What to do when your portable is ruling the waves, your consoles are selling faster than you can produce them and there is this little Gameboy brand waiting in the wings? These are tough times for Nintendo Corp.
But hang in there Mr Nintendo, for we have seen the future and there is hope! A weary traveller called in not more that 2 days ago, full of news from a distant time. Here is his foretelling of what Nintendo did next.
Wii-bird: He told of the return of the grand-daddy of controllers. This time not only wire free but now is fully packed out with multi-directional rumble.
Not only that, he said, but it also comes with a built in charger that plugs into the USB port on the back of your Wii. So no more scurrying around for batteries.
Wii-player: He whispered of using his DS to play Game Boy Advance (GBA) games on his TV. Simply pop in your old GBA cart into the DS and follow the on screen advice to connect wirelessly to the Wii-player channe, and away you go! You can then play those classic GBA titles using your DS as a controller with the action super large on your TV.
Not only that, he said, but you can play GBA games that used the link cable for mulitplayer, against your friends via the Wii Connect 24.
Wii-board: He spoke of a full querty keyboard for the Wii. Complete with holster for the Wii-mote to provide wireless typing fun!
Not only that, he said, but it also has built in game controls for a quick switch of context between movement and typing, for any major MMO’s that may show up on the Wii sometime soon.
Wii-boy: He sang with joy about the original Gameboy Virtual Console. For just 100 points, you can buy a packs of original Gameboy games and play them in all their pixelated green/grey full screen glory.
Not only that, he said, but you can play Gameboy Colour titles too, and take advantage of any Super Gameboy features on the cartridge.
Mii-stats: He talked of a new Mii statistics channel to provide graphs and statistics of your Mii’s progress through the games it has played.
Not only that, he said, but this also enables your Mii’s stats to travel with them to other Wii’s, thus enabling comparisons and competition between your friends.
Phew! Well there you have it, the honest to gospel truth. Well that’s what he said anyhow.


Of course, it does have to compete with the Virtual Console (VC) controller. But for me there’s no competition. The WaveBird not only plays 
Often acclaimed for its giant conservatory biomes, the Eden Project removed the usual boundaries and borders that kept the public away from the plants. Instead they provided enticing winding paths amoungst the undergrowth.
It connected to my netgear wireless router with no problem, and performed some system updates. I only needed to turn to the manual when trying to ’sync’ my second wii-mote, you need to press a button in the SD slot on the console as well as the button in the battery bay of the remote.
There is an interesting case we can discuss in relation to user interface in the recent Yoshi’s Island DS. A key aspect of the game is the ability to throw Yoshi’s eggs across the two screens of the DS. The designers have obviously looked at Yoshi Touch and Go on the DS which had a similar play-mechanic. However they have decided to present this interaction differnetly.
This is not an easy cash-in follow up, that would come later with Bubble Memories and Symphony. Rainbow Islands is a full reimagining of its forbears play mechanic with rainbows replacing bubbles.
Like the driving game, with time the simplicity and single minded design of the control mechanism wins out. The player realises that it works this way for a reason, primarily to give them a more open and flexible play experience. After a while many of the familar bubble techniques can be performed with the rainbows and the player can deftly traverse the playfield.
The play experience of these two little dinasaurs turns out to be no accident. The joy of a chain reaction, or the perfect bubble jump, or wall climb, or multiplier kill has all been intended from the outset. Evrything that may inhibit this experience has been cleared from its path, while features to enhance and focus the play have been carefully introduced.
These hypotheses are now becoming muddied, or maybe just more complex, by the introduction of different control schemes. Interactions now involve more than a simple thumb movement. Touch and gesture are being introduced to provide players with more imersive experiences. This inevitably affects where the player positions themselves in relation to the action on screen.
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