Cheesemeister
Member
Presentation video: http://www.youtube.com/watch?v=eBE-IxjCm0Y
Original summary: http://www.neogaf.com/forum/showpost.php?p=42018095&postcount=1
Hello, everyone. This is Iwata from Nintendo.
Today I'd like to take about 20 minutes to announce information regarding the Wii U, including 1st-party launch titles, pricing, and the release date.
Also, detailed information on 3rd-party software will be delivered in a separate "Nintendo Direct Wii U Preview" presentation at 11 pm tonight.
Now before I talk about the pricing and release date, I'd like to reiterate what kind of a platform the Wii U is.
This is the Wii U.
The Wii U is Nintendo's first high-definition game console.
Imagery like what you see now that couldn't be done by the 6-year-old Wii is now possible.
Not only is the HD-standard 720p resolution supported, but also "Full HD" 1080p.
On top of the increased resolution, the graphics processor can be used to handle various tasks aside from just graphics.
This usage is called "GPGPU." [Translator's note: GPGPU stands for General-Purpose computing on Graphics Processing Units.]
The Wii U also has 1 gigabyte of memory for games and 1 gigabyte for the system, for a total of 2 gigabytes of main memory.
This is the greatest amount of memory ever in a game console, and over 20 times the main memory found in the Wii.
The large amount of memory allocated to the system allows for switching to an Internet browser, utilizing Miiverse, or other system without ending the game, providing for smooth transitions from the game to functionality to be used in your living room, and back again.
Also, excess system memory is reserved for future feature expansion.
Due to the large amount of main memory, game worlds can be expressed in rich, minute detail, and multiple scenes can be pre-loaded into memory to reduce disk loading times at scene transitions.
The Wii U utilizes a proprietary disk format, the capacity of which is 25 gigabytes.
To match the increased amount of main memory, the read speed can reach up to 22.5 megabytes per second.
Not only is HD game console performance increased, but the system also meets an energy-saving specification even while increasing performance for modern times.
The Wii U is rated at 75 watts of electrical consumption.
Please understand that this electrical consumption rating is measured at the maximum utilization of all functionality, not just of the Wii U console itself, but also the power provided to accessories connected via USB ports.
However, during normal gameplay, that electrical consumption rating won't be reached.
Depending on the game being played and the accessories connected, roughly 40 watts of electrical consumption could be considered realistic.
This energy-saving specification has made this compact form-factor possible.
Having a compact form-factor is a carryover from the Wii.
As the successor to the Wii, the Wii Remote, Wii Wheel, Wii Balance Board, and other Wii controllers and accessories can continue to be used, as can Wii software.
When Wii software is played, the Wii U goes into Wii mode.
Also, the Virtual Console and WiiWare games as well as DLC downloaded from the Wii Shopping Channel can be moved to the Wii U.
The Wii U GamePad is a new type of controller equipped with a 6.2" LCD touchscreen.
This controller has 2 analog sticks, a d-pad, ABXY buttons, and 2 L and R buttons each on the back, providing for complete standard inputs.
Additionally, an accelerometer, a gyro sensor, a geomagnetic sensor (compass), a touchscreen, camera, mic, NFC to read from and write data to specially-designed objects brought close, stereo speakers, and a headphone jack are among the host of interfaces included.
It also has a sensor bar built-in to enable pointing with a Wii Remote.
At first glance, the Wii U GamePad may look like an oversized portable game machine, but let me avoid any misunderstandings and make clear that it cannot be used by itself.
As designed, data from the Wii U GamePad's stocks, buttons, various sensors, touchscreen, camera, mic, and so on are transmitted to the Wii U console wirelessly, and in turn the game program's processes are run, graphics are generated, and then transmitted back to the Wii U GamePad without delay.
There are already many products that transmit video wirelessly, but in general, wireless video transmission usually introduces "latency," some time delay.
When just watching video, unlike games, data transmission is one-way, so even if there is any latency, it's not a big problem.
But when considering that games utilize a two-way exchange of data, for example, if you press a button to make Mario jump and his jump is delayed, the game is no longer enjoyable.
The presence or lack of latency has a great bearing on the game experience.
The Wii U was not developed as a system bringing together several different devices, but is a system that was developed from the outset to include latency mitigation.
No latency is felt through the GamePad's screen, so games can be enjoyed.
The Wii, released in 2006, was the first video game console to turn living rooms into a play spaces where families and friends could gather and move their bodies while playing, and was received by many across the world.
Even surpassing the original Famicom with over 96 million units to date, it broke the previous Nintendo record for most game systems sold.
Many may remember the "Wii Together" catchphrase used to promote the Wii, meaning that when people are gathered and there's a Wii, friends and family in that room can all enjoy it. This was a great strength of the Wii.
Over 80% of Wii customers set up the Wii in their living room, making it something that everyone could gather around and play. On the other hand, it met with the limitation of not being able to be enjoyed when someone was watching something on TV.
Our goal with the Wii U is to advance the strength of the Wii, making it a console that's both "Wii U Together" and "Wii U Even Solo."
Already having the Wii's strength in multiplayer, we strengthened the single-player features.
When the screen on the Wii U GamePad is combined with a larger-screen TV, multiplayer games are further advanced.
This is the first time one system can have two players each with an individual screen not shared with the other player, or players taking turns in a special game role, not showing the other players what's on their screen.
The Wii U also has the advantage of being able to utilize both the touchscreen on the GamePad and a larger-screen TV for dual-screen play.
Nowadays, it's not unusual for someone to use a smartphone or a tablet while watching TV, effectively using both screens; making use of this has already been achieved.
For example, a one-touch selection menu can be presented at one's fingertips without opening a menu screen.
Another advantage is that the world map or other information that cluttered the game screen can be cleared away so a mere glance down provides game information without breaking the flow of the game.
Also, when playing with someone in a remote location via the Internet, the handheld sub-menu equipped with a touchscreen, mic, and camera can become a communication device.
Another advantage not to be overlooked, even if simple, is the ability to play on just the Wii U GamePad screen without the TV, anywhere in the living room in whatever position is comfortable.
In other words, the Wii U is the first TV video game console in history that can be played without monopolizing the TV.
Also, the "Miiverse," a name derived from "Mii Universe," is a network feature integrated at the system level enabling Wii U players to communicate with each other.
Even if no one around is playing the same game, or a time for a match can't be arranged, even playing a single-player game on the Wii U isn't a solitary experience.
By connecting with other Wii U systems across the world, even players who are alone can play together.
Wii U is a new video game platform through which we mean to achieve "Wii U Together" and "Wii U Even Solo."
Although details on Wii U software will be communicated through the Nintendo Direct tonight at 11 pm, I'd like to briefly introduce two 1st-party, Nintendo-published titles due to be released at the Wii U launch: New Super Mario Bros. U and Nintendo Land.
First: New Super Mario Bros. U.
New Super Mario Bros. 2 for Nintendo 3DS has, since its release in late July, reached million-seller status in about a month's time. We're also developing a brand new Super Mario game that everyone can play on the big screen at the Wii U launch.
This will be the first new Mario action game to launch with a Nintendo platform since the Nintendo 64, 16 years ago.
Next: Nintendo Land.
Nintendo Land was introduced at E3 as being multiplayer-focused, but it also exemplifies "Wii U Together" and "Wii U Even Solo."
The essentials of this game cannot be explained in a very short time, so I'd like to further introduce it through the Nintendo Direct tonight at 11 pm.
New Super Mario Bros. U and Nintendo Land will both be released in packaged and downloadable forms alongside the launch of the Wii U.
Next, I will describe the accessories to be released at the same time as the Wii U.
First: the Wii U Pro Controller.
It can be charged via USB, and up to 4 can wirelessly connect to the system.
Two colors, white and black, will be available, and a USB charging cable will be included.
Further, those who already have the Wii can use their Wii Remote Plus controllers as they are, and the 5 colors of white, black, red, blue, and pink will continue to be sold.
The Nunchuk will likewise also be able to be used as-is, and will continue to be sold as it has been until now.
Wii U is a system that typically lays horizontally, but as can be seen with this Wii U Vertical Stand, it can also be set vertically. (*This will only be sold through Nintendo's online store.)
Also, the Wii U GamePad is a chargeable device, and as such can be charged just by setting it on the Wii U GamePad Charging Stand.
It will be packaged together in the "Wii U GamePad Stand Set" with a Wii U GamePad Play Stand to be used for simply propping it up.
Furthermore, while one Wii U GamePad will be packaged with the console, up to 2 can be connected at the same time.
Next year, when games supporting 2 GamePads arrive, the Wii U GamePad will be sold separately with an AC adapter.
Finally, I will tell you about the Wii U set configurations.
At this time, the Wii U will be offered in 2 sets from which customers can choose the one that best suits their play style.
One is the Premium Set, and the other is the Basic Set.
Both Wii U sets include the Wii U console, the Wii U GamePad, AC adapters for the Wii U and the GamePad, as well as a standard HDMI cable.
The Basic Set includes a white Wii U console and a white Wii U GamePad.
The Premium Set combines a black Wii U console with a black Wii U GamePad.
The console in the Basic Set has 8 gigabytes of internal flash memory, whereas the Premium Set comes with an amount 4 times that -- 32 gigabytes -- to meet the needs of customers who use the most digital contents.
Also, customers who purchase the Premium Set will be enrolled in "Nintendo Network Premium," which allows for the accumulation of points based on purchases of downloadable software or DLC from the Nintendo eShop, download cards from retailers, and so on.
The amount of points that can be received per piece of software will vary, but both 1st and 3rd-party software are eligible, and the general rate will be about 10% back from the MSRP.
Accumulated points can be redeemed for Nintendo prepaid codes in increments of 500 points, and can be used toward the next purchase of software or DLC.
Furthermore, Nintendo Network Premium will be supported through the end of December, 2014.
The Premium Set will also include the Wii U Vertical Stand and the Wii U GamePad Stand Set.
However, the Wii U sets will not include the Wii Remote Plus, Nunchuk, or Sensor Bar.
This is because many customers who purchase the Wii U will likely already have the Wii Remote Plus, Nunchuk, and Sensor Bar.
If that's the case, we concluded that reducing the cost of the console as much as possible would be appropriate in order to make it easier to purchase.
For customers without the Wii, or those who intend to move the Wii into another room for continued use, the Wii Remote Plus, Nunchuk, and Sensor Bar will be packaged together as the Wii Remote Plus Add-on Pack at the Wii U launch.
The release date of the Wii U will be December 8th, with an MSRP for the Premium Set of 30,000 yen excluding tax, and 31,500 yen including tax.
The Basic Set will be 25,000 yen excluding tax, and 26,250 yen including tax.
Through the adoption of the Wii U, Nintendo will further continue the expansion of the gaming population realized by the Wii.
The Nintendo Direct Wii U Preview presentation tonight at 11 pm will include Wii U software from 3rd-party publishers, and will be described in detail, so please tune in to watch.
Thank you for your attention today.
Original summary: http://www.neogaf.com/forum/showpost.php?p=42018095&postcount=1
Hello, everyone. This is Iwata from Nintendo.
Today I'd like to take about 20 minutes to announce information regarding the Wii U, including 1st-party launch titles, pricing, and the release date.
Also, detailed information on 3rd-party software will be delivered in a separate "Nintendo Direct Wii U Preview" presentation at 11 pm tonight.
Now before I talk about the pricing and release date, I'd like to reiterate what kind of a platform the Wii U is.
This is the Wii U.
The Wii U is Nintendo's first high-definition game console.
Imagery like what you see now that couldn't be done by the 6-year-old Wii is now possible.
Not only is the HD-standard 720p resolution supported, but also "Full HD" 1080p.
On top of the increased resolution, the graphics processor can be used to handle various tasks aside from just graphics.
This usage is called "GPGPU." [Translator's note: GPGPU stands for General-Purpose computing on Graphics Processing Units.]
The Wii U also has 1 gigabyte of memory for games and 1 gigabyte for the system, for a total of 2 gigabytes of main memory.
This is the greatest amount of memory ever in a game console, and over 20 times the main memory found in the Wii.
The large amount of memory allocated to the system allows for switching to an Internet browser, utilizing Miiverse, or other system without ending the game, providing for smooth transitions from the game to functionality to be used in your living room, and back again.
Also, excess system memory is reserved for future feature expansion.
Due to the large amount of main memory, game worlds can be expressed in rich, minute detail, and multiple scenes can be pre-loaded into memory to reduce disk loading times at scene transitions.
The Wii U utilizes a proprietary disk format, the capacity of which is 25 gigabytes.
To match the increased amount of main memory, the read speed can reach up to 22.5 megabytes per second.
Not only is HD game console performance increased, but the system also meets an energy-saving specification even while increasing performance for modern times.
The Wii U is rated at 75 watts of electrical consumption.
Please understand that this electrical consumption rating is measured at the maximum utilization of all functionality, not just of the Wii U console itself, but also the power provided to accessories connected via USB ports.
However, during normal gameplay, that electrical consumption rating won't be reached.
Depending on the game being played and the accessories connected, roughly 40 watts of electrical consumption could be considered realistic.
This energy-saving specification has made this compact form-factor possible.
Having a compact form-factor is a carryover from the Wii.
As the successor to the Wii, the Wii Remote, Wii Wheel, Wii Balance Board, and other Wii controllers and accessories can continue to be used, as can Wii software.
When Wii software is played, the Wii U goes into Wii mode.
Also, the Virtual Console and WiiWare games as well as DLC downloaded from the Wii Shopping Channel can be moved to the Wii U.
The Wii U GamePad is a new type of controller equipped with a 6.2" LCD touchscreen.
This controller has 2 analog sticks, a d-pad, ABXY buttons, and 2 L and R buttons each on the back, providing for complete standard inputs.
Additionally, an accelerometer, a gyro sensor, a geomagnetic sensor (compass), a touchscreen, camera, mic, NFC to read from and write data to specially-designed objects brought close, stereo speakers, and a headphone jack are among the host of interfaces included.
It also has a sensor bar built-in to enable pointing with a Wii Remote.
At first glance, the Wii U GamePad may look like an oversized portable game machine, but let me avoid any misunderstandings and make clear that it cannot be used by itself.
As designed, data from the Wii U GamePad's stocks, buttons, various sensors, touchscreen, camera, mic, and so on are transmitted to the Wii U console wirelessly, and in turn the game program's processes are run, graphics are generated, and then transmitted back to the Wii U GamePad without delay.
There are already many products that transmit video wirelessly, but in general, wireless video transmission usually introduces "latency," some time delay.
When just watching video, unlike games, data transmission is one-way, so even if there is any latency, it's not a big problem.
But when considering that games utilize a two-way exchange of data, for example, if you press a button to make Mario jump and his jump is delayed, the game is no longer enjoyable.
The presence or lack of latency has a great bearing on the game experience.
The Wii U was not developed as a system bringing together several different devices, but is a system that was developed from the outset to include latency mitigation.
No latency is felt through the GamePad's screen, so games can be enjoyed.
The Wii, released in 2006, was the first video game console to turn living rooms into a play spaces where families and friends could gather and move their bodies while playing, and was received by many across the world.
Even surpassing the original Famicom with over 96 million units to date, it broke the previous Nintendo record for most game systems sold.
Many may remember the "Wii Together" catchphrase used to promote the Wii, meaning that when people are gathered and there's a Wii, friends and family in that room can all enjoy it. This was a great strength of the Wii.
Over 80% of Wii customers set up the Wii in their living room, making it something that everyone could gather around and play. On the other hand, it met with the limitation of not being able to be enjoyed when someone was watching something on TV.
Our goal with the Wii U is to advance the strength of the Wii, making it a console that's both "Wii U Together" and "Wii U Even Solo."
Already having the Wii's strength in multiplayer, we strengthened the single-player features.
When the screen on the Wii U GamePad is combined with a larger-screen TV, multiplayer games are further advanced.
This is the first time one system can have two players each with an individual screen not shared with the other player, or players taking turns in a special game role, not showing the other players what's on their screen.
The Wii U also has the advantage of being able to utilize both the touchscreen on the GamePad and a larger-screen TV for dual-screen play.
Nowadays, it's not unusual for someone to use a smartphone or a tablet while watching TV, effectively using both screens; making use of this has already been achieved.
For example, a one-touch selection menu can be presented at one's fingertips without opening a menu screen.
Another advantage is that the world map or other information that cluttered the game screen can be cleared away so a mere glance down provides game information without breaking the flow of the game.
Also, when playing with someone in a remote location via the Internet, the handheld sub-menu equipped with a touchscreen, mic, and camera can become a communication device.
Another advantage not to be overlooked, even if simple, is the ability to play on just the Wii U GamePad screen without the TV, anywhere in the living room in whatever position is comfortable.
In other words, the Wii U is the first TV video game console in history that can be played without monopolizing the TV.
Also, the "Miiverse," a name derived from "Mii Universe," is a network feature integrated at the system level enabling Wii U players to communicate with each other.
Even if no one around is playing the same game, or a time for a match can't be arranged, even playing a single-player game on the Wii U isn't a solitary experience.
By connecting with other Wii U systems across the world, even players who are alone can play together.
Wii U is a new video game platform through which we mean to achieve "Wii U Together" and "Wii U Even Solo."
Although details on Wii U software will be communicated through the Nintendo Direct tonight at 11 pm, I'd like to briefly introduce two 1st-party, Nintendo-published titles due to be released at the Wii U launch: New Super Mario Bros. U and Nintendo Land.
First: New Super Mario Bros. U.
New Super Mario Bros. 2 for Nintendo 3DS has, since its release in late July, reached million-seller status in about a month's time. We're also developing a brand new Super Mario game that everyone can play on the big screen at the Wii U launch.
This will be the first new Mario action game to launch with a Nintendo platform since the Nintendo 64, 16 years ago.
Next: Nintendo Land.
Nintendo Land was introduced at E3 as being multiplayer-focused, but it also exemplifies "Wii U Together" and "Wii U Even Solo."
The essentials of this game cannot be explained in a very short time, so I'd like to further introduce it through the Nintendo Direct tonight at 11 pm.
New Super Mario Bros. U and Nintendo Land will both be released in packaged and downloadable forms alongside the launch of the Wii U.
Next, I will describe the accessories to be released at the same time as the Wii U.
First: the Wii U Pro Controller.
It can be charged via USB, and up to 4 can wirelessly connect to the system.
Two colors, white and black, will be available, and a USB charging cable will be included.
Further, those who already have the Wii can use their Wii Remote Plus controllers as they are, and the 5 colors of white, black, red, blue, and pink will continue to be sold.
The Nunchuk will likewise also be able to be used as-is, and will continue to be sold as it has been until now.
Wii U is a system that typically lays horizontally, but as can be seen with this Wii U Vertical Stand, it can also be set vertically. (*This will only be sold through Nintendo's online store.)
Also, the Wii U GamePad is a chargeable device, and as such can be charged just by setting it on the Wii U GamePad Charging Stand.
It will be packaged together in the "Wii U GamePad Stand Set" with a Wii U GamePad Play Stand to be used for simply propping it up.
Furthermore, while one Wii U GamePad will be packaged with the console, up to 2 can be connected at the same time.
Next year, when games supporting 2 GamePads arrive, the Wii U GamePad will be sold separately with an AC adapter.
Finally, I will tell you about the Wii U set configurations.
At this time, the Wii U will be offered in 2 sets from which customers can choose the one that best suits their play style.
One is the Premium Set, and the other is the Basic Set.
Both Wii U sets include the Wii U console, the Wii U GamePad, AC adapters for the Wii U and the GamePad, as well as a standard HDMI cable.
The Basic Set includes a white Wii U console and a white Wii U GamePad.
The Premium Set combines a black Wii U console with a black Wii U GamePad.
The console in the Basic Set has 8 gigabytes of internal flash memory, whereas the Premium Set comes with an amount 4 times that -- 32 gigabytes -- to meet the needs of customers who use the most digital contents.
Also, customers who purchase the Premium Set will be enrolled in "Nintendo Network Premium," which allows for the accumulation of points based on purchases of downloadable software or DLC from the Nintendo eShop, download cards from retailers, and so on.
The amount of points that can be received per piece of software will vary, but both 1st and 3rd-party software are eligible, and the general rate will be about 10% back from the MSRP.
Accumulated points can be redeemed for Nintendo prepaid codes in increments of 500 points, and can be used toward the next purchase of software or DLC.
Furthermore, Nintendo Network Premium will be supported through the end of December, 2014.
The Premium Set will also include the Wii U Vertical Stand and the Wii U GamePad Stand Set.
However, the Wii U sets will not include the Wii Remote Plus, Nunchuk, or Sensor Bar.
This is because many customers who purchase the Wii U will likely already have the Wii Remote Plus, Nunchuk, and Sensor Bar.
If that's the case, we concluded that reducing the cost of the console as much as possible would be appropriate in order to make it easier to purchase.
For customers without the Wii, or those who intend to move the Wii into another room for continued use, the Wii Remote Plus, Nunchuk, and Sensor Bar will be packaged together as the Wii Remote Plus Add-on Pack at the Wii U launch.
The release date of the Wii U will be December 8th, with an MSRP for the Premium Set of 30,000 yen excluding tax, and 31,500 yen including tax.
The Basic Set will be 25,000 yen excluding tax, and 26,250 yen including tax.
Through the adoption of the Wii U, Nintendo will further continue the expansion of the gaming population realized by the Wii.
The Nintendo Direct Wii U Preview presentation tonight at 11 pm will include Wii U software from 3rd-party publishers, and will be described in detail, so please tune in to watch.
Thank you for your attention today.