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Jul 14, 2006, 10:02:28 PM7/14/06
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Wii Controllers: Unlocking the Secrets

Battery and power specifics, SYNCHRO functionality, rumble motor
details, LED secondary purpose and... a camera?

by Matt Casamassina

July 14, 2006 - The Big N has been relatively hush-hush about the
details of its innovative new Wii console and controller, choosing to
release information during major events and then going quiet on the
subject. But in official Wii developer documentation obtained by IGN,
the company defines many of the hardware specifics and functionalities
for its upcoming Wii controllers. We have some of those revelations
below.

One of the big questions about the Wii-mote has remained how it will be
powered. Official documentation on the topic offers some answers. The
pointer will accept two AA alkaline batteries, which will keep it going
for a considerable amount of time. If the precision aim functionality
of the pointer is being used in games, the device will run for
approximately 30 hours. If only the accelerometer functionality is
being utilized, the Wii-mote will operate for 60 hours on two AA
batteries.

The controller communicates with the Wii console via Bluetooth
technology on a 2.4GHz band.


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. It's also possible that this memory could enable
players to store custom settings for the controller. However, official
documentation does not specify one way or the other. In fact, Nintendo
is currently offering developers no means to interact with the
controller's internal speaker despite showing off games such as The
Legend of Zelda: Twilight Princess, which spotlighted the hardware
feature at E3 2006 in Los Angeles.

Recent photos of the Wii console's front flap showcase a button called
SYNCHRO, whose purpose seems fairly obvious. The SYNCHRO button is,
according to documentation, used to identify Wii controllers that can
be used with the console. It assigns each controller a wireless ID
number. Evidently gamers first press the SYNCHRO button on the console
itself and then find and press another SYNCHRO button located inside
the battery compartment of the Wii controller. Documentation also
suggests that gamers can hold down the 1 and 2 buttons on the Wii-mote
to accomplish the same task.

All of the buttons on the Wii controller are digital in nature. This
includes (obviously) the D-Pad, as well as A, B, 1, 2, -, +, Power and
SYNCHRO. The C and Z buttons on the nunchuk unit are also digital.

The sensor bar that interacts with the Wii-mote must be placed "above
or below" the television set. The bar itself is about 20 centimeters in
diameter and features two sensors, one on each end.


The Wii-mote's LEDs serve two roles. The first is to show which player
is communicating with the console at a given moment. Player 1 will
light up on the far left, Player 2 the next over, and so on. The second
purpose is to illustrate battery life. Upon booting up, four LEDs blink
when the controller has between 75% and full power. Three LEDs blink to
show 50% and 75% power. Two LEDs blink to show 25% and 50% power. And
one LED blinks to illustrate anything below that.

The Wii-mote features a built-in rumble motor that can be turned on or
off. It does not offer varying degrees of rumble sensitivity. However,
according to documentation, more intense vibrations can be simulated if
developers rapidly trigger the motor on and off.

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.


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 interrupted
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.

Developers tell IGN Wii that they are expecting to get classic Wii
controllers in early September, which suggests that Nintendo is serious
about providing this third input alternative for Virtual Console
endeavors.

We contacted Nintendo of America for comments on our latest findings.

"There are many details that we've divulged about the console, but
there is also more to learn," said the subsidiary's PR manager, Matt
Atwood, in a telephone conversation. "However, Nintendo does not
comment on rumors or speculation."

Nintendo's new generation console is officially set to launch sometime
before the Thanksgiving holiday. However, rumors persist that the
machine could debut as early as late October. Nintendo is expected to
hold a briefing in September to reveal price and release date.

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