“The Wii game console will take advantage of the most popular wireless technologies to deliver an advanced user experience that no other competitive console can match”
“Wii(TM) game console from Nintendo will include Broadcom(R) Bluetooth(R) and Wi-Fi(R) technologies”
Press
10 May 2006 12:01 GMT PRESS RELEASE: Broadcom Advances the Wireless Gaming Experience With Bluetooth(R) and Wi-Fi(R) Technologies Integrated Into Nintendo’s Wii(TM) Game Console
Copyright © 2006, Dow Jones Newswires
IRVINE, Calif., May 10 /PRNewswire-FirstCall/ — Broadcom Corporation (Nasdaq: BRCM), a global leader in semiconductors for wired and wireless communications, today announced that the Wii(TM) game console from Nintendo will include Broadcom(R) Bluetooth(R) and Wi-Fi(R) technologies. Featuring the first Bluetooth wireless game controller system to ship “in the box” with a leading game console, along with the first integrated Wi-Fi solution for online gaming, Nintendo’s Wii demonstrates the industry’s highest level of commitment by a game console manufacturer to deliver a robust, state-of-the-art wireless gaming experience.
“The Wii game console will take advantage of the most popular wireless technologies to deliver an advanced user experience that no other competitive console can match,” said Genyo Takeda, Senior Managing Director, General Manager, Integrated Research & Development Division for Nintendo. “Broadcom’s ability to supply and support custom features for both Bluetooth and Wi-Fi has enabled us to provide our customers with a unique gaming experience powered by high-performance, field-proven wireless solutions.”
Gaming devices are among the increasingly diverse array of consumer electronics that integrate some form of advanced connectivity, which enables users to engage in dynamic online gaming while interacting with their game consoles in new and exciting ways. The new Wii console from Nintendo is at the forefront of this trend, integrating cutting-edge wireless capabilities that transform the gaming experience. Broadcom’s extensive communications portfolio and experience in enabling wireless connectivity in mainstream consumer devices has contributed to the notion amongst equipment manufacturers that wireless connectivity can enable new categories of products.
“Nintendo’s visionary approach to wireless connectivity provides a compelling illustration of how Bluetooth and Wi-Fi complement each other to provide a unique and convenient user experience,” said Robert A. Rango, Senior Vice President and General Manager of Broadcom’s Wireless Connectivity Group. “Broadcom’s leadership and ability to add custom features to our standards-based Bluetooth and Wi-Fi technologies provide advantages to product developers seeking dual mode solutions that avoid interference, while delivering advanced performance and features that no other supplier can match.”
Advanced Wireless Capabilities
The Wii console is the first major gaming platform on the market to introduce Bluetooth technology as a standard feature, eliminating the cables between the console, hand-held game controllers and other accessories. Broadcom Bluetooth technology used in the controllers significantly increases the level of performance in the game controller, with special enhancements that provide low latency to accommodate the fast rate of interaction between the controller and the console.
Nintendo further leveraged the versatility of Broadcom’s highly-integrated Bluetooth solution to realize its vision of enabling new and intriguing ways for gamers to interact with their games, and to allow game developers to boldly exercise their creativity to deliver captivating new gaming experiences. Enhancements were made to ensure that the wireless controller system delivers the same reliable, low-latency responsiveness that gamers are accustomed to in wired controllers. In addition, Broadcom’s Bluetooth chip solution features exceptionally low power consumption, maximizing battery life to simplify upkeep and maintenance.
The Wii console also includes Broadcom’s single-chip 54g(R) Wi-Fi solution, which provides a high-performance wireless link for playing online or multi-player games. The console takes advantage of key features including Broadcom BroadRange(TM) technology, which allows users to maintain higher data rates further from the access point. Broadcom’s family of 54g(R) chipsets deliver maximum performance, coverage, security and ease-of-use, and are featured in the industry’s leading brands of networking equipment, PCs, broadband modems and consumer electronics.
Both Bluetooth and 802.11g Wi-Fi products operate in the 2.4 GHz radio frequency band, introducing the possibility of radio interference between the two radio signals. To address this concern, Nintendo drew upon Broadcom’s extensive co-existence experience to optimize the wireless performance for optimal simultaneous throughput of both technologies, minimizing the possibility of radio signal collisions, blocking and other phenomena that could degrade the performance of either device.
About Broadcom
Broadcom Corporation is a global leader in semiconductors for wired and wireless communications. Our products enable the delivery of voice, video, data and multimedia to and throughout the home, the office and the mobile environment. Broadcom provides the industry’s broadest portfolio of state-of-the-art system-on-a-chip and software solutions to manufacturers of computing and networking equipment, digital entertainment and broadband access products, and mobile devices. These solutions support our core mission: Connecting everything(R).
Broadcom, one of the world’s largest fabless semiconductor companies with annual revenue of more than $2.5 billion, is headquartered in Irvine, Calif., and has offices and research facilities in North America, Asia and Europe. Broadcom may be contacted at 1-949-450-8700 or at www.broadcom.com.
Safe Harbor Statement under the Private Securities Litigation Reform Act of 1995:
All statements included or incorporated by reference in this release, other than statements or characterizations of historical fact, are forward-looking statements. These forward-looking statements are based on our current expectations, estimates and projections about our industry and business, management’s beliefs, and certain assumptions made by us, all of which are subject to change. Forward-looking statements can often be identified by words such as “anticipates,” “expects,” “intends,” “plans,” “predicts,” “believes,” “seeks,” “estimates,” “may,” “will,” “should,” “would,” “could,” “potential,” “continue,” “ongoing,” similar expressions, and variations or negatives of these words. These forward-looking statements are not guarantees of future results and are subject to risks, uncertainties and assumptions that could cause our actual results to differ materially and adversely from those expressed in any forward-looking statement.
Important factors that may cause such a difference for Broadcom in connection with Bluetooth and wireless LAN products include, but are not limited to, general economic and political conditions and specific conditions in the markets we address, including the volatility in the technology sector and semiconductor industry, trends in the broadband communications markets in various geographic regions, including seasonality in sales of consumer products into which our products are incorporated, and possible disruption in commercial activities related to terrorist activity or armed conflict in the United States and other locations; the rate at which our present and future customers and end-users adopt Broadcom’s technologies and products in the markets for Bluetooth and wireless LAN applications; delays in the adoption and acceptance of industry standards in those markets; our ability to scale our operations in response to changes in demand for our existing products and services or demand for new products requested by our customers; the timing, rescheduling or cancellation of significant customer orders and our ability, as well as the ability of our customers, to manage inventory; the gain or loss of a key customer, design win or order; intellectual property disputes and customer indemnification claims and other types of litigation risk; our ability to specify, develop or acquire, complete, introduce, market and transition to volume production new products and technologies in a cost-effective and timely manner; our ability to retain, recruit and hire key executives, technical personnel and other employees in the positions and numbers, with the experience and capabilities, and at the compensation levels needed to implement our business and product plans; problems or delays that we may face in shifting our products to smaller geometry process technologies and in achieving higher levels of design integration; competitive pressures and other factors such as the qualification, availability and pricing of competing products and technologies and the resulting effects on sales and pricing of our products; the timing of customer-industry qualification and certification of our products and the risks of non-qualification or non-certification; our ability to timely and accurately predict market requirements and evolving industry standards and to identify opportunities in new markets; changes in our product or customer mix; the volume of our product sales and pricing concessions on volume sales; the availability and pricing of third party semiconductor foundry, assembly and test capacity and raw materials; fluctuations in the manufacturing yields of our third party semiconductor foundries and other problems or delays in the fabrication, assembly, testing or delivery of our products; the risks of producing products with new suppliers and at new fabrication and assembly facilities; the quality of our products and any remediation costs; the effectiveness of our expense and product cost control and reduction efforts; the risks and uncertainties associated with our international operations, particularly in light of recent events; the effects of natural disasters, public health emergencies, international conflicts and other events beyond our control; the level of orders received that can be shipped in a fiscal quarter; and other factors.
More About: Wii game console, Broadcom, Bluetooth, Wi-Fi, Wireless

More About: Wii, sensor bar

In the New Nintendos Website we can see the new sensor bar in the image, is where all the movements and triggers will be sent, not wireless but still have a nice design.
Time Magazine has released an article about the Nintendo Wii console, A time’s reporter was allowed to try the new wii controller and play some game demos.
Here are some important aspects of the Article:
“the industry is deeply troubled. Fewer innovative games are being published, and gamers are getting bored. Games have become so expensive to create that companies won’t risk money on fresh ideas”
“Here’s Microsoft’s plan for the Xbox 360: faster chips and better online service. And here’s Sony’s plan for the Playstation 3: faster chips and better online service. But Iwata thinks that with a sufficiently innovative approach, Nintendo can reinvent gaming and in the process turn nongamers into gamers.”
“Iwata has noticed is something that most gamers have long ago forgotten: to nongamers, video games are really hard. Like hard as in homework. The standard video-game controller is a kind of Siamese-twin affair, two joysticks fused together and studded with buttons, two triggers and a four-way toggle switch called a d-pad. In a game like Halo, players have to manipulate both joysticks simultaneously while working both triggers and pounding half a dozen buttons at the same time. The learning curve is steep.”
“Nintendo threw away the controller-as-we-know-it and replaced it with something that nobody in his right mind would recognize as video-game hardware at all: a short, stubby, wireless wand that resembles nothing so much as a TV remote control. Humble as it looks on the outside, it’s packed full of gadgetry: it’s part laser pointer and part motion sensor, so it knows where you’re aiming it, when and how fast you move it and how far it is from the TV screen. There’s a strong whiff of voodoo about it. If you want your character on the screen to swing a sword, you just swing the controller. If you want to aim your gun, you just aim the wand and pull the trigger.”
After playing the Wariowar minigames , he commented:
“It’s a remarkable experience. Instead of passively playing the games, with the new controller you physically perform them. You act them out. It’s almost like theater: the fourth wall between game and player dissolves. The sense of immersion–the illusion that you, personally, are projected into the game world–is powerful. And there’s an instant party atmosphere in the room. One advantage of the new controller is that it not only is fun, it looks fun. When you play with an old-style controller, you look like a loser, a blank-eyed joystick fondler. But when you’re jumping around and shaking your hulamaker, everybody’s having a good time.”
“We created a task force internally at Nintendo,” Iwata says, “whose objective was to come up with games that would attract people who don’t play games.” Last year they set out to design a game for the elderly. Amazingly, they succeeded. Brain Age is a set of electronic puzzles (including Sudoku) that purports to keep aging minds nimble. It was released for one of Nintendo’s portable platforms, the Nintendo DS, last year. So far, it has sold 2 million copies, many of them to people who had never bought a game before.”
“The name Wii not wii-thstanding, Nintendo has grasped two important notions that have eluded its competitors. The first is, Don’t listen to your customers. The hard-core gaming community is extremely vocal–they blog a lot–but if Nintendo kept listening to them, hard-core gamers would be the only audience it ever had. “[Wii] was unimaginable for them,” Iwata says. “And because it was unimaginable, they could not say that they wanted it. If you are simply listening to requests from the customer, you can satisfy their needs, but you can never surprise them. Sony and Microsoft make daily-necessity kinds of things. They have to listen to the needs of the customers and try to comply with their requests. That kind of approach has been deeply ingrained in their minds.”
“Cutting-edge design has become more important than cutting-edge technology. There is a persistent belief among engineers that consumers want more power and more features. That is incorrect. Look at Apple’s iPod, a device that didn’t and doesn’t do much more than the competition. It won because it’s easier, and sexier, to use. In many ways, Nintendo is the Apple of the gaming world”
Full Story: A Game For All Ages
More About: Time Magazine, Nintendo Wii console, wii controller, game demos, Iwata
Processors:
- IBM “Broadway” CPU
- ATI “Hollywood” GPU
Memory:
- Unknown amount of RAM
- 512 MB built-in flash memory.
Ports and Peripherals:
- Two USB 2.0 ports.
- Support for wireless controllers.
- 4 Nintendo GameCube controller ports and 2 Nintendo GameCube memory card ports (for backward compatibility).
- Optional USB PC-compatible 802.11b (Wi-Fi) wireless attachment. (see Connectivity)
Media:
- Slot-loading optical disc drive compatible with both 12 cm Wii optical discs and 8.0 cm GameCube optical discs (1.5 GB) as well as standard DVD discs.
- 2 Front-loading SD memory card slots.
Built-in content ratings system:
- PEGI 3+, 7+, 12+, 16+, 18+
- ESRB EC, E, E10+, T, M, and AO.
- CERO All Ages, 12+, 15+ 18+.
- OFLC G, PG, M, MA15+
Networking
- Wi-Fi by Broadcom
Video:
- up to 480p and will work with a computer monitor as well as any TV or projector.
Audio:
- Unknown
Wii Connectivity Specs
The Nintendo Wii will have built-in Wi-Fi , allowing games be played online via a wireless hotspot or router.Nintendo has also provided a device that may be able to connect the Wii Console online via a Windows XP computer, and a USB port, as well as a Broadband connection, rather than buying a Wifi router
Nintendo announced that the consoles will be able to connect to one another wirelessly for LAN applications. Along with this comes the ability to use “Download Play.” Currently featured in Nintendo’s DS , this allows for multiplayer network games to be played across multiple systems with only one copy of the game being played loaded into a participating system.
It has also been suggested that the Nintendo Wii will feature connectivity between the system and the Nintendo DS.
More About: Wii Connectivity, Nintendo Wii, Wi-Fi, Download Play, multiplayer, Nintendo DS
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