The Wii’s *Awful* Prototypes

Video Statistics and Information

Video
Captions Word Cloud
Captions
Hi there! So, love it or hate it, the Wii is one of the most successful consoles of all time. With its sleek form factor and simple-to-understand controllers, this console was enjoyed by millions around the world, of all ages and demographics. Buttt, it wasn’t always going to be that way. Nintendo went through a lot of prototypes before they settled on this final design, some of which were pretty terrible. Here’s a taster: cheddar cheese. So, let us journey back to when this revolutionary console was just being created, and look at the pre-Wiis, if you like. First off, a quick history. It was the late 80’s, and inventor Tom Quinn was up in the skies, darting amongst the clouds, when he was hit with an idea. Was the complex panel of lights and levers really the best way to control this thing, or was there a better way? Quinn envisioned some sort of motion controller, which would allow pilots to control their planes much more effectively. He wrote up an application for a patent, covering any real world actions which translated to an action on-screen. It took 10 whole years for it to be approved, but in 1999, he was finally awarded his patent. However, the aircraft industry had moved on a lot since the 80s. Quinn thought about whether there was a better place for his motion control technology to be used. Ah, games consoles! This could revolutionise games as we knew them. And so, 2 years later, Quinn began searching for a games company to partner with. Microsoft had just launched their Xbox console earlier that year, so Quinn arranged to meet with Microsoft CEO, Steve Ballmer. Ballmer was really enthusiastic about this motion control concept, but when the Xbox team themselves saw it, they were less than impressed. In fact, they were outride rude, so much so that a microsoft executive approached Quinn afterwards to apologise. So, Xbox was out. What about the largest company in gaming at the time, Sony, with their hugely successful Playstation 2? And so, Quinn flew out to Japan to meet with Ken Kutaragi, the father of playstation. Well, as soon as Quinn started speaking, Kutaragi closed his eyes. Once Quinn finished his presentation, Kutaragi responded, “Can you produce this for 50 cents?” Quinn laughed, explaining that that would be impossible. And that was the end of that. So, with Xbox and Playstation out, all that was left was Nintendo. At the time, the company was in a bit of a sorry state. Their consoles had been on a constant sales decline since the NES, and their newly released GameCube didn’t seem to be doing much to help. Nevertheless, Quinn flew out to Kyoto, where Nintendo were headquartered, and presented his idea to Nintendo chairman, Atsushi Asada, along with about 8 other executives and engineers. About 20 mins into his pitch, Asada stopped Quinn, and asked to speak with the other executives. They all started debating, and were getting more and more heated in their arguing. Suddenly, Asada barked something and the executives all instantly shut up. Then, he turned back to Quinn, telling him that Nintendo would license his patents, plus buy a part of his company. Now, around this time, the GameCube had just been released, and Nintendo were starting work on their new console, codenamed the Revolution. In charge of its development was one Genyo Takeda, a longtime hardware developer at the company. At first, Takeda and his team simply set out to make this console flashier, faster and more powerful than there last. However, about a year in, he came to the realisation that this simply wasn’t going to work out. The gamecube, their current console, had also pursued this enhanced power, but it had flopped big time, selling the least units of all their consoles bar the virtual boy, which we don’t talk about. Shigeru Miyamoto, who was also working on the project, put it this way: “Too many powerful consoles can't coexist. It's like having only ferocious dinosaurs. They might fight and hasten their own extinction.” And so, Takeda decided to completely revise Nintendo’s strategy for the Revolution. Rather than pursuing the same old crowd of serious gamers, Nintendo would target their console to people who didn’t usually play games. Plus, instead of targeting children, Nintendo would aim to make the console attractive to their parents. This meant a few things. Firstly, the console would need to be quiet and consume a low amount of power. Nintendo wanted the console to be able to be kept on 24/7, which meant that it couldn’t have any loud fans whirring through the night. Plus, the price. This would have to be brought way way down. Shigeru Miyamoto originally wanted to sell the console for only $100 dollars, but it was eventually decided to adopt the more realistic target of $211. Lastly, this console would have to fit easily into people’s homes. In fact, Nintendo president Satoru Iwata met with Junji Takamoto, the guy in charge of the console’s internals, to discuss this matter. Iwata piled up two or three DVDs on the table, and told Takamoto, “I'd like to make it about this size!” Takamoto was stumped. Nevertheless, he accepted Iwata challenge. Now, all three of these factors - the low power consumption, the low price, and the small form factor - meant that Nintendo had to cut a few corners with the console. According to Miyamoto, “We had to compromise on graphics and give up on a powerful chip.” Many employees at Nintendo wanted the console to output HD graphics, but that too had to be cut. But if their console was to be inferior to their competitors’, then what would draw customers to the Revolution? Takada looked to the DS, which was just nearing the end of development, for inspiration. Initially, he thought maybe this new console’s controller could have some sort of touch panel within it, or perhaps a computer mouse. However, compared to the simplicity of the DS’s touch screen, these ideas just didn’t hold up. However, Nintendo had an ace up their sleeve - the motion control patents! This would be the perfect time to put them to use. And so, Nintendo set to work, designing a controller based around this motion control technology. In charge of the design of this controller was Kenichiro Ashida, a hardware designer who’d been working at Nintendo since the days of the SNES, and who was very close to Shigeru Miyamoto. From the beginning, Ashida and Miyamoto knew they wanted this controller to be as approachable as possible - if people saw it, they should think “I want to pick that up and try it”. However, it took a while for them to fully realise this idea. At first, they tried out a design they called the Gunbai, which is the name of this fan which the referee of sumo wrestling fights has to hold. Now, this design had a similar form factor to a traditional controller, but with a pointer added to the center to allow elements to be clicked on screen. But, when they tested this, it somehow didn’t feel right. After some examination, Miyamoto realised the problem: they were designing their controller using traditional controllers as a starting point, when what they really wanted to do was create something unique. He exclaimed, “We shall start from the rod!” And so, the team started designing prototypes based around a simple, rod like form factor. As inspiration, Miyamoto brought in his mobile phone to meetings, plus the remote from his car navigation system! These spurred on a flurry of remote-like prototypes - like this one, which really does look like a remote control, and this one, which looks a GameCube controller with the side parts chopped off. But from here, things just got weirder, eventually culminating in this! A circular controller with a large star button in the center, with 3 small buttons surrounding it. It was coloured bright orange, and quickly earned the nickname “Cheddar Cheese” within Nintendo. However, when the developers from Zelda and Mario were shown this controller, they complained that there’s no way any traditional games like theirs could ever be played using it. And so, Nintendo went back to the drawing board, eventually switching back to the rod design that they had started with! As soon as Iwata picked up this controller and tried out the pointer functionality, he knew that it was the one! However, it was by no means perfect. Nintendo had already decided that this new console would be compatible with Gamecube games, plus it would have a virtual console feature letting the user play games from older systems, too. There was no way that this vastly simplified controller-remote hybrid would allow people to play these games. Then, the team had an idea. What if there was a port at the bottom of the controller which allowed other controllers to be plugged in as well? Yes, this was perfect! Before long, they had designed what they called the “Classic Controller”, a more traditionally laid out controller allowing for older games to be played more easily. However, this plugging in extra controllers concept would later culminate in one major idea. The nunchuck. You see, a young developer had been talking to Genya Takeda, when they suggested the idea of a seperate controller featuring an analogue stick which could be held in the player’s free hand. Takeka knew this idea would allow for many more types of gameplay, so he approached Ashida, asking, “Can you try to make something like this?” And so, Ashida began by making prototype out of clay, until he settled on the final form of the controller. “Nunchuck” was originally just the codename for this device, but it quickly caught on, to the extent that nIntendo decided to adopt it as the official title of the peripheral. And with all of these factors decided, on the 19th of november 2006, the Wii was released. It was instantly clear that it was going to be a hit. Flying off the shelves would be an understatement, in fact. Countless headlines told of queues trailing out of stores and all around the block. So great was this demand, in fact, that it became impossible to find the thing But, with sales eventually reaching over 100 million, this console became Nintendo’s best selling home console of all time. And that was certainly a feat. Hi there! Thanks for watching to the end. I hope you didn’t mind me veering off a little from just the prototypes, there - I figured I should give a little context to their creation. What’s your favourite game controller? Something weird like the wiimote, or something a little more traditional? Let me know in the comments. Finally, subscribe for more videos like this every week, plus share this video with your friends to help this channel grow. And I’ll see you next week.
Info
Channel: Thomas Game Docs
Views: 697,531
Rating: 4.8668575 out of 5
Keywords: Nintendo, Wii, Mario, Zelda, Prototype, Shigeru Miyamoto, GameCube, Behind the Scenes, How It's Made
Id: fQ-TgxTs0lE
Channel Id: undefined
Length: 10min 37sec (637 seconds)
Published: Wed May 08 2019
Reddit Comments

Pro-tip: Just watch the last four minutes for actually interesting content.

👍︎︎ 1 👤︎︎ u/secaedelcielo 📅︎︎ Jul 25 2019 🗫︎ replies
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.