7/28/2008

Playstation 2

The PlayStation 2 (abbreviated "PS2") is Sony's second video game console, the successor to the successful PlayStation and the predecessor to the PlayStation 3 as part of the PlayStation series. Its development was announced in March 1999 and it was released a year later in Japan.

The PS2 is part of the sixth generation era, and is the best-selling console to date,[4][5] having reached over 140 million units in sales by mid-2008.[2][6][7]


History

Only a few million people had obtained consoles by the end of 2000 due to manufacturing delays.[8] After its release, it was difficult to find PS2 units on retailer shelves.[9] Another option was purchasing the console online through auction websites such as eBay, where people paid over one thousand dollars for a PS2.[10] The PS2 initially sold well partly on the basis of the strength of the PlayStation brand and the console's backward compatibility, selling over 980,000 units by March 5, 2000, one day after launch, in Japan.[11] This allowed the PS2 to tap the large install base established by the PlayStation — another major selling point over the competition. Later, Sony gained momentum with new development kits for game developers and more PS2 units for consumers.

A notable piece of advertising for the PS2 launch was accompanied by the popular "PS9" television commercial. 9 was to be the epitome of development, toward which the PS2 was the next step. The ad also prestaged the development of a portable PlayStation[citation needed] (first released in Japan on December 12, 2004).

Many analysts predicted a close three-way matchup between the PS2 and competitors Microsoft's Xbox and the Nintendo GameCube (GameCube being the cheapest of the three consoles and had an open market of games); however, the release of several blockbuster games during the 2001 holiday season maintained sales momentum and held off the PS2's rivals.[12]

Although Sony, unlike Sega with its Dreamcast, placed little emphasis on online gaming during its first years[citation needed], that changed upon the launch of the online-capable Xbox. Sony adapted in late 2002 to compete with Microsoft, with several online first–party titles released alongside it, such as SOCOM: U.S. Navy SEALs to demonstrate its active support for Internet play. Sony also advertised heavily, and its online model had the support of Electronic Arts. Although Sony and Nintendo both started out late, and although both followed a decentralized model of online gaming where the responsibility is up to the developer to provide the servers, Sony's attempt made online gaming a major selling point of the PS2.

In September 2004, in time for the launch of Grand Theft Auto: San Andreas, Sony revealed a new, slimmer PS2 (see Hardware revisions). In preparation for the launch of a new, slimmer PS2 model (SCPH-70000; also known unofficially as the "PStwo"), Sony stopped making the older PS2 model (SCPH-5000x) during the summer of 2004 to let the distribution channel empty its stock of the units. After an apparent manufacturing issue caused some initial slowdown in producing the new unit, Sony reportedly underestimated demand, caused in part by shortages between the time the old units were cleared out and the new units were ready. The issue was compounded in Britain when a Russian oil tanker became stuck in the Suez Canal, blocking a ship from China carrying PS2s bound for the UK. During one week in November, British sales totaled 6,000 units — compared to 70,000 units a few weeks prior.[13] There were shortages in more than 1700 stores in North America on the day before Christmas.[14]

On November 29, 2005, the PS2 became the fastest game console to reach 100 million units shipped, accomplishing the feat within 5 years and 9 months from its launch. This achievement occurred faster than its predecessor, the PlayStation, which took 9 years and 6 months to reach the same benchmark.[15] The console still continues to be popular, as games are still released for it and the other systems in its generation have died out.

[edit] Hardware and software compatibility

OEM PlayStation 2 8 MB Memory Card.
OEM PlayStation 2 8 MB Memory Card.
See also: List of PlayStation 2 games, List of PlayStation games incompatible with PlayStation 2, List of PlayStation 2 CD-ROM games, List of PlayStation 2 DVD-9 games, List of HD Enhanced PS2 games, and Chronology of PlayStation 2 games

In addition to PS2 software, the PS2 can read both CDs and DVDs and is backward compatible with PlayStation games. The ability to play DVD movies was an added incentive for consumers to be able to justify purchasing the PS2 (the MSRP was US$300 in October 2000). The PS2 also supports PlayStation memory cards (for PlayStation game saves only) and controllers, although the memory cards only work with PS1 games and the controllers may not support all functions (such as analog buttons) for PS2 games.

The PlayStation 2's DualShock 2 controller is cosmetically similar to the original DualShock.
The PlayStation 2's DualShock 2 controller is cosmetically similar to the original DualShock.

The PS2's DualShock 2 controller is essentially an upgraded PlayStation DualShock; analog face, shoulder and D-pad buttons replaced the digital buttons of the original. Like its predecessor, the DualShock 2 controller has force feedback, which is commonly called the "vibration" function. The standard PlayStation 2 memory card has an 8MB capacity and uses Sony's MagicGate encryption. This requirement prevented the production of memory cards by third parties who did not purchase a license for the MagicGate encryption. The memory card can store PlayStation game saves, but PlayStation games cannot read from or write to the card - it can only be used as a backup.

The console also features USB and IEEE 1394 expansion ports. Compatibility with USB and IEEE 1394 devices is dependent on the software supporting the device. For example, the PS2 BIOS will not boot an ISO image from a USB flash drive or operate a USB printer, as the machine's operating system does not include this functionality. By contrast, Gran Turismo 4 is programmed to save screenshots to a USB mass storage device and print images on certain USB printers. A PlayStation 2 HDD can be installed in an expansion bay on the back of the console, with some exceptions (see Hardware revisions below).

[edit] Online

See also: List of PlayStation 2 network games

With the purchase of a separate unit called the Network Adapter (which is built into the slimline model), some PS2 games support online multiplayer. Instead of having a unified, subscription-based online service like Xbox Live, online multiplayer on the PS2 is split between publishers and run on third-party servers. Most recent PS2 online games have been developed to exclusively support broadband Internet access. Xbox Live similarly requires a broadband Internet connection.

All online PS2 games released in and after 2003 are protected by the Dynamic Network Authentication System (DNAS). The purpose of this system is to prevent piracy and online cheating. DNAS will prevent games from being played online if they are determined to be pirated copies or if they have been modified. Recently, however, methods have been developed to get around this protection by modifying key files in the pirated game.

Also, some unofficial hacks have been made on the PS2 software allowing it to be used as a fully-functional web browser or messenger when connecting to a certain network. The PS2 can also run Linux.

[edit] Hardware revisions

The PS2 has undergone many revisions, some only of internal construction and others involving substantial external changes. These are colloquially known among PS2 hardware hackers as V0, V1, V2, etc., up to V15b[16] (as of 2008).

The PS2 is primarily differentiated between models featuring the original case design and "slimline" models, which were introduced at the end of 2004.

[edit] Original case design

The original PlayStation 2 design.
The original PlayStation 2 design.

Three of the original PS2 launch models (SCPH-10000, SCPH-15000, and SCPH-18000) were only sold in Japan, and lacked the expansion bay (Dev9) of current PS2 models. These models included a PCMCIA slot instead of the Dev9 port of newer models. A PCMCIA-to-Dev9 adapter was later made available for these models[citation needed]. SCPH-10000 and SCPH-15000 did not have a built-in DVD movie playback and instead relied on encrypted playback software that was copied to a memory card from an included CD-ROM (normally, the PS2 will only execute encrypted software from its memory card, but see PS2 Independence Exploit). V3 had a substantially different internal structure from the subsequent revisions, featuring several interconnected printed circuit boards. As of V4 everything was unified into one board, except the power supply. V5 introduced minor internal changes, and the only difference between V6 (sometimes called V5.1) and V5 is the orientation of the Power/Reset switch board connector, which was reversed to prevent the use of no-solder modchips. V7 and V8 included only minor revisions to V6.

Assembly of the PS2 moved to the People's Republic of China during the development of V9 (model numbers SCPH-50000 and SCPH-50001). The upgraded console added an infrared port for the optional DVD remote control, removed the IEEE 1394 port, added the capability to read DVD-RW and DVD+RW discs, added progressive-scan output of DVD movies, and added a quieter fan. V10 and V11 were only minor revisions to V9.

The PS2 standard color is matte black. Several different variations in color have been produced in different quantities and regions, including ceramic white, light yellow, metallic blue (aqua), metallic silver, navy (star blue), opaque blue (astral blue), opaque black (midnight black), pearl white, Sakura purple, satin gold, satin silver, snow white, super red, and transparent blue (ocean blue).[17][18][19][20]

The small PlayStation logo on the front of the disc tray could be rotated ninety degrees clockwise, in order for the logo to be the right way up in both vertical and horizontal console orientations.

[edit] Slimline

The redesigned slimline PlayStation 2.
The redesigned slimline PlayStation 2.

In September 2004, Sony unveiled its third major hardware revision (V12, model number SCPH-70000). Available in November 2004, it is smaller, thinner, and quieter than the older versions and includes a built-in Ethernet port (in some markets it also has an integrated modem). Due to its thinner profile, it does not contain the 3.5" expansion bay and therefore does not support the internal hard disk drive. It also lacks an internal power supply, similar to the GameCube, and has a modified MultiTap expansion. The removal of the expansion bay has been criticized as a limitation due to the existence of titles such as Final Fantasy XI, which require the use of the HDD. The official PS2 Linux also requires an expansion bay to function. Currently only the modified MultiTap is sold in stores, meaning that owners of older PS2s must find a used or non-Sony MultiTap in order to have 4 or 8 players during a single game. Third-party connectors can be soldered into the unit giving hard drive support, however IDE connections were completely removed in the V14 revision, thereby eliminating this option.

Comparison of the Slimline PlayStation 2 design with the PlayStation 2, with an Eye Toy on top.
Comparison of the Slimline PlayStation 2 design with the PlayStation 2, with an Eye Toy on top.

There are some disputes on the numbering for this PS2 version,[citation needed] since there are actually two sub-versions of the SCPH-70000.[21] One of them includes the old EE and GS chips, and the other contains the newer unified EE+GS chip, but otherwise they are identical. Since the V12 version had already been established for this model, there were some disputes regarding these sub-versions. Two propositions were to name the old model (with separate EE and GS chips) V11.5 and the newer model V12, and to name the old model V12 and the newer model V13. Currently, most people use V12 for both models, or V12 for the old model and V13 for the newer one.

The V12 model was first released in black, but a silver edition is available in the United Kingdom, Germany, Australia, United Arab Emirates and other GCC Countries,France, Italy, South Africa, and most recently, North America. It is unknown whether or not this will follow the color schemes of the older model, although a limited edition Pink PS2 has become available since March 2007.

V12 (or V13) was succeeded by V14 (SCPH-75001 and SCPH-75002), which contains integrated EE and GS chips, and different ASICs compared to previous revisions, with some chips having a copyright date of 2005, compared to 2000 or 2001 for earlier models. It also has a different lens and some compatibility issues with a different number of PlayStation games and even some PS2 games.

In the beginning of 2005 it was found that some black slimline console power transformers bought between November and December 2004 were faulty and could overheat. The units were recalled by Sony, with the company supplying a replacement model made in 2005.

Later hardware revisions had better compatibility with PlayStation games (Metal Gear Solid: VR Missions operates on most silver models); however, the new Japanese slim models have more issues with playing PlayStation games than the first PS2 revisions.[citation needed]

The mainboard of the new silver slim PS2(model SCPH-79000).
The mainboard of the new silver slim PS2(model SCPH-79000).

In 2006, Sony released the latest hardware revisions (V15, model numbers SCPH-77001a and SCPH-77001b). It was first released in Japan on September 15, 2006, including the Silver limited edition. After its release in Japan, it was then released in North America, Europe, and other parts of the world. The new revision uses an integrated, unified EE+GS chip, a redesigned ASIC, a different laser lens, an updated BIOS, and updated drivers.

In July of 2007, Sony started shipping a revision of the slimline PlayStation 2 (SCPH-79000) featuring a reduced weight of 600 grams compared to 900 grams of the SCPH-77001, achieved through a reduction in parts. The unit also uses a smaller motherboard as well as a custom ASIC which houses the Emotion Engine, Graphics Synthesizer, and the RDRAM. The AC adaptor's weight was also reduced to 250 grams from the 350 grams in the previous revision.[22]

Another refinement of the slimline PlayStation 2 (SCPH-90000) was released in Japan on November 22, 2007, with an overhauled internal design that incorporates the power supply into the console itself, with a further reduced total weight of 720 grams.[23]

[edit] PSX

Main article: PSX (DVR)

Sony also manufactered a consumer device called the PSX that can be used as a digital video recorder and DVD burner in addition to playing PS2 games. The device, which was only released in Japan, was poorly received, with some major features absent from the first revisions of the hardware, and has thus far experienced very weak sales in Japan, in spite of major price drops.[24] The machine's future continues to be uncertain, with North American and European launches considered to be distant, if at all, especially since the release of the PlayStation 3.

[edit] Accessories

The PlayStation 2's DualShock 2 controller is largely identical to the PlayStation's DualShock, with the same basic functionality; however, it includes analog pressure sensitivity on the face, shoulder and D-pad buttons, is lighter and includes two more levels of vibration. The L2 and R2 buttons are also significantly larger. The fact that the design did not change pleased some consumers who were already used to the DualShock controller.[citation needed]

EyeToy USB camera.
EyeToy USB camera.
Resident Evil 4 chainsaw controller compatible with the PlayStation 2.
Resident Evil 4 chainsaw controller compatible with the PlayStation 2.

Optional hardware includes DualShock or DualShock 2 controllers, a PS2 DVD remote control, an internal or external HDD, a network adapter, horizontal and vertical stands, PlayStation or PS2 memory cards, light guns (GunCon), fishing rod and reel controllers. Also available are various cables and interconnects, including the Multitap for PlayStation or PS2, S-Video, RGB, SCART, VGA (for progressive scan games and PS2 Linux only), component and composite video cables, an RF modulator, a USB camera (EyeToy), dance pads for Dance Dance Revolution, In the Groove, and Pump It Up titles, Konami microphones for use with the Karaoke Revolution games, dual microphones (sold with and used exclusively for SingStar games), various "guitar" controllers (for the Guitar Freaks series and Guitar Hero series), the drum set controller (sold in a box set (or by itself) with a "guitar" controller and a USB microphone for use with Rock Band), Onimusha 3 katana controller, Resident Evil 4 chainsaw controller, a USB keyboard and mouse, and a headset. Unlike the PlayStation, which required the use of an official Sony PlayStation mouse to play mouse-compatible games, the few PS2 games with mouse support work with standard PC-compatible USB mice. Early versions of the PS2 could be networked via an iLink port, though this had little game support and was dropped. The original PS2 multitap cannot be plugged into the newer slim models (as the multitap connects to the memory card slot as well as the controller slot and the memory card slot on the slimline is shallower). New slim-design multitaps are manufactured for these models, however third-party adapters also exist to permit original multitaps to be used. Some third party manufacturers have created devices that allow disabled people to access the PS2 through ordinary switches etc. One such device is the PS2-SAP from LEPMIS.

[edit] Homebrew development

Sony released a version of the Linux operating system for the PS2 in a package that also includes a keyboard, mouse, Ethernet adapter and HDD. Currently, Sony's online store states that the Linux kit is no longer for sale in North America. However as of July 2005, the European version was still available. The kit boots by installing a proprietary interface, the run-time environment, which is on a region-coded DVD, so the European and North America kits only work with a PS2 from their respective regions.

In Europe and Australia, the PS2 comes with a free Yabasic interpreter on the bundled demo disc. This allows simple programs to be created for the PS2 by the end-user. This was included in a failed attempt to circumvent a UK tax by defining the console as a "computer" if it contained certain software.[citation needed]

A port of the NetBSD project and BlackRhino GNU/Linux, an alternative Debian-based distribution, are also available for the PS2.

Using homebrew programs (e.g. 'SMS Media Player'[25]) it is possible to listen to various audio file formats (MP3, Ogg, AAC, FLAC, AC3), and watch various video formats (MPEG1, MPEG2, MPEG4-ASP in AVI Container) using the console. Media can be played from any device connected to the console i.e. external USB/Firewire thumb drive/hard disk (FAT32 only), the internal hard disk on early revision consoles, optical CD-R(W)/DVD±R(W) disks, or network shares (Windows Network or PS2 host: protocol).

Homebrew programs can be launched directly from a Memory Card on un-modified consoles using the homebrew 'FreeMC Boot installer' to prepare the Memory Card[26]

Homebrew programs can be used to play backups of original PS2 DVD games on un-modified consoles. This milestone was achieved in 2008 by the homebrew application known as 'ESR'[27]. A disc image of the original game is created using a Personal Computer, this image is then patched to make it compatible with the ESR loader, the patched image can then be burned to DVD and played on the PS2.

Homebrew emulators of older computer and gaming systems have been developed for the PS2[28]. Using these homebrew programs the PS2 can emulate the; Atari 2600, Atari 5200, BBC Micro, Commodore 64, Game boy, Sega genesis, Sega master system, MSX, Neo Geo, Nintendo Entertainment System, TurboGrafx-16, and Super Nintendo.

[edit] Controversies

Disc read error

An unknown number of early PS2 models suffered from problems reading disks, subsequently, a class action lawsuit was filed against Sony. Sony agreed to provide free repair or replacement for the faulty consoles and continued to do so until February 2005.[citation needed]

Capabilities

Before the PS2 was even released in Japan, there were controversies over the capabilities of the PS2. Japan initially imposed export restrictions on the PS2. The PS2 was even said to contain parts, especially its powerful graphics hardware, which could be used for navigation of missiles.[29]

[edit] Use of Congolese Coltan

According to a report by activist site Toward Freedom, the search for the unrefined metallic ore coltan (columbite-tantalite), used in the manufacture of the game console, helped support the brutal conflict in the Democratic Republic of Congo. During the launch of the PS2, Sony was having trouble meeting consumer demand. To manufacture more units, Sony required a significant increase in the production of capacitors, which are primarily made with tantalum, derived from coltan. This helped drive the price from $49 pound to $275 pound, resulting in the huge scouring of the Congolese hills known for having coltan. The demand for the mineral prompted militia groups and mining companies to plunder millions of dollars worth by forcing POW's and children to work in the mines. [30]

Technical specifications

The specifications of the PlayStation 2 console are as follows, with hardware revisions:

Graphics Synthesizer GPU
Graphics Synthesizer GPU
Older EE+GS that does not incorporate system memory (Found in Older Charcoal Black Slim PS2s. (SCPH-70001).
Older EE+GS that does not incorporate system memory (Found in Older Charcoal Black Slim PS2s. (SCPH-70001).
ASIC that incorporates the EE, GS, and system memory (found in silver slim PS2s. Model SCPH-79000).
ASIC that incorporates the EE, GS, and system memory (found in silver slim PS2s. Model SCPH-79000).
  • CPU: 64-bit/128-bit "Emotion Engine" clocked at 294 MHz (299 MHz on newer versions), 10.5 million transistors
    • System Memory: 32 MB(32 × 220 bytes) Direct Rambus or RDRAM
    • Memory bus Bandwidth: 3.2 gigabytes per second
    • Main processor: MIPS R5900 CPU core, 64 bit
    • Coprocessor: FPU (Floating Point Multiply Accumulator × 1, Floating Point Divider × 1)
    • Vector Units: VU0 and VU1 (Floating Point Multiply Accumulator × 9, Floating Point Divider × 1), 128 bit, at 150 MHz.
      • VU0 typically used for polygon transformations, physics and other gameplay type things
      • VU1 typically used for polygon transformations, lighting and other visual based calculations
        • Texture matrix able for 2 units (UV/ST)[31]
    • Floating Point Performance: 6.2 gigaFLOPS (single precision 32-bit floating point)
      • FPU 0.64 gigaFLOPS
      • VU0 2.44 gigaFLOPS
      • VU1 3.08 gigaFLOPS (with Internal 0.64 gigaFLOP EFU)
    • 3D CG Geometric transformation(VU0+VU1 parallel): 66 million polygons per second
      • 3D CG Geometric transformations under curved surfaces: 16 million polygons per second
      • 3D CG Geometric transformations at peak bones/movements/effects(textures)/lights(VU0+VU1): 15-20 million polygons per second (dependent on if series or parallel T&L)
      • Actual real-world polygons (per frame):500-650k at 30fps, 250-325k at 60fps
    • Compressed Image Decoder: MPEG-2
    • I/O Processor interconnection: Remote Procedure Call over a serial link, DMA controller for bulk transfer
    • Cache memory: Instruction: 16 KB(16 × 210 bytes), Data: 8 KB + 16 KB (ScrP)
  • Graphics processing unit: "Graphics Synthesizer" clocked at 147 MHz
    • Pixel pipelines: 16
    • Video output resolution: variable from 256x224 to 1280x1024 pixels
    • 4 MB (4 × 220 bytes) Embedded DRAM video memory bandwidth at 48 gigabytes per second (main system 32 MB can be dedicated into VRAM for off-screen materials)
      • Texture buffer bandwidth: 9.6 GB/s
      • Frame buffer bandwidth: 38.4 GB/s
    • DRAM Bus width: 2560-bit (composed of three independent buses: 1024-bit write, 1024-bit read, 512-bit read/write)
    • Pixel Configuration: RGB: Alpha:Z Buffer (24:8, 15:1 for RGB, 16, 24, or 32-bit Z buffer)
    • Dedicated connection to: Main CPU and VU1
    • Overall Pixel fillrate: 16x147 = 2.352 Gpixel/s (rounded to 2.4 Gpixel/s)
      • Pixel fillrate: with no texture, flat shaded 2.4(75,000,000 32pixel raster triangles)
      • Pixel fillrate: with 1 full texture(Diffuse Map), Gouraud shaded 1.2 (37,750,000 32-bit pixel raster triangles)
      • Pixel fillrate: with 2 full textures(Diffuse map + specular or alpha or other), Gouraud shaded 0.6 (18,750,000 32-bit pixel raster triangles)
    • GS effects: AAx2 (poly sorting required)[32], Bilinear, Trilinear, Multi-pass, Palletizing (4-bit = 6:1 ratio, 8-bit = 4:1)
    • Multi-pass rendering ability
      • Four passes = 300 Mpixel/s (300 Mpixel/s divided by 32pixel = 9,375,000 triangle/sec lossed every four passes)[33]
  • Audio: "SPU1+SPU2" (SPU1 is actually the CPU clocked at 8 MHz)
  • I/O Processor
    • CPU Core: Original PlayStation CPU (MIPS R3000A clocked at 33.8688 MHz or 37.5 MHz)
    • Sub Bus: 32 Bit
    • Connection to: SPU and CD/DVD controller.
  • Interface Types:
    • 2 proprietary PlayStation controller ports (250 kHz clock for PS1 and 500 kHz for PS2 controllers)
    • 2 proprietary Memory Card slots using MagicGate encryption (250 kHz for PS1 cards, up to 2 MHz for PS2 cards)
    • Expansion Bay (PCMCIA on early models for PCMCIA Network Adaptor and External Hard Disk Drive) DEV9 port for Network Adaptor
    • Modem and Internal Hard Disk Drive
    • IEEE 1394 (only in SCPH 10xxx – 3xxxx)
    • Infrared remote control port (SCPH 5000x and newer) — IEEE 1394 port removed and Infrared port added in SCPH-50000 and later hardware versions.
    • 2 USB 1.1 ports with an OHCI-compatible controller.
  • Disc Drive type: 24x (PlayStation 2 format CD-ROM, PlayStation format CD-ROM), 4x (Supported DVD formats) — Region-locked with anti-copy protection. Can't read "Gold Discs" i.e., normal CD-ROMs.
  • Supported Disc Media: PlayStation 2 format CD-ROM, PlayStation format CD-ROM, Compact Disc Audio, PlayStation 2 format DVD-ROM (4.7 GB), DVD Video (4.7 GB). Later models are DVD-9 (8.5 GB Dual-Layer), DVD+RW, and DVD-RW compatible.

See also

Nintendo Wii

The Wii (pronounced as the English pronoun we, IPA: /wiː/) is the fifth home video game console released by Nintendo. The console is the direct successor to the Nintendo GameCube. Nintendo states that its console targets a broader demographic than that of Microsoft's Xbox 360 and Sony's PlayStation 3.[6] It competes with both as part of the seventh generation of video game systems.

A distinguishing feature of the console is its wireless controller, the Wii Remote, which can be used as a handheld pointing device and detect movement in three dimensions. Another is WiiConnect24, which enables it to receive messages and updates over the Internet while in standby mode.[7]

Nintendo first spoke of the console at the 2004 E3 press conference and later unveiled the system at the 2005 E3. Satoru Iwata revealed a prototype of the controller at the September 2005 Tokyo Game Show.[8] At E3 2006, the console won the first of several awards.[9] By December 8, 2006, it had completed its launch in four key markets. The Financial Times reported that as of September 12, 2007, the Wii is the sales leader of its generation, based on sales figures from Enterbrain, NPD Group, and GfK.[10]

History

The console was conceived in 2001, as the Nintendo GameCube was first seeing release. According to an interview with Nintendo's game designer Shigeru Miyamoto, the concept involved focusing on a new form of player interaction. "The consensus was that power isn't everything for a console. Too many powerful consoles can't coexist. It's like having only ferocious dinosaurs. They might fight and hasten their own extinction."[11]

Two years later, engineers and designers were brought together to develop the concept further. By 2005, the controller interface had taken form, but a public showing at that year's E3 was withdrawn. Miyamoto stated that, "[W]e had some troubleshooting to do. So we decided not to reveal the controller and instead we displayed just the console."[11] Nintendo president Satoru Iwata later unveiled and demonstrated the Wii Remote at the September Tokyo Game Show.[8]

The Nintendo DS is said to have influenced the Wii design. Designer Ken'ichiro Ashida noted, "We had the DS on our minds as we worked on the Wii. We thought about copying the DS's touch-panel interface and even came up with a prototype." The idea was eventually rejected, with the notion that the two gaming systems would be identical. Miyamoto also expressed that, "[I]f the DS had flopped, we might have taken the Wii back to the drawing board."[11]

Nintendo has attributed the success of the Wii to the ideas presented in the business strategy book Blue Ocean Strategy.[12] Within the context of a Blue Ocean Strategy analysis, the key factors of the Wii reflect the Six Path Framework described within the book. While Nintendo has not publicly released the factors used, it is believed that they include "price", "movie playing", "graphics", "physics", "fun", "game library", and "magic wand". Applying the Four Actions Framework would eliminate movie playing, reduce graphics and physics, raise fun and the game library, and lead to the creation their "magic wand": the Wii Remote.[13]

Name

The console was known by the code name of "Revolution" until April 27, 2006, immediately prior to E3.[14] According to the Nintendo Style Guide, the name "is simply Wii, not Nintendo Wii." This means it is the first home console Nintendo has marketed outside of Japan without the company name featured in its trademark. While "Wiis" is a commonly used pluralization of the console, Nintendo has stated that the official plural form is "Wii systems" or "Wii consoles."[15] Nintendo's spelling of "Wii" with two lower-case "i" characters is meant to resemble two people standing side by side, representing players gathering together, as well as to represent the Wii Remote and Nunchuk.[16] The company has given many reasons for this choice of name since the announcement; however, the best known is:

Wii sounds like 'we', which emphasizes that the console is for everyone. Wii can easily be remembered by people around the world, no matter what language they speak. No confusion. No need to abbreviate. Just Wii.[16]

Despite Nintendo's justification for the name, some video game developers and members of the press reacted negatively towards the change. They preferred "Revolution" over "Wii"[17] and expressed fear "that the name would convey a continued sense of 'kidiness'[sic] to the console."[18] The BBC reported the day after the name was announced that "a long list of puerile jokes, based on the name," had appeared on the Internet.[19] Nintendo of America's president Reggie Fils-Aime acknowledged the initial reaction and further explained the change:

Revolution as a name is not ideal; it's long, and in some cultures, it's hard to pronounce. So we wanted something that was short, to the point, easy to pronounce, and distinctive. That's how 'Wii,' as a console name, was created.[20]

Nintendo of America's then-VP of Corporate Affairs Perrin Kaplan defended its choice of "Wii" over "Revolution" and responded to critics of the name by stating: "Live with it, sleep with it, eat with it, move along with it and hopefully they'll arrive at the same place."[21]

Launch

Wii retail display boxes
Wii retail display boxes
Main article: Wii launch

On September 14, 2006, Nintendo announced release information for Japan, North and South America, Australasia (Oceania), Asia and Europe, including dates, prices, and projected unit distribution numbers. It was announced that the majority of the 2006 shipments would be allotted to the Americas,[22][dead links] and that 33 titles would be available in the 2006 launch window.[23] The United Kingdom suffered a large shortage of console units as many "high-street" and online stores were unable to fulfill all pre-orders when it was released on December 8, 2006.[24] Some UK stores still had a shortage of consoles as of March 2007,[25] demand still outpaced supply in the United States as of June 2007,[26] and the console "selling out almost as quickly as it hits retail shelves" in Canada as of April 2008.[27]

The Wii was launched in South Korea on April 26, 2008, in Taiwan on July 12, 2008[28] and in China sometime in 2008.[29][30][31]

System sales

Sales figures
(as of March 31, 2008)[4]
Region Units shipped First available
Americas 10.61 million November 19, 2006
Japan 5.90 million December 2, 2006
Other regions 7.94 million December 8, 2006
Worldwide 24.45 million

Since its launch, the monthly sales numbers of the console have been higher than its competitors across the globe. According to the NPD Group, the Wii sold more units in the United States than the Xbox 360 and PlayStation 3 combined in the first half of 2007.[32] This lead is even larger in the Japanese market, where it currently leads in total sales, having outsold both consoles by factors of 2:1[33] to 6:1[34] nearly every week from launch until November 2007.[35] In Australia, the Wii exceeded the record set by the Xbox 360 to become the fastest selling games console in Australian history.[36] On September 12, 2007, it was reported by the Financial Times that the Wii had surpassed the Xbox 360, which was released one year previously, and had become the market leader in home console sales for the current generation, based on sales figures from Enterbrain, NPD Group, and GfK.[10] This is the first time a Nintendo console has led its generation in sales since the Super Nintendo Entertainment System.[10] Nintendo warned that the Wii would remain in short supply throughout 2007,[37] while the company produces approximately 1.8 million Wii consoles each month.[38] In 2007, the Wii was the second best-selling game console (behind the Nintendo DS) in the US and Japan with 6.29 million and 3,629,361 units sold respectively, according to the NPD Group and Enterbrain.[39][40][41][42] In 2007, the Wii had outsold the PlayStation 3 by 3:1 in Japan, while the Xbox 360 had sold 257,841 units in that region that year, according to Enterbrain.[43][44] Prior to the release of the NPD Group's video game statistics for January 2008, the Wii has been ahead of the Xbox 360 and PS3 in US sales in most months since the Wii and PS3 were released, according to data by the NPD Group.[45] In the United States, the Wii has sold 10.9 million units as of July 1, 2008, making it the leader in current-generation home console sales, surpassing the Xbox 360 which was released a year prior to the Wii,[46] according to the NPD Group.[47] In Japan, the Wii had surpassed the number of Nintendo GameCube units sold by January 2008;[41] the Wii has sold 5,695,579 units as of March 30, 2008, according to Famitsu/Enterbrain.[48][49] In Europe, the Wii sold 0.7 million units in 2006 and 4.8 million in 2007 according to estimates by Electronic Arts.[50][51] According to the NPD Group, the Wii is the best-selling "next generation" home video game console in Canada with 813,000 units sold as of April 1, 2008, and was the best-selling home console for 13 of the past 17 months.[27] Nintendo anticipates worldwide sales of the Wii to reach 50 million units by March 2009.[52]

While Microsoft and Sony have experienced losses producing their consoles in the hopes of making a long-term profit on software sales, Nintendo reportedly has optimized production costs to obtain a significant profit margin with each Wii unit sold.[53] According to the Financial Times, this direct profit per Wii sold may vary from $13 in Japan to $49 in the United States and $79 in Europe.[54]

Demographic

Nintendo hopes to target a wider demographic with its console than that of others in the seventh generation.[6] At a press conference for the upcoming Nintendo DS game Dragon Quest IX in December 2006, Satoru Iwata insisted "We're not thinking about fighting Sony, but about how many people we can get to play games. The thing we're thinking about most is not portable systems, consoles, and so forth, but that we want to get new people playing games."[55]

This is reflected in Nintendo's series of television advertisements in North America, directed by Academy Award winner Stephen Gaghan, as well as Internet ads. The ad slogans are "Wii would like to play" and "Experience a new way to play." These ads ran starting November 15, 2006 and had a total budget of over US$200 million throughout the year.[56] The productions are Nintendo's first broad-based advertising strategy and include a two-minute video clip showing a varied assortment of people enjoying the Wii system, such as urban apartment-dwellers, country ranchers, grandparents, and parents with their children. The music in the ads is from the song "Kodo (Inside the Sun Remix)" by the Yoshida Brothers.[57] The marketing campaign has proved to be successful: pensioners as old as 103 have been reported to be playing the Wii in the United Kingdom.[58] A report by the British newspaper The People also stated that Queen Elizabeth II of Great Britain has played using the console.[59]

Hardware

The Wii (top) compared in size to the GCN, N64, North American SNES and NES
The Wii (top) compared in size to the GCN, N64, North American SNES and NES

The Wii is Nintendo's smallest home console to date; it measures 44 mm (1.73 in) wide, 157 mm (6.18 in) tall and 215.4 mm (8.48 in) deep in its vertical orientation, the near-equivalent of three DVD cases stacked together. The included stand measures 55.4 mm (2.18 in) wide, 44 mm (1.73 in) tall and 225.6 mm (8.88 in) deep. The system weighs 1.2 kg (2.7 lb),[60] which makes it the lightest of the three major seventh generation consoles. The console can be placed either horizontally or vertically. The prefix for the numbering scheme of the system and its parts and accessories is "RVL-" after its project code name of "Revolution".[61] The console also features a recurring theme or design: the console itself, SD cards, the power supply and all the sockets have one of their corners chipped off in a triangular fashion.

The front of the console features an illuminated slot-loading optical media drive that accepts both 12 cm Wii Optical Discs and Nintendo GameCube Game Discs. The blue light in the disc slot illuminates briefly when the console is turned on and pulsates when new data is received through WiiConnect24. After firmware update 3.0, the disc slot light activates whenever a Wii disc is inserted or ejected. When there is no WiiConnect24 information, the light stays off. The disc slot light remains off during gameplay or when using other features. Two USB ports are located at its rear. An SD card slot hides behind the cover on the front of the console. The SD card can be used for uploading photos as well as backing up saved game data and downloaded Virtual Console games. To use the SD slot for transferring game saves, an update must be installed. An installation can be initiated from the Wii options menu through an Internet connection, or by inserting a game disc containing the updated firmware. Virtual Console data cannot be restored to any system except the unit of origin.[62] An SD card can also be used to create customized in-game music from stored MP3 files, as first shown in Excite Truck, as well as music for the slideshow feature of the Photo Channel. Version 1.1 of the Photo Channel removed MP3 playback in favor of AAC support.

Nintendo has shown the console and the Wii Remote in white, black, silver, lime green, and red,[63][64] but it is currently available only in white. Shigeru Miyamoto stated that other colors would become available after the easing of supply limitations.[65]

The Wii launch package includes the console, a stand to allow the console to be placed vertically, a circular clear stabilizer for the main stand, one Wii Remote, one Nunchuk attachment, one Sensor Bar, a removable stand for the bar, one external main power adapter, two AA batteries, one composite AV cable with RCA connectors, a SCART adapter in European countries (component video and other types of cables are available separately), operation documentation, and, in all regions except Japan and South Korea, a copy of the game Wii Sports.

The Wii can be hacked to enable an owner to use the console for activities other than those intended by Nintendo.[66][67][68] Several brands of modchips are available for the Wii.

Nintendo plans to release a version of the console with DVD-Video playback capabilities. This new model will use the CinePlayer CE DVD Navigator software engine by Sonic Solutions.[69] Although software will be used to enable DVD-Video functionality, Nintendo has stated that it "requires more than a firmware upgrade" to implement and that the functionality would be unavailable as an upgrade option for the existing Wii model.[69] After announcing the DVD version for 2007, Nintendo delayed its release to focus on producing the original console to meet demand.[70]

Wii Remote

Main article: Wii Remote
From left to right: Nintendo DS Lite, Nunchuk, Wii Remote and strap
From left to right: Nintendo DS Lite, Nunchuk, Wii Remote and strap

The Wii Remote is the primary controller for the console. It uses a combination of built-in accelerometers and infrared detection to sense its position in 3D space when pointed at the LEDs within the Sensor Bar. This design allows users to control the game using physical gestures as well as traditional button presses. The controller connects to the console using Bluetooth and features rumble as well as an internal speaker. The Wii Remote can connect to other devices through a proprietary port at the base of the controller. The device bundled with the Wii retail package is the Nunchuk unit, which features an accelerometer and a traditional analog stick with two trigger buttons. In addition, an attachable wrist strap can be used to prevent the player from unintentionally dropping or throwing the Wii Remote. In response to incidents of strap failure, Nintendo is offering a free, stronger replacement for all straps.[71] Nintendo has also since offered the Wii Remote Jacket to provide extra grip and protection.

Technical specifications

Nintendo has released few technical details regarding the Wii system, but some key facts have leaked through the press. Though none of these reports has been officially confirmed, they generally point to the console as being an extension or advancement of the Nintendo GameCube architecture. More specifically, the reported analyses state that the Wii is roughly 1.5 to 2 times as powerful as its predecessor. [1][72] Based on the leaked specifications, the Wii is the least powerful of the major home consoles in its generation. The Wii uses a storage system similar to the GameCube, which uses "block" units rather than bytes. The conversion from blocks to bytes is roughly 8.12 blocks to one megabyte.

Processors:

Memory:

Ports and peripheral capabilities:

  • Up to four Wii Remote controllers (connected wirelessly via Bluetooth)
  • Nintendo GameCube controller ports (4)
  • Nintendo GameCube Memory Card slots (2)
  • SD memory card slot
  • USB 2.0 ports (2)
  • Sensor Bar power port
  • Accessory port on bottom of Wii Remote
  • Optional USB keyboard input in message board, Wii Shop Channel, and the Internet Channel (as of 3.0 and 3.1 firmware update)[76]
  • Mitsumi DWM-W004 WiFi 802.11b/g wireless module[77]
  • Compatible with optional USB 2.0 to Ethernet LAN adaptor
  • MultiAV output port for component, composite and S-Video

Built-in content ratings systems:

Storage:

  • 512 MB built-in NAND flash memory
  • Expanded storage via SD card memory (up to 2 GB)
  • Nintendo GameCube Memory Card (required for GameCube game saves)
IBM's Wii "Broadway" CPU
IBM's Wii "Broadway" CPU
ATI's Wii "Hollywood" GPU
ATI's Wii "Hollywood" GPU
  • Slot-loading disc drive compatible with 8 cm Nintendo GameCube Game Disc and 12 cm Wii Optical Disc
  • Mask ROM by Macronix[78]

Video:

Audio:

Power consumption:

  • 18 watts when switched on[84]
  • 1.3 watts in standby[84]

†None of the clock rates have been confirmed by Nintendo, IBM, or ATI.

Technical issues

The first Wii System Software update via WiiConnect24 caused a very small portion of launch units to become completely unusable. This forced users to either send their units to Nintendo for repairs (if they wished to retain their saved data) or exchange it for a free replacement.[85]

With the release of dual-layer Wii Optical Discs, Nintendo of America has stated that some Wii systems may have difficulty reading the high-density software due to a contaminated laser lens. Nintendo is offering a free repair for owners who experience this issue.[86][87]

The Wii Remote can lose track of the Wii system that it has been set to, requiring that it be reset and resynchronized. Nintendo's support website provides instructions for this process and to troubleshoot related issues.[88]

Legal issues

Interlink Electronics filed a patent-infringement lawsuit against Nintendo over the pointing functionalities of the Wii Remote, claiming "loss of reasonable royalties, reduced sales and/or lost profits as a result of the infringing activities" of Nintendo.[89] Law firm Green Welling LLP filed a class action lawsuit against Nintendo for its "defective wrist straps".[90] A Texas-based company called Lonestar Inventions has also sued Nintendo, claiming that the company copied one of Lonestar's patented capacitor designs and used it in the Wii console.[91]

Anascape Ltd, a Texas-based firm, also filed a lawsuit against Nintendo for patent infringements regarding Nintendo's controllers.[92] A July 2008 verdict found that a ban would be issued preventing Nintendo from selling the Classic Controller in the United States. Nintendo is free to continue selling the Classic Controller pending an appeal to the U.S. Court of Appeals for the Federal Circuit.[93]

Features

The console contains a number of internal features made available from its hardware and firmware components. The hardware allows for extendibility through expansion ports while the firmware can receive periodic updates via the WiiConnect24 service.

Wii Menu

Wii Menu
Wii Menu
Main article: Wii Menu

The Wii Menu operating system interface is designed around the concept of television channels. Separate channels are graphically displayed in a grid and are navigated using the pointer capability of the Wii Remote. It is possible to change the arrangement of the channels by holding down the A and B buttons. There are six primary channels: the Disc Channel, Mii Channel, Photo Channel, Wii Shop Channel, Forecast Channel, and News Channel. The latter two were initially unavailable at launch, but activated through firmware updates. Additional channels are available for download from the Wii Shop Channel through WiiWare and also appear with each Virtual Console title. These include the Everybody Votes Channel, Internet Channel, Check Mii Out Channel, and the Nintendo Channel.

Backward compatibility

Nintendo GameCube ports on the top of the Wii unit
Nintendo GameCube ports on the top of the Wii unit

The Wii console is backward compatible with all official Nintendo GameCube software, as well as Nintendo GameCube Memory Cards and controllers. Compatibility with software is achieved with the slot-loading drive's ability to accept Nintendo GameCube Game Discs. The console supports progressive-scan output in 480p-enabled GameCube titles. Peripherals can be connected via a set of four GameCube controller ports and two Memory Card slots concealed by removable flip-open panels.[1] The console therefore retains connectivity with the Game Boy Advance and e-Reader through the Game Boy Advance Cable, which is used in the same manner as it was used with the GameCube. This feature can only be accessed on those select GameCube titles that previously utilized it. Gamercize accessories also utilize the backward compatibility in order to support the Wii console. The Wii set for release in Korea will lack GameCube backward compatibility.[94]

A Wii console running a GameCube disc is restricted to GameCube functionality. As such, a GameCube controller is required to play GameCube titles, as neither the Wii Remote nor the Classic Controller functions in this capacity. A Nintendo GameCube Memory Card is also necessary to save, as the Wii internal flash memory will not save GameCube games.

Backward compatibility is limited in some areas. Online and LAN-enabled features for Nintendo GameCube titles are unavailable on the Wii, as the console lacks serial ports for the Broadband Adapter and Modem Adapter. The console uses a proprietary port for video output and is therefore incompatible with all Nintendo GameCube audio/video cables (composite video, S-Video, component video and RGB SCART). The console also lacks the GameCube footprint and high-speed port needed for Game Boy Player support. The Wii was initially compatible with the GameCube Action Replay, which would work with GameCube titles. The firmware update to 3.0 has caused restrictions to this device along with various unlicensed freeloaders, however.[95]

Nintendo DS connectivity

The Wii system supports wireless connectivity with the Nintendo DS without any additional accessories. This connectivity allows the player to use the Nintendo DS microphone and touchscreen as inputs for Wii games. The first example Nintendo has given of a game using Nintendo DS-Wii connectivity is that of Pokémon Battle Revolution. Players with either the Pokémon Diamond or Pearl Nintendo DS games are able to play battles using their Nintendo DS as a controller.[2] Nintendo later released the Nintendo Channel, which allows Wii owners to download game demos or additional data to their Nintendo DS in a process similar to that of a DS Download Station.[96] The console is also able to expand Nintendo DS games.[2]

Online connectivity

The Wii console is able to connect to the Internet through its built-in 802.11b/g Wi-Fi or through a USB-to-Ethernet adapter, with both methods allowing players to access the established Nintendo Wi-Fi Connection service.[1] Wireless encryption by WEP, WPA (TKIP/RC4) and WPA2 (CCMP/AES) are supported.[97] AOSS support was discreetly added in firmware update 3.0.[98] Just as for the Nintendo DS, Nintendo does not charge fees for playing via the service[6][99] and the 12 digit Friend Code system controls how players connect to one another. Each Wii also has its own unique 16 digit Wii Code for use with Wii's non-game features.[100][99] This system also implements console-based software including the Wii Message Board. One can also connect to the internet with third-party devices.[101]

The service has several features for the console including the Virtual Console, WiiConnect24, Internet Channel, Forecast Channel, Everybody Votes Channel, News Channel and the Check Mii Out Channel. The console can also communicate and connect with other Wii systems through a self-generated wireless LAN, enabling local wireless multiplayer on different television sets. Battalion Wars 2 first demonstrated this feature for non-split screen multiplayer between two or more televisions.[102]

On April 9, 2008, the BBC announced that their online BBC iPlayer would be available on the Wii via the Internet Channel.[103] This is only available to people in the UK.

Parental controls

The console features parental controls, which can be used to prohibit younger users from playing games with content that would be considered unsuitable for their age level. When one attempts to play a Wii or Virtual Console game, it reads the content rating encoded in the game data; if this rating is greater than the system's set age level the game will not load without a correct override password. The parental controls can also restrict Internet access, which blocks the Internet Channel and system update features. Since the console is restricted to GameCube functionality when playing Nintendo GameCube Game Discs, GameCube software is unaffected by Wii parental control settings.

European units mainly use the PEGI rating system,[104] whereas North American units use the ESRB rating system.[105] The Wii unit supports the native rating systems of many countries, including CERO in Japan, the USK in Germany, both the PEGI and BBFC in the United Kingdom and the OFLC in Australia and New Zealand.

Software library

See also: List of Wii games, List of video games published by Nintendo, List of WiiWare games, and Virtual Console
Wii Optical Disc in keep case
Wii Optical Disc in keep case

Retail copies of games are supplied on proprietary, DVD-like Wii Optical Discs packaged in a keep case along with instruction information. On European releases, these retail boxes have a triangle printed at the bottom corner of the paper insert sleeve side. The hue of the triangle can be used to identify which region the particular title is intended for and which manual languages are included. The console supports regional lockout.[106]

New games representing Nintendo's flagship franchises, including The Legend of Zelda, Metroid, Mario (and spin-offs), Animal Crossing, Pokémon, Super Smash Bros., and Fire Emblem, have been released, or are in development for the Wii. Likewise, there are original titles for it as well as expected third party games.[107] Ubisoft announced eight titles for release over the launch period and have stated that they have a further six currently in development while Midway Games has announced six titles.[108] EA has declared their '100%' support for the system[109] and has since gone on to purchase long-time partner Headgate Studios, which now develops exclusively for Nintendo's console.[110] Namco Bandai also announced that they are developing 37 games for the Wii for their fiscal year ending March 2008.[111] On April 27, 2007, Satoru Iwata stated that 45 out of Nintendo's 124 first-party games are being developed for the console; the other 79 titles are being developed for the Nintendo DS.[112] As of July 25, 2007 the Wii has more exclusive games in development than the Xbox 360 or PlayStation 3.[113]

The Virtual Console service allows Wii owners to play games originally released for the Nintendo Entertainment System, Super Nintendo Entertainment System and Nintendo 64, as well as Sega's Mega Drive/Genesis and SG-1000 Mark III/Sega Master System, NEC's TurboGrafx-16/PC Engine,[114][dead links] and the SNK Neo Geo console.[115] Virtual Console games are distributed over broadband Internet via the Wii Shop Channel, and are saved to the Wii internal flash memory or to a removable SD card. Once downloaded, Virtual Console games can be accessed from the Wii Menu as individual channels.

There is also a Wii homebrew community dedicated to creating and playing content that does not receive Nintendo endorsement. The WiiCade is an example of a Wii homebrew software site.

Reception

The system was well received after its exhibition at E3 2006. At the event, Nintendo's console won the Game Critics Awards for Best of Show and Best Hardware.[9] In the December 2006 issue of Popular Science the console was awarded with the Grand Award Winner in Home Entertainment.[116] Spike TV's Video Games Award also granted the console the award in breakthrough technology.[117] GameSpot chose the console as the Best Hardware on their Best and Worst 2006 awards show.[118] The system was also chosen as one of PC World magazine's 20 Most Innovative Products of the Year.[119] The console received a Golden Joystick for Innovation of the Year 2007 at the Golden Joystick Awards.[120] In the category of Engineering & Technology for Creation and Implementation of Video Games and Platforms, Nintendo was awarded an Emmy for Game Controller Innovation by The National Academy of Television Arts and Sciences.[121]

The worldwide success of the Wii has caught third party developers by surprise, leading to some apologizing for the quality of their early games. In an interview with German news magazine Der Spiegel, Ubisoft's Yves Guillemot and Alain Corre admitted that they had made a mistake in rushing out their launch titles, promising to take future projects more seriously.[122] Take-Two Interactive, who released few games for the Nintendo GameCube, has changed its stance on Nintendo, putting a higher priority in developing for the Wii with Manhunt 2 being one of their first releases on the system.[123]

At the same time, criticism of the Wii Remote and the Wii hardware specifications has surfaced. Former GameSpot editor Jeff Gerstmann stated that the controller's speaker produces low-quality sound,[124] while Factor 5 President Julian Eggebrecht criticized the hardware audio as being substandard for a console of its generation.[125] U.K.-based developer Free Radical Design stated that the Wii hardware lacks the power necessary to run the software it had scheduled for release on other seventh generation consoles.[126] The online connectivity of the Wii was subject to criticism, as Matt Casamassina of IGN compared it to the "entirely unintuitive" service provided for the Nintendo DS.[127]

An executive for Frontline Studios expressed that major publishers are wary of releasing exclusive titles for the console due to the perception that third-party companies are not strongly supported by consumers.[128] In his blog, 1UP.com editor Jeremy Parish stated that Nintendo was the biggest disappointment for him in 2007. Commenting on the lack of quality third-party support, he stated that "the Wii landscape is bleak. Worse than it was on N64. Worse than on GameCube...the resulting third-party content is overwhelmingly bargain-bin trash."[129]

Game designer and The Sims creator Will Wright shared his thoughts on the Wii within the context of the current console generation: "The only next gen system I've seen is the Wii – the PS3 and the Xbox 360 feel like better versions of the last, but pretty much the same game with incremental improvement. But the Wii feels like a major jump – not that the graphics are more powerful, but that it hits a completely different demographic."[130]

Using the Wii is often seen as being more physically demanding than other game consoles.[131] Some Wii players have occasionally experienced a form of tennis elbow referred to as "Wiiitis".[132] A study published in the British Medical Journal states that Wii players use more energy than playing sedentary computer games. It is however indicated that while this energy increase may be beneficial to weight management, it is not an adequate replacement for regular exercise.[133]