nintendo wii u white gamepad w lcd touch screen in stock
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The Wii U GamePad is the standard game controller for Nintendo"s Wii U home video game console. Incorporating traits from tablet computers, the GamePad has traditional input methods (such as buttons, dual analog sticks, and a D-pad), touchscreen controls, and motion controls. The touchscreen can be used to supplement a game by providing alternate, second screen functionality or an asymmetric view of a scenario in a game. The screen can also be used to play a game strictly on the GamePad screen, without the use of a television display. Conversely, non-gaming functions can be assigned to it as well, such as using it as a television remote.
The Wii U GamePad can be used in conjunction with other controllers compatible with the console, such as the Wii Remote Plus, Nunchuk, Wii Balance Board, and the more conventional Wii U Pro Controller.
During development of the Wii console, video game designer Shigeru Miyamoto brought in mobile phones and controllers for automotive navigation systems for inspiration for the Wii Remote, eventually producing a prototype that resembled a cell phone.analog stick and a touchscreen, but Nintendo rejected the idea of a touchscreen on the controller, "since the portable console and living-room console would have been exactly the same".
Nintendo"s development team had determined that the Wii"s notification light did not provide enough information to be useful beyond whether it had received content or not. With the complexity of modern televisions, Miyamoto believed that a monitor separate from the console would provide an easier way to check on the console"s status without needing to use the television.karaoke establishments in Japan, which displays song information and also allows its users to select their next song.
Satoru Iwata explained that the controller"s design is intended to allow players to "see games in a different way,"asymmetric gaming" during Nintendo"s E3 2012 press conference.Gyroscopic capabilities were added by the team specifically to aid in aiming for first and third person shooter games.
The Nintendo EAD development team created two controller prototypes: a monitor with two Wii Remotes glued to the sides, and a display attached to a Wii Zapper.Nintendo 3DS. On May 19, 2012, a photograph of a near-final version of the controller was leaked on Twitter by an employee of TT Games, revealing a wider build with ergonomic grips, a redesigned button layout, and analog sticks instead of circle pads.E3 2012. The presentation confirmed the leaked changes, and unveiled other features making use of the screen.
The GamePad"s primary feature is its 6.2 in (16 cm), FWVGA (854x480), resistive touchscreen display, which can be controlled with either fingers or an included stylus. The screen can be used as a supplement to gameplay to provide additional functionality that can be controlled using the screen, or to stream gameplay from the console in lieu of a television display (Off-TV Play). The controller also features a front-facing camera (usable for video chat), dual analog sticks, nine-axis motion detection via a three-axis accelerometer, three-axis gyroscope and a three-axis magnetometer, rumble support,infrared array that can emulate the Wii Sensor Bar.NFC, which allows developers to create figurines (such as Nintendo"s Amiibo figures) or cards that can wirelessly interact with the controller, and allows Japanese users to pay for software on the Nintendo eShop using prepaid FeliCa-based transit cards such as Suica.E3 2012, Nintendo unveiled more details about the GamePad; including its ability to be used as a remote control for a television with the Nintendo TVii app, and the ability to send handwritten messages and other content.
The GamePad communicates with a Wii U console over a modified Wi-Fi protocol designed for low-latency transmission, establishing its connection with the console by using a variant of the WPS process, with proprietary transfer protocol and software co-developed with Broadcom.H.264 video codec, for which the GamePad contains a hardware decoder.
Nintendo"s first presentation of the controller in 2011 led to confusion upon whether the Wii U would support the use of multiple GamePads. A Nintendo spokesperson stated that the GamePad would not be sold individually from a Wii U console,Nintendo 3DS as a controller in this scenario as well—implying potential compatibility.
If a screen with a red x between an image of the GamePad and Wii U Console is shown, press the SYNC button on the Wii U Console again and start over from step 3 above.
Its core hooks are the integrated second screen in the Wii U GamePad and their online social hub called Miiverse. The former introduces a focus on asymmetric gameplay in local multiplayer games which means the different players doing very different things in a game depending on which controller they use as well as more involved experiences and interactions in single player games with added functionality not previously possible. The latter is supposed to function as a seamless online community that makes it easier to discover what games people are actually playing and offers simpler ways to share stuff from within games and to communicate with other players around the globe.
With rumors hitting the week prior, Nintendo announced its next console on April 25, 2011. The news was issued via a terse update on Nintendo of Japan"s investor site, stating that the Nintendo Wii"s successor would be launched in 2012.
On June 7, 2011 at their E3 press conference, Nintendo unveiled what they promised to be a new way to enjoy home entertainment with Nintendo"s next home console, the Wii U. With a new touch screen controller that also includes all standard buttons, precision motion controls, and full 1080p HD graphics, Nintendo promises a whole new world of play styles and gaming possibilities for Wii U players. As Nintendo of America president and CEO Reggie Fils-Aime explained on stage that the Wii U is about tailoring the Nintendo game experience not just to a casual perspective, but for so-called hardcore players as well.
Iwata announced during Nintendo"s Financial Briefing in April, 2012 that all Wii U games would be available for purchase as traditional packaged software in retail stores and via digital distribution on from day one. Nintendo is partnering with retailers to allow the sale of digital codes through retailers to achieve a "win-win" situation. Additionally, he let it be known that, while the details and software line-up for Wii U would be announced at E3 2012, the actual launch date and price would be revealed at a later date.
Nintendo revealed the final launch details for all territories on September 13, 2012. The Wii U launched in Japan on December 8, 2012 with 2 SKUs (Basic and Premium) but without pack-in software with the exception of Monster Hunter 3 HD Ver. bundle. In western territories, the Wii U also launched in both the Basic and Premium/Deluxe versions but the latter came bundled with Nintendo Land.
Nintendo Network Premium: provides points for purchases by Premium Set customers, 10% points back on digital purchases depending on the title/publisher, to be redeemed once 500 points ($5) have been reached for future purchases. Valid until December 2014
The Wii U supports retail and downloadable software. Nintendo stated that from day-one, all first party retail software will also be available day-and-date in the Wii U"s eShop. The exception being games that come bundled with hardware such as SiNG Party which comes with a microphone. Those would not be available as a download. In addition to retail software, the Wii U eShop will also offer download-only software like Virtual Console titles and original games.
The regular price of retail Wii U titles is raised to $59.99, bringing Nintendo"s software prices up to the same level of PlayStation 3 and Xbox 360 titles.
In moving away from the simple and clean white box designs, Nintendo went with cyan-colored boxes accompanied by a half-oval shape at the top of the box surrounding the plain white Wii U logo. As a transitional color, a yellow line is placed between the shape and the actual game artwork.
This basic design mirrors that of the Nintendo GameCube cases which also featured a half-oval shape with a transitional line (in white) below it to separate it from the game artwork.
As has been common practice in Japan since 2010 with games released on Nintendo platforms, the game cases for titles rated CERO: C and higher come in black cases. While on Wii and 3DS the platform banner is on black background, the Wii U logo banner features a gradient background that goes from black to the normal cyan color.
According to specifications released during E3 2012 by Nintendo, the Wii U is approximately 1.8 inches tall, 6.8 inches wide and 10.5 inches long while weighing about 3.41 pounds (1.5 kg).Media: A single self-loading media bay plays 12-centimeter proprietary high-density optical discs that can hold 25GB of data for the new console with a transfer speed of 22.5 MB/s. It also reads 12-centimeter Wii optical discs.
Video Output: Supports 1080p, 1080i, 720p, 480p and 480i. Compatible cables include HDMI, Wii D-Terminal, Wii Component Video, Wii RGB, Wii S-Video Stereo AV and Wii AV.
Storage: The console has internal flash memory, as well as the option to expand its memory using either an SD/SDHC memory card (up to 32GB) or an external USB hard disk drive (up to 2TB).
Ports: Four USB 2.0 connector slots are included (two in the front, two in the back). The new console is backward compatible with Wii games and Wii accessories, including the Wii LAN adapter.
During the Pre-E3 2012 Nintendo Direct feature, Satoru Iwata revealed the official name for the Wii U controller. The name was inspired by the original NES controller which was the first controller to be referred to as a "game pad" by players due its flat design. Nintendo decided the name was also appropriate for the Wii U controller and thus they named it the Wii U GamePad as a call-back to the good ol" days.
The Wii U GamePad features a touch screen along with button and stick inputs in line with with other controllers. This combination allows games to be augmented with real-time data displayed on the controller while the primary action occurs on the big-screen. The GamePad will function similar to the bottom screen on Nintendo"s DS system, displaying information such as inventory systems or maps but also allowing for touch or stylus based gameplay input. The Wii U will allow using the GamePad screen as a primary display, so that other content can be viewed on the TV. There was some indication that this manner of screen swapping could even be taken a step further, giving split-screen players their own dedicated view, for example. The possibilities for so-called asymmetric multiplayer/co-op are a major part of the system"s design.
The original prototype of the controller shown during E3 2011 incorporated two analog Circle Pads. These circle pads were not clickable and they were aligned vertically symmetrical directly above the D-Pad and face buttons on each side of the controller. The backside was flat except for a horizontal ridge that allowed the controller to be placed on flat surfaces at an angle and also housed the digital ZL/ZR triggers. The prototype neither featured the TV-button nor any NFC capabilities.
This leak cleared up speculation based on previously discovered patents showing these changes (and more) months earlier but was falsely believed to be an older design than the one shown at E3 2011. The patent also showed added grips to the bottom and a wider form factor.
The controller includes a Power button, Home button, +Control Pad, A/B/X/Y buttons, digital L/R buttons and digital ZL/ZR buttons, two clickable analog sticks, a TV-Control Button and an NFC reader/writer. It also includes a built-in accelerometer, gyroscope and geomagnetic sensor, rumble support, a front-facing camera, microphone, stereo speakers, a sensor strip and a stylus. It also includes a 6.2-inch, 16:9 aspect ratio resistive LCD touch screen (does not support multi touch).
The GamePad is powered by a rechargeable lithium-ion battery and weighs approximately 1.1 pounds (500 g). The battery life is given as lasting between 3-5h. By purchasing a separately available official High-Capacity Battery (2550mAh) (Product Code WUP-A-DLAA), battery life can be upgrade to an estimated 5-8h.
During Nintendo"s January 27th, 2012 Financial Briefing, they revealed that the controller would also support NFC (Near Field Communication) technology, ultimately allowing functionality similar to the figurine-scanning in Skylanders and enabling the scanning of Wii U eShop cards or credit cards for micropayments by placing an object or a card on the NFC Reader/Writer below the D-Pad. This would later be heavily utilized for Nintendo"s figurine initiative called Amiibo.
Next to the Wii U GamePad"s power button is the TV-Control Button. This button can be used even if the Wii U and TV are turned off. With the TV button, the Wii U GamePad turns into a "fully independent infrared TV-remote". Users can use the touch screen to switch channels, change the TV volume, view the TV Guide and turn on the Wii U system simply by using the touch screen on the GamePad.
Nintendo president Satoru Iwata was quick to point out that the controller device was “not designed to be a portable video game machine, even though it shares some of the characteristics.” Killing the idea that the controller could be used as a legitimate portable gaming tablet (like Apple"s iPad) which everybody was quick to compare it to. This becomes especially clear when one considers that none of the gameplay is rendered on the controller hardware itself.
The Wii U Pro Controller is a secondary peripheral for use with the Wii U that functions as a standard console controller without the extra elements such as the touch screen display. It is primarily meant for use with multi-platform console games ported to the Wii U without GamePad-specific gameplay elements and for local multiplayer.
The controller"s shape resembles that of the standard Xbox 360 controller with button and stick placements mirroring that of the Wii U GamePad. It also includes rumble support and has a battery life of up to 80 hours. The Pro Controller is available in black or white everywhere except for Europe and Australia where the only Pro Controllers sold are black.
Technically the Wii U supports usage two Wii U GamePads at the same time. It has been confirmed that using two GamePads simultaneously limits games to run at a framerate of no higher than 30fps due to the game outputting images to three screens at the same time. Initially it was said that launch-window titles would not make use of that functionality, however, since the system"s market performance was behind Nintendo"s expectations, implementation of support for two GamePads has been put on hold indefinitely.
Up to four Wii U Pro Controllers can be used at the same time. The system will also support up to four Wii Remote (or Wii Remote Plus) controllers connected at once along with the Wii U GamePad (allowing for five players simultaneous multiplayer). The new console supports all first party Wii controllers and input devices, including the Nunchuk controller, Classic Controller, Classic Controller Pro and Wii Balance Board.
At E3 2014, Nintendo revealed a special GameCubecontroller adapter that would allow original GameCube controllers (including Wavebirds) to be connected to the system via two USB connections. This adapter was specifically intended for use with Super Smash Bros. for Wii U and launched alongside that title.
The Wii U is fully backwards compatible with most Wii titles. However, it will not feature the GameCube backwards compatibility of the Wii. Wii title compatibility excludes software that required usage of the GameCube controller ports built into the original Wii models since these are also not available on the Wii U hardware.
During E3 2012, Nintendo announced that it is possible for Wii users to transfer all their WiiWare and Virtual Console purchases to the Wii U, along with all the save data. This makes it the only 8th Generation console with full backwards compatibility covering both retail and digital libraries.
To access all Wii-specific software, players have to access the Wii Mode from the Wii U main menu. This is a separate environment that disables all Wii U-specific features for optimal compatibility with the software.
All transferred Wii data like save games, Wii Shop Channel purchases (Virtual Console, WiiWare) including leftover Wii Shop funds will be accessible via this mode. The Wii Shop Channel is not tied to the Wii U eShop and is thus completely walled off. Nintendo also announced a special upgrade program for Virtual Console software purchased on the original Wii and then transfered to Wii Mode (or bought directly in Wii Mode) which allows users to upgrade titles available on both Wii Virtual Console and Wii U Virtual Console for a fraction of the price to the Wii U VC version.
During Nintendo"s Financial Briefing on January 27th, 2012 Satoru Iwata announced the Nintendo Network platform. An overarching online platform that covers Nintendo 3DS as well as Wii U and future platforms, Nintendo Network supports various online services. Nintendo Network is an evolution from the Nintendo Wi-Fi Connection that was used in Wii and DS titles.
Each Wii U console will allow for the creation of 12 unique user accounts. The console itself can go online by signing up for a Nintendo Network ID which manages eShop purchases, friend lists, Miiverse, online play and other functions.
On November 14 2012, Satoru Iwata announced in a Nintendo Direct presentation that they are working on Wii U Virtual Console service that would have support for Off-TV Play with further details to be talked about later.
On January 23 2013, Iwata confirmed that Virtual Console will be available starting in Spring of 2013. Confirmed consoles supported will be NES, Super NES, and Game Boy Advance. Any games that were previously purchased for Wii Virtual Console and transferred over will be deeply discounted for buyers of the Wii U version - down to $1.00 US for NES and $1.50 for SNES. Wii U Virtual Console games will feature additional features and are undergoing additional development beyond simple emulation. Starting that same day, a preview of the Virtual Console service to celebrate 30 years of Famicomwas launched, showcasing a different game for 30 days at the price of 30 US cents.
On June 3, 2012, Nintendo started its E3 presentations early by releasing a Nintendo Direct video detailing non-game aspects of Wii U before their official E3 Media Briefing on June 5. Aside from highlighting the changes made to the Wii U GamePad, Nintendo president Satoru Iwata presented a first look at Miiverse, Wii U"s central hub for community/social features. Miiverse is essentially an evolution of the Mii Plaza and StreetPass Mii Plaza that first appeared on Wii and Nintendo 3DS respectively.
Players enter the Miiverse upon booting up the system and are greeted by all the Miis tied to accounts on the system itself, Miis of their friends as well as Miis created by people either in the same region or speaking the same language in the Wara Wara Plaza (wara wara being a Japanese onomatopoeia for the sound a bustling crowd makes).
Miis are the main anchor for Wii U"s social features. Messaging works like a Twitter feed that can be sorted by certain criteria. Users can filter messages pertaining to specific games, messages from people in their Mii Plaza, view their own activity log and other categories. Users can choose to either type the message using an on-screen keyboard on the touch screen or by going old-school with actual handwriting or doodling with their finger or stylus. The interface also allows the selection of emoticon-like expressions that will be represented on their Mii"s face alongside the message.
Since Miiverse is web-based, it was also made accessible via Nintendo 3DS, PC or any web-enabled mobile device later in 2013. To illustrate real-life use, the Nintendo Direct presentation showed a young man playing a Wii U game at home, suspending his game to post a Miiverse message asking for help with the game while his friend checked his own friend activity feed on his phone and called the former up to offer advice (and mockery).
Users are able to post screenshots and transmit user generated game content via Miiverse communities. Miis in the Wara Wara Plaza and the Nintendo Land Plaza, for example, can also display speech bubbles representing posts their creators made to the related Miiverse community.
Miiverse is a feature native to the system that can be accessed at all times and by all games. This allows developers to integrate Miiverse directly into their games. Nintendo showed an example of this with New Super Mario Bros. U gameplay. Player-created messages pop up on the world map and at a certain point where Mario ended his life prematurely by, for example, running into a Koopa Troopa. This is reminiscent of a similar feature found in FROM Software"s Souls series in which players who were connected to the internet with their console could leave messages at places of their choice, providing useful or misleading hints for other players to randomly stumble across.
Iwata mentioned that while they are working to prevent people from spoiling moments in games with this feature, it was envisioned to increase empathy among gamers around the world. Because the Miiverse is integrated into the Wii U firmware, even strictly single player games with no dedicated online functionality can make use of this feature, potentially turning every game into a social experience with friends.
Alongside Super Mario 3D World in November 2013, Nintendo introduced Miiverse Stamps. A Nintendo-take on achievements that ties in-game progress to unlocks of pre-made Miiverse drawings that players can use to create posts using official character art of a game. A user posting a stamp unlocked by a particularly hard unlock could thus be fairly easily recognized.
The built-in microphone and video camera in the Wii U GamePad allow for easy video chat among gamers. The basic idea was born in the N64 days when Genyo Takeda first expressed the desire to include a TV phone capability with Nintendo"s home consoles.
Wii U Chat displays the incoming video either on the GamePad or on the TV screen, depending on whether the user might be using it alone or wants to make a family call with more people around. If the Wii U is online and a call is coming in, the Home button on the GamePad will start to flash, informing players that there is a call waiting for them. If the system is not turned on, the caller can leave a message notification via Miiverse. In addition the video feed, users can actually draw on the touch screen over the image of video with a glowing line.
The Wii U also launches with an Internet Browser that can be manipulated with the touch screen even while in-game. Videos can be displayed at full size on the TV while the GamePad is used for browsing while the video plays. It is also possible to prepare a video and conceal it behind curtains for audiences.
Using the browser is possible without having to close a game that is being played to possibly search the internet for help or post 720p screenshots of the current gameplay scene to any image hosting services or social networks.
At E3 2012, Nintendo announced that Wii U would also feature various video streaming services like Hulu, Netflix, Amazon Instant Video and YouTube. In their Wii U preview event on September 13, 2012, Nintendo revealed more details about the service they are calling Nintendo TVii.
This service, only available in North America, will give Wii U users access to all their video streaming services as well as their local network and cable TV programs in a central place.
Various system updates introduced new functionality to the system. Among them an evolution of the WiiConnect24 concept of potentially receiving content at any hour of the day, even when the system was turned off. Wii U automatically checks for content while in standby mode (according to user preference) and can download and install software updates as well system updates in standby to make updating the system or games completely seamless.
This also enables automatic content distribution, meaning users can opt-in to automatically receive available free software or demos in standby mode. Additionally, with the introduction of the Quick Start Menu that offers shortcuts of the most recent applications or games used upon turning on the GamePad, an optional messaging feature was made available. If enabled, users may receive notifications that display on the Wii U GamePad for a user-determined amount of time with information about all sorts of things like eShop promotions or upcoming events - all while the system itself remains in standby.
Its core hooks are the integrated second screen in the Wii U GamePad and their online social hub called Miiverse. The former introduces a focus on asymmetric gameplay in local multiplayer games which means the different players doing very different things in a game depending on which controller they use as well as more involved experiences and interactions in single player games with added functionality not previously possible. The latter is supposed to function as a seamless online community that makes it easier to discover what games people are actually playing and offers simpler ways to share stuff from within games and to communicate with other players around the globe.
With rumors hitting the week prior, Nintendo announced its next console on April 25, 2011. The news was issued via a terse update on Nintendo of Japan"s investor site, stating that the Nintendo Wii"s successor would be launched in 2012.
On June 7, 2011 at their E3 press conference, Nintendo unveiled what they promised to be a new way to enjoy home entertainment with Nintendo"s next home console, the Wii U. With a new touch screen controller that also includes all standard buttons, precision motion controls, and full 1080p HD graphics, Nintendo promises a whole new world of play styles and gaming possibilities for Wii U players. As Nintendo of America president and CEO Reggie Fils-Aime explained on stage that the Wii U is about tailoring the Nintendo game experience not just to a casual perspective, but for so-called hardcore players as well.
Iwata announced during Nintendo"s Financial Briefing in April, 2012 that all Wii U games would be available for purchase as traditional packaged software in retail stores and via digital distribution on from day one. Nintendo is partnering with retailers to allow the sale of digital codes through retailers to achieve a "win-win" situation. Additionally, he let it be known that, while the details and software line-up for Wii U would be announced at E3 2012, the actual launch date and price would be revealed at a later date.
Nintendo revealed the final launch details for all territories on September 13, 2012. The Wii U launched in Japan on December 8, 2012 with 2 SKUs (Basic and Premium) but without pack-in software with the exception of Monster Hunter 3 HD Ver. bundle. In western territories, the Wii U also launched in both the Basic and Premium/Deluxe versions but the latter came bundled with Nintendo Land.
Nintendo Network Premium: provides points for purchases by Premium Set customers, 10% points back on digital purchases depending on the title/publisher, to be redeemed once 500 points ($5) have been reached for future purchases. Valid until December 2014
The Wii U supports retail and downloadable software. Nintendo stated that from day-one, all first party retail software will also be available day-and-date in the Wii U"s eShop. The exception being games that come bundled with hardware such as SiNG Party which comes with a microphone. Those would not be available as a download. In addition to retail software, the Wii U eShop will also offer download-only software like Virtual Console titles and original games.
The regular price of retail Wii U titles is raised to $59.99, bringing Nintendo"s software prices up to the same level of PlayStation 3 and Xbox 360 titles.
In moving away from the simple and clean white box designs, Nintendo went with cyan-colored boxes accompanied by a half-oval shape at the top of the box surrounding the plain white Wii U logo. As a transitional color, a yellow line is placed between the shape and the actual game artwork.
This basic design mirrors that of the Nintendo GameCube cases which also featured a half-oval shape with a transitional line (in white) below it to separate it from the game artwork.
As has been common practice in Japan since 2010 with games released on Nintendo platforms, the game cases for titles rated CERO: C and higher come in black cases. While on Wii and 3DS the platform banner is on black background, the Wii U logo banner features a gradient background that goes from black to the normal cyan color.
According to specifications released during E3 2012 by Nintendo, the Wii U is approximately 1.8 inches tall, 6.8 inches wide and 10.5 inches long while weighing about 3.41 pounds (1.5 kg).Media: A single self-loading media bay plays 12-centimeter proprietary high-density optical discs that can hold 25GB of data for the new console with a transfer speed of 22.5 MB/s. It also reads 12-centimeter Wii optical discs.
Video Output: Supports 1080p, 1080i, 720p, 480p and 480i. Compatible cables include HDMI, Wii D-Terminal, Wii Component Video, Wii RGB, Wii S-Video Stereo AV and Wii AV.
Storage: The console has internal flash memory, as well as the option to expand its memory using either an SD/SDHC memory card (up to 32GB) or an external USB hard disk drive (up to 2TB).
Ports: Four USB 2.0 connector slots are included (two in the front, two in the back). The new console is backward compatible with Wii games and Wii accessories, including the Wii LAN adapter.
During the Pre-E3 2012 Nintendo Direct feature, Satoru Iwata revealed the official name for the Wii U controller. The name was inspired by the original NES controller which was the first controller to be referred to as a "game pad" by players due its flat design. Nintendo decided the name was also appropriate for the Wii U controller and thus they named it the Wii U GamePad as a call-back to the good ol" days.
The Wii U GamePad features a touch screen along with button and stick inputs in line with with other controllers. This combination allows games to be augmented with real-time data displayed on the controller while the primary action occurs on the big-screen. The GamePad will function similar to the bottom screen on Nintendo"s DS system, displaying information such as inventory systems or maps but also allowing for touch or stylus based gameplay input. The Wii U will allow using the GamePad screen as a primary display, so that other content can be viewed on the TV. There was some indication that this manner of screen swapping could even be taken a step further, giving split-screen players their own dedicated view, for example. The possibilities for so-called asymmetric multiplayer/co-op are a major part of the system"s design.
The original prototype of the controller shown during E3 2011 incorporated two analog Circle Pads. These circle pads were not clickable and they were aligned vertically symmetrical directly above the D-Pad and face buttons on each side of the controller. The backside was flat except for a horizontal ridge that allowed the controller to be placed on flat surfaces at an angle and also housed the digital ZL/ZR triggers. The prototype neither featured the TV-button nor any NFC capabilities.
This leak cleared up speculation based on previously discovered patents showing these changes (and more) months earlier but was falsely believed to be an older design than the one shown at E3 2011. The patent also showed added grips to the bottom and a wider form factor.
The controller includes a Power button, Home button, +Control Pad, A/B/X/Y buttons, digital L/R buttons and digital ZL/ZR buttons, two clickable analog sticks, a TV-Control Button and an NFC reader/writer. It also includes a built-in accelerometer, gyroscope and geomagnetic sensor, rumble support, a front-facing camera, microphone, stereo speakers, a sensor strip and a stylus. It also includes a 6.2-inch, 16:9 aspect ratio resistive LCD touch screen (does not support multi touch).
The GamePad is powered by a rechargeable lithium-ion battery and weighs approximately 1.1 pounds (500 g). The battery life is given as lasting between 3-5h. By purchasing a separately available official High-Capacity Battery (2550mAh) (Product Code WUP-A-DLAA), battery life can be upgrade to an estimated 5-8h.
During Nintendo"s January 27th, 2012 Financial Briefing, they revealed that the controller would also support NFC (Near Field Communication) technology, ultimately allowing functionality similar to the figurine-scanning in Skylanders and enabling the scanning of Wii U eShop cards or credit cards for micropayments by placing an object or a card on the NFC Reader/Writer below the D-Pad. This would later be heavily utilized for Nintendo"s figurine initiative called Amiibo.
Next to the Wii U GamePad"s power button is the TV-Control Button. This button can be used even if the Wii U and TV are turned off. With the TV button, the Wii U GamePad turns into a "fully independent infrared TV-remote". Users can use the touch screen to switch channels, change the TV volume, view the TV Guide and turn on the Wii U system simply by using the touch screen on the GamePad.
Nintendo president Satoru Iwata was quick to point out that the controller device was “not designed to be a portable video game machine, even though it shares some of the characteristics.” Killing the idea that the controller could be used as a legitimate portable gaming tablet (like Apple"s iPad) which everybody was quick to compare it to. This becomes especially clear when one considers that none of the gameplay is rendered on the controller hardware itself.
The Wii U Pro Controller is a secondary peripheral for use with the Wii U that functions as a standard console controller without the extra elements such as the touch screen display. It is primarily meant for use with multi-platform console games ported to the Wii U without GamePad-specific gameplay elements and for local multiplayer.
The controller"s shape resembles that of the standard Xbox 360 controller with button and stick placements mirroring that of the Wii U GamePad. It also includes rumble support and has a battery life of up to 80 hours. The Pro Controller is available in black or white everywhere except for Europe and Australia where the only Pro Controllers sold are black.
Technically the Wii U supports usage two Wii U GamePads at the same time. It has been confirmed that using two GamePads simultaneously limits games to run at a framerate of no higher than 30fps due to the game outputting images to three screens at the same time. Initially it was said that launch-window titles would not make use of that functionality, however, since the system"s market performance was behind Nintendo"s expectations, implementation of support for two GamePads has been put on hold indefinitely.
Up to four Wii U Pro Controllers can be used at the same time. The system will also support up to four Wii Remote (or Wii Remote Plus) controllers connected at once along with the Wii U GamePad (allowing for five players simultaneous multiplayer). The new console supports all first party Wii controllers and input devices, including the Nunchuk controller, Classic Controller, Classic Controller Pro and Wii Balance Board.
At E3 2014, Nintendo revealed a special GameCubecontroller adapter that would allow original GameCube controllers (including Wavebirds) to be connected to the system via two USB connections. This adapter was specifically intended for use with Super Smash Bros. for Wii U and launched alongside that title.
The Wii U is fully backwards compatible with most Wii titles. However, it will not feature the GameCube backwards compatibility of the Wii. Wii title compatibility excludes software that required usage of the GameCube controller ports built into the original Wii models since these are also not available on the Wii U hardware.
During E3 2012, Nintendo announced that it is possible for Wii users to transfer all their WiiWare and Virtual Console purchases to the Wii U, along with all the save data. This makes it the only 8th Generation console with full backwards compatibility covering both retail and digital libraries.
To access all Wii-specific software, players have to access the Wii Mode from the Wii U main menu. This is a separate environment that disables all Wii U-specific features for optimal compatibility with the software.
All transferred Wii data like save games, Wii Shop Channel purchases (Virtual Console, WiiWare) including leftover Wii Shop funds will be accessible via this mode. The Wii Shop Channel is not tied to the Wii U eShop and is thus completely walled off. Nintendo also announced a special upgrade program for Virtual Console software purchased on the original Wii and then transfered to Wii Mode (or bought directly in Wii Mode) which allows users to upgrade titles available on both Wii Virtual Console and Wii U Virtual Console for a fraction of the price to the Wii U VC version.
During Nintendo"s Financial Briefing on January 27th, 2012 Satoru Iwata announced the Nintendo Network platform. An overarching online platform that covers Nintendo 3DS as well as Wii U and future platforms, Nintendo Network supports various online services. Nintendo Network is an evolution from the Nintendo Wi-Fi Connection that was used in Wii and DS titles.
Each Wii U console will allow for the creation of 12 unique user accounts. The console itself can go online by signing up for a Nintendo Network ID which manages eShop purchases, friend lists, Miiverse, online play and other functions.
On November 14 2012, Satoru Iwata announced in a Nintendo Direct presentation that they are working on Wii U Virtual Console service that would have support for Off-TV Play with further details to be talked about later.
On January 23 2013, Iwata confirmed that Virtual Console will be available starting in Spring of 2013. Confirmed consoles supported will be NES, Super NES, and Game Boy Advance. Any games that were previously purchased for Wii Virtual Console and transferred over will be deeply discounted for buyers of the Wii U version - down to $1.00 US for NES and $1.50 for SNES. Wii U Virtual Console games will feature additional features and are undergoing additional development beyond simple emulation. Starting that same day, a preview of the Virtual Console service to celebrate 30 years of Famicomwas launched, showcasing a different game for 30 days at the price of 30 US cents.
On June 3, 2012, Nintendo started its E3 presentations early by releasing a Nintendo Direct video detailing non-game aspects of Wii U before their official E3 Media Briefing on June 5. Aside from highlighting the changes made to the Wii U GamePad, Nintendo president Satoru Iwata presented a first look at Miiverse, Wii U"s central hub for community/social features. Miiverse is essentially an evolution of the Mii Plaza and StreetPass Mii Plaza that first appeared on Wii and Nintendo 3DS respectively.
Players enter the Miiverse upon booting up the system and are greeted by all the Miis tied to accounts on the system itself, Miis of their friends as well as Miis created by people either in the same region or speaking the same language in the Wara Wara Plaza (wara wara being a Japanese onomatopoeia for the sound a bustling crowd makes).
Miis are the main anchor for Wii U"s social features. Messaging works like a Twitter feed that can be sorted by certain criteria. Users can filter messages pertaining to specific games, messages from people in their Mii Plaza, view their own activity log and other categories. Users can choose to either type the message using an on-screen keyboard on the touch screen or by going old-school with actual handwriting or doodling with their finger or stylus. The interface also allows the selection of emoticon-like expressions that will be represented on their Mii"s face alongside the message.
Since Miiverse is web-based, it was also made accessible via Nintendo 3DS, PC or any web-enabled mobile device later in 2013. To illustrate real-life use, the Nintendo Direct presentation showed a young man playing a Wii U game at home, suspending his game to post a Miiverse message asking for help with the game while his friend checked his own friend activity feed on his phone and called the former up to offer advice (and mockery).
Users are able to post screenshots and transmit user generated game content via Miiverse communities. Miis in the Wara Wara Plaza and the Nintendo Land Plaza, for example, can also display speech bubbles representing posts their creators made to the related Miiverse community.
Miiverse is a feature native to the system that can be accessed at all times and by all games. This allows developers to integrate Miiverse directly into their games. Nintendo showed an example of this with New Super Mario Bros. U gameplay. Player-created messages pop up on the world map and at a certain point where Mario ended his life prematurely by, for example, running into a Koopa Troopa. This is reminiscent of a similar feature found in FROM Software"s Souls series in which players who were connected to the internet with their console could leave messages at places of their choice, providing useful or misleading hints for other players to randomly stumble across.
Iwata mentioned that while they are working to prevent people from spoiling moments in games with this feature, it was envisioned to increase empathy among gamers around the world. Because the Miiverse is integrated into the Wii U firmware, even strictly single player games with no dedicated online functionality can make use of this feature, potentially turning every game into a social experience with friends.
Alongside Super Mario 3D World in November 2013, Nintendo introduced Miiverse Stamps. A Nintendo-take on achievements that ties in-game progress to unlocks of pre-made Miiverse drawings that players can use to create posts using official character art of a game. A user posting a stamp unlocked by a particularly hard unlock could thus be fairly easily recognized.
The built-in microphone and video camera in the Wii U GamePad allow for easy video chat among gamers. The basic idea was born in the N64 days when Genyo Takeda first expressed the desire to include a TV phone capability with Nintendo"s home consoles.
Wii U Chat displays the incoming video either on the GamePad or on the TV screen, depending on whether the user might be using it alone or wants to make a family call with more people around. If the Wii U is online and a call is coming in, the Home button on the GamePad will start to flash, informing players that there is a call waiting for them. If the system is not turned on, the caller can leave a message notification via Miiverse. In addition the video feed, users can actually draw on the touch screen over the image of video with a glowing line.
The Wii U also launches with an Internet Browser that can be manipulated with the touch screen even while in-game. Videos can be displayed at full size on the TV while the GamePad is used for browsing while the video plays. It is also possible to prepare a video and conceal it behind curtains for audiences.
Using the browser is possible without having to close a game that is being played to possibly search the internet for help or post 720p screenshots of the current gameplay scene to any image hosting services or social networks.
At E3 2012, Nintendo announced that Wii U would also feature various video streaming services like Hulu, Netflix, Amazon Instant Video and YouTube. In their Wii U preview event on September 13, 2012, Nintendo revealed more details about the service they are calling Nintendo TVii.
This service, only available in North America, will give Wii U users access to all their video streaming services as well as their local network and cable TV programs in a central place.
Various system updates introduced new functionality to the system. Among them an evolution of the WiiConnect24 concept of potentially receiving content at any hour of the day, even when the system was turned off. Wii U automatically checks for content while in standby mode (according to user preference) and can download and install software updates as well system updates in standby to make updating the system or games completely seamless.
This also enables automatic content distribution, meaning users can opt-in to automatically receive available free software or demos in standby mode. Additionally, with the introduction of the Quick Start Menu that offers shortcuts of the most recent applications or games used upon turning on the GamePad, an optional messaging feature was made available. If enabled, users may receive notifications that display on the Wii U GamePad for a user-determined amount of time with information about all sorts of things like eShop promotions or upcoming events - all while the system itself remains in standby.
This appears to be some kind of water damage to the logic board(s) since everything is not registering input. Best thing to start with is to open the device and see if there is any kind of residue or dried water damage on any of the boards. I would suggest following this guid: Wii U GamePad LCD Display Replacement to get at all of boards in the device to inspect them.
From there, the next best solution would be buying a busted pad off eBay and swapping out the boards or seeing if there are replacement boards for a reasonable price.
When Nintendo launched the Wii in 2006, it changed how we think about video games. Instead of passively sitting down and pressing buttons, you got up and moved around. Wii Sports was packaged free with the console, and became one of the most popular games of all time. That said, the Wii was already behind its competitors in one major respect: it didn’t have HD graphics. In fact, if you wanted to plug your Wii into an HDMI port, you needed an Wii to HDMI converter. By 2012, this weakness was glaring, and Nintendo released the Wii U as an HD upgrade.
In addition to HD graphics, the Wii U has another major difference from the Wii. Instead of a simple handheld controller, it utilizes the large Wii U GamePad. This controller sports a touchscreen display, along with the triggers, buttons, and thumbsticks. It’s not used for all games; many still use a traditional Wii Remote, the Nunchuk, or the Balance Board. However, the touchscreen adds functionality for a number of games. It can serve as a secondary display or inventory management screen. It can also be used to play some games without a TV. Finally, the display can be used to monitor system settings without bringing up the menu on your TV.
The problem here is straightforward. Game controllers take a lot of abuse, and LCD touchscreens can only be so durable. Eventually, they crack or get damaged in some other way. When that happens, the GamePad is expensive to replace. As an alternative, you can simply install a new screen. We’re about to go through the process of how this is done, from beginning to end. Then we’ll review three replacement screens: the TOMSIN Replacement LCD Display, the YTTL Replacement LCD Screen, and the Forno LCD Display. At the end, we’ll wrap up and make our recommendations. Let’s get started!
Before you run out and buy a replacement screen, it’s important to know what’s involved. Replacing the Wii U GamePad screen is a challenging process, not for the faint of heart. To access the display, you’ll essentially have to disassemble the entire GamePad. You have to be careful, and you’ll need about half an hour to perform the repair.
You’ll also need the correct tools. A #00 Philips driver and a Nintendo Tri-Wing driver are a must. Tweezers are technically optional, but highly recommended. Unless you have very dainty fingers, a lot of the connections can be difficult to remove by hand. That said, here’s how to replace your screen.
The first step is removing the GamePad battery and opening the case. Start by placing the GamePad face down on a table. Remove the two screws securing the battery compartment, and set them aside. It helps if you sort out your screws from the get-go. You’re dealing with different types and lengths, and reassembly is easier if you don’t get them mixed up. Also, take as many pictures as you need to during disassembly. It’s easier to put things back together when you have a picture of what they’re supposed to look like.
Next, open the battery compartment and remove the battery. You’ll have to unplug the connector to do this. Press down hard and pull at the same time; it can take a bit of elbow grease. Once the plug is disconnected, set the battery aside.
Now that the battery is removed, it’s time to open the case. There are 10 Tri-Wing screws around the perimeter of the case back. Remove these, and set them aside. Now, lift the case back gently. Be careful. The rumble motor will still be connected, so you’ll have to flip the case open like a book. You’ll see the rumble motor connection, a pair of red and black wires that run into a white connector. Pull this connector free of the motherboard, using tweezers if necessary. Now you can set the case back aside.
Now, you’ll be looking at the inside of your GamePad. Next to where the rumble motor connected, you’ll see the Bluetooth Board, elevated over the main motherboard. Gently pull this board up, keeping in mind that there are two wires attached to the back. Disconnect both of these wires, and set the Bluetooth board to the side.
The next phase of this process involves disconnecting all the wires and ribbon cables that run to the motherboard. There are several of them, so we’ll just make a list. Using tweezers is strongly advised, especially for the ribbon cable connectors. They’re easy to damage if you’re just using your fingers. Here are all the parts you need to disconnect:
Start by removing the left and right speaker cables. These tightly-coiled red and black wires are easy to find and trace directly from the speakers. They connect via white plastic clips that can take some wiggling to get free.
Next, remove the white ribbon cable that connects into the left side of the motherboard. It’s easiest to manage if you just remove both ends of the cable and set it aside.
Near the white ribbon cable, you’ll find an additional blue ribbon cable, and a second white cable further up. Disconnect both of those cables from the motherboard, but leave the other ends in place.
In the center of the motherboard, towards the front, you’ll see a wide brown ribbon cable in a black connector. This is the display ribbon. Lift the black clasp that holds it in place.
There’s an additional grey ribbon next to the brown ribbon. This is the ribbon for the touch digitizer. Undo the clasp just as you did for the display ribbon.
There are two additional red and black coiled wires with white connectors. Disconnect both of these wires from the motherboard, using the tweezers if necessary.
The NFC communicator will still remain attached to the motherboard. It looks a lot like the Bluetooth board, and you should be similarly careful while removing it. There’s a small wire plugged into a tiny connector on the back. Remove this wire carefully, so as not to damage the connector. Set the NFC communicator aside.
At this point, the only thing attaching the motherboard to the housing will be a set of three Philips screws. With them out of the way, you can carefully remove the motherboard and set it aside.
With the motherboard removed, you’ll be looking at the back of the display housing. It’s essentially a big grey bracket, and it needs to be removed to get at the screen. Begin by removing the four screws at the corners of the housing. You know what to do with them. Next, find the white and black cables that run through the display housing to the triggers. Pull these out gently so they’re not in your way.
At this point, the display housing can simply be lifted out of the GamePad. This will leave the display bare and disconnected, ready to remove. Even if it’s broken, be careful while you’re taking it out. You don’t want to damage anything else inside the housing. That said, it’s easy enough to remove. You can lift it out with your fingers, much like you removed the display housing.
Once the display has been removed, you can install the new one and reverse the process to reassemble. In most cases, the digitizer will self-adhere to the front of the display. When you attach it, make sure to line it up carefully! A misaligned digitizer will result in a twitchy, difficult-to-use display. Also, be careful with the connectors and ribbon cables. They’re just as easy to damage during reassembly as they were during disassembly.
TOMSIN is a manufacturer that specializes in replacement game console parts. In fact, we’ve reviewed their replacement PS4/Xbox One thumbsticks in the past. We liked what we saw, so we were eager to give their replacement LCD display a shot. This is a drop-in replacement screen for the Nintendo Wii U GamePad. You simply remove the old display and install the new one. There’s no modification or rejiggering required. The kit includes a display screen, along with the touch digitizer. Just peel away the back cover of the digitizer and apply it to the screen during installation. The ribbon cables connect easily, and are sized perfectly for the GamePad.
The display is clean and bright, with great color clarity. It looks like the original GamePad screen, which is exactly what you want. Keep in mind that you may want to wipe the screen down — carefully! — during installation. These displays are tested before they ship, and occasionally one gets sent out with a thumbprint. Not only that, but you run the risk of leaving a thumbprint of your own during installation.
Along with the screen itself, you also get a pair of screwdrivers. One is a Philips #00, and the other is a Nintendo Tri-Wing screwdriver. Between the two of them, you’ve got everything you need for disassembly, except a pair of tweezers. The drivers have proportionally large plastic handles that are easy to grip. They’re obviously cheap, but you’re not paying for screwdrivers; you’re paying for the display. The screwdrivers are good enough to get the repair done, and that’s all you really need.
The YTTL Replacement LCD Screen is another drop-in replacement for the Wii U GamePad screen. It includes the digitizer, so you have a complete replacement for any damaged screen. This is a brand new replacement, but keep in mind that there may be fingerprints from testing. The display quality is excellent, with plenty of brightness and clean, crisp colors. The touchscreen is natural and responsive, so it’s easy to operate. Provided you position it correctly, it works just as well as the original.
The kit includes a Philips #00 and Tri-Wing screwdriver for ease of installation. The handles are reasonably fat, so they’re easy to manage. Like the TOMSIN tools, they’re fairly cheap, but they’ll get the job done. Get yourself a good pair of tweezers, and you’re ready to rock.
Third on our list is the Forno LCD Display. Like our first two offerings, this is also an easy-to-use drop-in kit. It consists of both a screen and a digitizer, so you’ve got all the parts you need. Like the other two kits, the Forno kit includes a pair of screwdrivers. They’re a bit chintzy, but they’ll do what you need them to do.
The display quality is on par with the GamePad’s native display, as is the function of the touchscreen. Assuming the installation is done correctly, no-one would ever notice that the screen has been replaced. Even better, Forno provides a one-year satisfaction guarantee. If you’re not satisfied with the display’s performance, you can return it for a full refund.
As you can see, these three replacement screens are more or less identical. The TOMSIN Replacement LCD Display, the YTTL Replacement LCD Screen, and the Forno LCD Display are all drop-in replacements. Even the screwdrivers are virtually identical. They’re low-quality tools that are made to get you through a single repair. You won’t really be disappointed, no matter which way you go. All other things being equal, the Forno display is a few dollars cheaper and comes with a one-year warranty. But that’s the only thing that really sets it apart.
There’s one additional option we should mention. If your game doesn’t require the screen, you can forego a GamePad altogether and use another controller. For instance, you can use an old GameCube controller with a GameCube controller adapter. Better yet, when you plug in with an adapter, you don’t have to worry about keeping your batteries charged.
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Looking to buy a Nintendo Wii U console? In this guide I have reviewed the top 10 Nintendo Wii U Consoles along with their features and specifications.
In 2012, Nintendo launched its next-gen and the most powerful gaming console in their lot, Wii U. Nintendo Wii U offered many features like off-TV gameplay and many more.
The Wii U is basically a home video game console that consists of many unique and exciting features for any Nintendo fan. It is the first Nintendo console ever to support HD graphics. This system includes a Wii U GamePad, directional buttons, which feature an embedded touchscreen, action buttons, and analog sticks. Wii U was one of the great gaming pads during that era and continues to be popular among Nintendo fanboys.
Although Wii U might not beat Xbox or PS4 with raw power, this console is feature-rich and packed with unique ideas. So, if you’re a person who doesn’t enjoy hardcore gaming experiences, the light-hearted, fun Wii U experience could be for you.
Nintendo Wii U 32GB Mario Kart 8 Deluxe Bundle set is a summation of all the best elements from the previous series that comes with Mario Kart 8, pre-installed. Physical discs are not needed. This system includes six new characters, 16 new tracks to download, eight new vehicles, and a Nintendo eShop download card for two packs of bonus DLC.
This Mario kart 8 Deluxe bundle has some good features such as Wii U hardware with 32GB internal storage, Sensor Bar, Wii U GamePad, Wii U GamePad Stand, Wii U Console Stand, Gamepad Stylus, Wii U GamePad AC adapter, Wii U Console AC Adapter, Wii U GamePad Cradle, and HDMI Cable, etc. This gamepad is an excellent system for kids as well as for adults.
Nintendo Wii U Console 8GB Basic Set is a powerful system that’s taken the first step into high-definition gaming. This set is around 10.5 inches long, 1.8 inches tall, and 6.8 inches wide. It is an IBM authorized and has Multi-Core Microprocessor.
Four Wii Remote controllers can be connected at the same time in this console. This 8GB Basic Set includes Four USB 2.0 connector slots, six-channel PCM linear output through HDMI, and uses an AV multi-out connector. This new console is reverse compatible with Wii games and accessories. This supports all Wii controllers and the input devices, including classic controller pro, Nunchuk controller, Wii balance board, and classic controller.
Wii U Console Premium Black is a value for money product that’s redesigned to look and work like new. This Wii U Console has 32GB of total system storage reserved for system data. It includes a Wii U GamePad Cradle, a Wii U GamePad, a Wii U Gamepad stand, one HDMI Cable (1.5m), a Sensor Bar, a Wii U AC Adapter, a Wii U GamePad stylus, a Wii U GamePad AC Adapter, and a Wii U Console stand.
The Redesign process of this product incorporates basic cleaning, repackaging, functionality checking, and inspection. This console comes with all appropriate accessories and comes generic corrugated boxes.
Nintendo Wii U Console 32GB Land Bundle is a verified redesigned product that showed little or no wear. This gamepad cracks up the barrier between your entertainment and you. It has a 6.2″ 16:9 LCD touch screen, front-facing camera, stereo speakers, motion control system, microphone, and rumble feature.
It incorporates all the original accessories and a warranty play for 90 days using the Wii U Pro controller, Wii U gamepad, or a Wii U remote controller. A total of Four USB 2.0 connector slots are included in this product.
This console works with most of the games from the original Wii console, including the balance board, Wii remote, Nunchuk controllers, Wii remote plus, and a few other Wii U accessories. This Nintendo Wii U console is backward compatible with Wii accessories and Wii games. With this product, now you can get to enjoy your favorite Wii U features effortlessly.
Nintendo Skylanders, SWAP Force Bundle, has 256 unique combinations, separate the 16 figures and click all of them together in a new variety to change their abilities and powers in the game. Altogether with those 265 unique combinations, the Wii U is the center of attraction among all other home entertainment.
The console bundle includes a front-facing camera, a sensor bar, motion contro