nintendo wii u white gamepad w lcd touch screen factory

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nintendo wii u white gamepad w lcd touch screen factory

Make Wii U the centerpiece of your home entertainment setup with these applications, accessible the day you bring your system home. Each time you turn on your Wii U console, you"ll be greeted by Mii characters from around the world, and the Wii U community"s most talked about games in the WaraWara Plaza.

The HOME Button on your Wii U GamePad gives you immediate access to game manuals, Miiverse, and Internet Browser at any time - without having to exit your game.

Manage and keep track of saved game data and details for up to 12 users on one Wii U console. Everyone in your family can play as a different user. You can also set unique parental controls for each one.

Keep track of how much you"ve played your Wii U games and applications by date, or in a handy graph. You can even track the daily records for each individual user registered on the console.

Register friends from anywhere in the world either by exchanging your Nintendo Network ID, sending a friend request to someone you recently played online, or submitting a friend request through Miiverse. Within your Friend List you can see if your registered friends are online and what game they are playing.

nintendo wii u white gamepad w lcd touch screen factory

The Nintendo Wii U GamePad Model# WUP-010(USA) is the standard controller used by the Nintendo Wii U video game console. It offers traditional gamepad controls in addition to its touchscreen and motion control options. The controller also features a camera, microphone and stereo speakers. This controller is bundled with the Wii U console and is not sold separately in markets besides Japan.

Input methods: Buttons, analog sticks, and D-pad, supplemented by an embedded 6.2-in. TFT-LCD display with FWVGA (854 x 480) resolution, 16:9 aspect ratio, 16M colors, and a resistive multitouch screen

Other features: front-facing VGA (0.3 MP) camera, stereo speakers, volume control, headphone jack, microphone, and “Rumble” (a haptic feedback feature)

nintendo wii u white gamepad w lcd touch screen factory

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.

nintendo wii u white gamepad w lcd touch screen factory

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.

nintendo wii u white gamepad w lcd touch screen factory

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.

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And so it begins. The next generation of console wars has begun, and Nintendo is proudly standing out in front, holding the smoking gun after firing the first shot. The Wii U has arrived, despite the long and bewildering path it took to get here.

When it was first unveiled at E3 2011, the Wii U sparked a fair amount of uncertainty over what it even was, at least at first. Was it a new controller for the Wii, or a new tablet of some sort? Would it be a powerful new system to rival the next Xbox and the PlayStation 4, or an update to the Wii that brings the console in line with the current gen? Nintendo’s press conference did its job, though. It had people talking.

Since that initial unveiling, we have been given plenty of hints as to what to expect from the Wii U. Nintendo is still concealing the technical specs, but it’s fair to assume the Wii U will be more powerful than the Xbox 360 and the PS3, but not by a huge margin. It’s going to take some time to see the system’s true technical potential as developers learn how to get the most out of the new hardware, rather than just hastily port over existing games.

In the meantime, the Wii U gets at least a year’s head start before competitors crowd in, but it won’t outgun them when they arrive. Instead, Nintendo is hoping that being clever will outweigh graphical firepower.

The GamePad is more than just a new controller; it is a new way of playing games and experiencing content. We’ve only seen hints through the handful of launch titles about how developers will choose to use it – some have already found clever ways to integrate the secondary screen, while others are treating it simply as an extension of the controller. It has immense potential, though.

For hardcore gaming fans, justifying the purchase of a new Wii U will be easy. It’s a new system, the only home to an upcoming library of Nintendo exclusives that will finally offer full HD graphics, and a totally unique approach to the way we play. If the money isn’t too much of an issue, why not? Of course at over $300, that’s easier said than spent.

More casual gamers on limited budgets have a tougher choice to make. Do you accept the sacrifices Nintendo has made for the chance of something extraordinary down the road? Here are a few things to help you make up your mind.

Physically, there isn’t a great deal of difference between the Wii and the Wii U. The Wii U is a bit sleeker and more rounded around the edges, but both systems are within centimeters in size. The console can also be placed horizontally or vertically, but you will need the stand included with the Deluxe package if you want it to place it on its side.

The system also uses a sensor bar as the Wii did, which means that the Wii Remote controllers, as well as all the various Wii peripherals (like the Wii Balance Board and Classic Controller) work without issue. Nintendo has also released a Wii U Pro Controller separately, which resembles the Xbox 360 controller in both form and function (although the right analog stick and the face buttons are swapped in positioning, which takes a bit of getting used to).

Though techies initially raised concerns about the sound and the heat output generated by the Wii U because the GPU and CPU share the same circuit board, this has proved to be a non-issue. The Wii U remains at a nominal temperature regardless of time in use, and the fan is no louder than that on the Xbox 360 or PS3.

The system also features an SD Card slot in the front along with two USB ports, and two more USB ports in the back that will probably be in use sooner than you think, especially if you have plans to download any games or movies digitally. More on the storage later.

It’s worth mentioning that the Wii U does play Wii games. That seems like such a simple and obvious feature, but backwards compatibility is one thing its competitors can’t claim, so it is worth noting.

The Wii U’s tablet-like GamePad is surprisingly ergonomic. A ridge in the back allows you to balance the weight properly, but that is something of a non-issue as the controller weighs under a pound, and that weight is well distributed throughout the device. That’s an important fact to note, since many of the new games will require you to actively move the GamePad around to use the gyroscope features.

The 6.2-inch LCD touchscreen features a 16:9 aspect ratio, like an HDTV, which does justice to the majority of HD games you will be able to play on the GamePad’s screen. What it displays is specific to each game though, and must be programmed in by the developers. A stylus also allows you to make use of the NFC functions, while speakers in the back do a decent job of putting out sound, and some developers have already used this second audio source to their advantage. The headphone jack also offers respectable audio, but oddly, it is located on the top of the device rather than the bottom, which means that you’ll need a long cord that can wrap behind the GamePad. There is also a rumble feature, which lacks the deep vibration of most, likely to conserve the battery – something that is an issue.

The battery life of the GamePad will vary based on how you are using it and what the games you are playing ask of it, but three hours is about the average for heavy usage. That includes power-demanding features like playing the game itself on the GamePad. Five hours is the max. Unfortunately, there are no options to save the battery life by dimming the screen, or even turning it off and on while still using it as a controller (UPDATE: You can turn off the display by holding down the “Home” button and going through the display options, then selecting that option. Thanks to our reader “Pwuz Here” for pointing that out). You can always keep it plugged in, however, and the respectably lengthy cables included in the package make that comfortable. If you choose to turn it off and fully power it, expect roughly two hours to max out the charge.

One of the more intriguing inclusions of the GamePad is the front-facing video camera. The quality of the image is average at best, but the video-calling feature is significant. There are ways to video conference on the other consoles, but the Wii U‘s GamePad makes it incredibly easy.

The clickable analog sticks move well enough, and the four face buttons are joined by two shoulder buttons, as well as two trigger buttons. A “+/start” and “-/select“ button are found on the right side, opposite a standard D-pad, while the area under the screen is reserved for a Home button that takes you to the Wii U menu (or to check the battery life of controllers while software is running), a mic, a power button, and a TV button. The GamePad can be used as a universal remote for your TV as well, and once you find your model during the setup, you can control the power, volume, input, and channel selection.

The range of the GamePad will vary based on the interference between it and the Wii U. If you have a direct line of sight, 20 feet is possible, but doors and walls will cause frequent lag, and eventually losing the signal. That’s a small concern compared to the upside of mobility, though. Just the possibility of taking a full console game into another room or playing a game while the TV is used for something else is a major boon, and one of the best reasons to consider the Wii U. Watching Netflix and other video-on-demand services on it is also a huge benefit. The PS Vita has been trying to bring a version of a console game to a handheld device for months now, but the GamePad truly delivers.

It’s too bad that all games can’t have this cross-play potential built in, but that is a tall order and it would limit what developers could do – at least at launch. Some games like Madden 13 for the Wii U use the GamePad in several ways. For instance you can select different plays and then send players in new routes prior to the snap, but you can also play the full game on the GamePad if you select that option before the match starts. Expect to see that become more of a standard feature in the months and years that follow.

At the moment, the Wii U will only allow one GamePad per console, but the technology will accept two once the software is updated. Of course, since the GamePad is not available to be purchased separately (for now), this is something of a nonissue. Even when you can buy them, most developers aren’t likely to design a game for a feature that most can’t use.

Nintendo hasn’t revealed the gory technical details of what’s inside the Wii U, and they likely won’t be known until someone cracks a Wii U open to find out. We do know the Wii U is somewhat powerful, although you won’t notice a huge difference between it and the Xbox 360 or PS3 in terms of graphics. If anything, many of the ported games are a bit worse, but that likely comes down to a rushed development cycle more than hardware capabilities. Games that have been designed by Nintendo are crisp and clean looking, and Mario in HD has never looked better.

Despite the potential, it’s going to be awhile before developers begin to squeeze the most out of the system. At a guess, the Wii U may be around 50 percent more powerful, at most, than current generation, but that’s based on optimism as much as testing.

The Wii U supports full 1080p and 1080i HD and digital sound. One thing that does impress is its ability to stream a full HD games to the GamePad without a hint of lag or delay. In a technological sense, that’s no easy task.

The system can also stream video directly to the GamePad, through services like Netflix and Hulu. Not everything will be available at launch (Netflix is, while Hulu is not), but you can make an educated guess on how things like the menus will work. You will be able to stream the video from the Wii U to the GamePad, which is a selling point all on its own. Sadly the Wii U doesn’t accept DVDs or Blu-Ray discs, and there is no internal video player to play .AVIs, MP4s, and the like – which actually makes the lack of networking abilities moot.

While there is no denying the system has limitations, the games run smoothly. Nintendo’s philosophy with the Wii U is one of evolution rather than competition. While Microsoft and Sony continue to attempt to one up each other at every turn, Nintendo has been locked in its own world, developing in a vacuum, unconcerned with what its competitors have been up to. That is a double-edged sword.

Nintendo’s focus has been on creating a gaming console that is made to give gamers a new experience, and in that the publisher has succeed admirably. You have to give Nintendo credit for thinking outside the box and dreaming up something that no one has considered before, at least not on this level. The downside is that there have been some remarkable advancements that have elevated other consoles beyond just gaming systems into full entertainment devices. The Wii U lacks many of those features, which wouldn’t be a major issue in itself if it were operating in a different price range more comparable to the Wii.

At $299 for the Basic and $349 for the Deluxe, the Wii U is an expensive device that gives you less than its competitors, but features one very good hook: the GamePad. The price isn’t a deal breaker, and Microsoft and Sony’s next -en consoles are likely to make the Wii U seem cheap by comparison, but it limits the audience of the Wii U, which likely won’t come near the phenomenal sales of the Wii. While the Wii expanded Nintendo’s possible audience to include those that weren’t necessarily gamers, the Wii U is made primarily for gamers, with a much smaller cross section to appeal to. Plus, some of the best features of the Wii U are made for a single player thanks to the GamePad.

At launch, there will be a few things missing from the Wii U’s arsenal, including the much-hyped TVii service that will turn the Wii U into a television hub. It’s a big enough selling point that a significant portion of the Wii U’s final press conference, when the release date and pricing were announced, was devoted to the service. We’ll examine it when it’s available and update the article as needed.

The Japanese release date is not until December 8, which makes you wonder if the North American launch was rushed just to hit the lucrative post-Thanksgiving sales rush. In fact, don’t even wonder … of course it was. But that move does make business sense, and we can somewhat forgive the not-ready-for-primetime stateside launch if it will be resolved by the time of the Japanese launch.

The majority of the Wii U’s online services, however, will be available at launch via the so-called “Miiverse.” These online capabilities resemble those of the Xbox 360 or PS3, but with a Nintendo flair. When you start the console, you’ll enter the “Wara Wara Plaza,” a virtual dashboard that allows you to see what other Miis have been up to, and navigate through the online features like friends lists and the Nintendo eShop.

The Wii U also packs some unique features, including the ability to scan through forums for games in the Wii U library, post questions, and connect with other people by “following” them and seeing their comments, or outright befriending them.

The Miiverse also give you access to Wii U Chat, a video-calling service that allows friends to talk via the GamePad’s front-facing camera, mic, and speakers. Simply scan through your friends list and choose the person to call, and the recipient will see the Home button on their GamePad flash (as it also does when you receive a new written message). Unless that person is already in the app, it takes a few moments for them to answer, but once the call is connected the quality is exceptional. You can chat on the GamePad and the TV simultaneously  or just the GamePad. On a technical level, it’s nothing more than Skype, but the ease of use brings the possibilities to another level.

The connectivity of the Miiverse is going to take time to fully unfurl, but the tools are in place to offer a robust online experience that is at least comparable to Xbox Live and the PlayStation Network, if not better. It’s too early to tell, but it is promising.

As for the built-in software, despite some lengthy load times between applications, everything is simple and easy to use. You can navigate through the GamePad’s touchscreen while the Miiverse is displayed on the TV, or vice versa with the touch of a button.  The entire system is built around the concepts of fun and community, and both of those have been hardwired into the Miiverse.

Included in both the Deluxe and Basic Sets are an AC power cord, a charging cord for the GamePad (and a cradle with the Deluxe bundle), an HDMI cable, a sensor bar, and the GamePad itself. The Deluxe edition, which ships in black versus the basic model’s white, also comes with the game Nintendo Land, the previously mentioned stand, and – mostly importantly – 32GB of internal memory for storage compared to the 8GB in the Basic package, of which 25GBs and 3GB are respectively useable.

This is a problem, at least at the moment. The Wii U also will accept external USB hard drives up to 2TB, with no more than two connected at  a time. Four terabytes is more than enough to last you for the conceivable future, but that means you are going to need to make some additional purchases, and soon. With DLC coming in at anywhere from 500MB to 2GB, those hard drives are going to fill up quickly. Nintendo has yet to discuss expanding memory, but you can be sure that it will rectify that soon.

At the moment though, purchasing full Wii U games from the Nintendo eShop – which can range from 3GB up to 9GB –  isn’t a practical option on the Deluxe, and isn’t even possible on the Basic.

The Wii U is a difficult piece of hardware to review for two reasons. First, it is unavoidably competing with hardware that exists in a different space, and second, the entire system is betting on a future that isn’t entirely clear yet.

If you compare the Wii U directly with the PS3, Xbox 360, or even against the rumors of what Sony and Microsoft’s next-gen consoles will be, it certainly comes up lacking on several fronts. But that isn’t really a fair comparison. Those consoles have become entertainment devices, while the Wii U is geared specifically to entertain gamers in a new way, and no one else. That doesn’t mean there aren’t things Nintendo should have learned from its competitors. Not including perks like achievements and trophies is fine, but limiting the hard-drive space is just a short-sighted decision. Issues like the lack of a video player or the inclusion of DVD playback are a shame, but justifiable from a cost-versus-features standpoint. Backwards compatibility with the Wii makes it a wash.

Despite all the criticisms levied in this review, the Wii U’s saving grace lies in its unique potential. Launch titles are a decent indicator of what we can expect for the short term, but months and years of development with the Wii U will almost certainly yield games that we’ve never even considered before. The GamePad offers an entirely new way to play, and the importance of that simply cannot be understated, nor should it be undervalued just because the system can’t play a store-bought movie. Streaming video to the GamePad and the voice chat are also notable achievements.

The Wii U is an intriguing piece of hardware with a limited audience and hardware that is respectable, but not impressive. Yet it bursts at the seams with potential.

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Nintendo announced that the Wii U release date for Europe will be on Nov. 30. This disproves the previous rumors that said the console would not be available until December due to manufacturing issues.

Nintendo announced that the Wii U release date for Europe will be on Nov. 30. This disproves the previous rumors that said the console would not be available until December due to manufacturing issues.

Nintendo"s Wii U will be available in two different variations: a basic and a premium pack. The basic Wii U contains 8GB of storage, a white GamePad controller, two AC adapters and an HDMI cable. The premium console comes with a black Wii U system, two AC adapters, an HDMI cable and 32GB of storage. This allows players to download and store more content on their console.

The premium Wii U package also includes extra accessories such as stands for the console and GamePad, a charging cradle, a sensor bar, and the Nintendo Land game. It was also announced that the sensor bar and Wii remotes from the previous console will be compatible with the Wii U. This means that users can buy the Wii U at its reduced price without having to pay for accessories that they do not need.

The new Wii U Pro Controller was also unveiled, which gives gamers the option to use a standard controller rather than the GamePad. The Pro controller can be used wirelessly and is charged by USB. Up to four controllers can connect to the Wii U console. It was also revealed that most Wii games will be compatible with the Wii U.

As for the specs, Nintendo has confirmed that the Wii U will display graphics in 720p and 1080p. The main memory of the Wii U is 20 times larger than that of the original Wii, with the ability to store 2GB. One of these gigabytes will be for gaming and the other will be for the system itself. This supports previous rumors that said the Wii U have this capability, allowing players to use the Internet without stopping their game.

The specs for the Wii U GamePad include a built in gyroscope, microphone, speakers, geomagnetic sensor, accelerometer, and an LCD touch screen. One GamePad controller is included in each pack, but in the future it will be possible to connect two GamePads to a Wii U system.

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I am a 33-year-old man, not extremely intelligent, with very little experience with electronics and getting a little too old to learn new things easily, but I’ve always wanted to gain skills in this area, so I’m going to try to build a Retropie machine in a Wii U gamepad! I have been inspired by the similar projects undertaken here by BanjoKazooie and IrieMars and will be referencing their threads heavily because, as alluded to earlier, I don’t know what the hell I’m doing. I won’t leave out any information that SHOULD go without saying, because I wouldn’t have known it had it not been explicitly explained elsewhere at some point. I won’t use jargon, without defining it, because I don’t know any.

I’ll be keeping a build log here 1) to keep myself accountable with this project so I maintain forward momentum; 2) so I can get assistance from the community if I hit a brick wall, which I most certainly will; and 3) to help and inspire other noobs who want to undertake this awesome project or others like it, but are completely befuddled and intimidated by the brilliant and knowledgeable folks on this forum who know what they’re doing.

After I’m done, I’m going to work it all up into a straight-up, easy-to-follow, How To guide (probably on an external site) that any schlub like me can follow, even if they’re not comfortable in the idiom of electronics.

The process will probably take me a very long time — many months at least — due to some realities of my time, budget, living situation, and inexperience, but I’m hoping that the progress will at least be regular, even if it’s slow. And I hope that the audience for whom this build log is intended will appreciate it!

I have ordered my first few parts — a Wii U gamepad, an LCD screen, and a circuit board for the screen. I have a Pi 3 already that I can use to test the video hookup but I’ll likely buy another one because that one is hooked up to my TV and I want to keep that one there.

Please feel free to send along any comments, suggestions, or encouragement, but — for reasons that should be clear above — keep it straightfor