- GAMECUBE CONTROLLER FOR WII U GAMEPAD PORTABLE
- GAMECUBE CONTROLLER FOR WII U GAMEPAD PRO
- GAMECUBE CONTROLLER FOR WII U GAMEPAD SOFTWARE
GAMECUBE CONTROLLER FOR WII U GAMEPAD SOFTWARE
The GamePad also supports 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. 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, and an infrared array that can emulate the Wii Sensor Bar. 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 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 presentation confirmed the leaked changes, and unveiled other features making use of the screen. On June 3, 2012, Nintendo officially unveiled the final version of the controller, named "Wii U GamePad", in a video presentation preceding E3 2012.
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. In a prototype shown at E3, the controller had featured circle pads similar to those of the Nintendo 3DS. 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. Gyroscopic capabilities were added by the team specifically to aid in aiming for first and third person shooter games. With the Wii U's Miiverse social networking functionality, Iwata also likened the controller's screen to a "social window", which can allow users to remain connected even if they are not playing. Satoru Iwata explained that the controller's design is intended to allow players to "see games in a different way," a concept referred to as " asymmetric gaming" during Nintendo's E3 2012 press conference. Its operation as a supplemental display was also inspired by the common use of a similar display at karaoke establishments in Japan, which displays song information and also allows its users to select their next song. 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. 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.
GAMECUBE CONTROLLER FOR WII U GAMEPAD PORTABLE
Another design featured both an 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". The originally-unveiled Wii U GamePad prototype, featuring circle pads instead of analog sticksĭuring 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.
GAMECUBE CONTROLLER FOR WII U GAMEPAD PRO
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. Conversely, non-gaming functions can be assigned to it as well, such as using it as a television remote.
The screen can also be used to play a game strictly on the GamePad screen, without the use of a television display. 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. 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 Wii U GamePad is the standard game controller for Nintendo's Wii U home video game console. Joy-Con and Nintendo Switch Pro Controller Proprietary wireless based on IEEE 802.11n, NFC, FeliCa, infrared