats unmodified to the new console. The mats are tough but flexible rubberish
plastic with foot sensors that are actually surprisingly responsive, sort of like
wired-up Twister mats. Konami released two slightly different mats for Dance
Dance Revolution Hottest Party 1 and 2, though the first's mat is compatible with
the second. A company called Ninja actually makes big metal mats for DDR perfectionists who want the solid feel of the arcade models.
Another game that uses its own footpad is Namco's Active Life series, which includes two games as this is written, Outdoor Challenge and Athletic Challenge. The pad is very similar to Konami's DDR mat, except that it has six foot sensors instead of four. There is at least one aftermarket premium mat available as well.
Where available: Bundled with Dance Dance Revolution Hottest Party (Konami) and Active
Life: Outdoor Challenge (Namco) respectively,
standalone retail
Compatible with: Dance Dance Revolution Hottest Party 2 (Konami),
Active Life: Athletic Challenge (Namco).










Third Party Peripherals