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Moving Targets Article

Retro Wii Article by Dan Whitehead

14 June, 2009

Page 3 of 3. <- Page 2

Despite making the player look a bit like a daft puppet, the Gametrak actually worked fairly well, with the bundled fighting game Dark Wind offering a basic yet compelling showcase for the benefits of throwing virtual punches. Real World Golf was also produced for the system, reaching the Top 10 in UK sales and spawning a sequel in 2007, but Gametrak as a viable alternative controller never caught on with the public. Titles such as Real World Basketball were promised but never materialised. The company responsible, In2Games, eventually announced the Gametrak Freedom motion sensing wand in 2008 and also foisted the grotty Wii rip-off RealPlay series on us, which, if nothing else, at least inspired Ellie to one of her most memorable expressions of critical dismay.

The most obvious reason for Gametrak's long-term limp performance was that by the end of 2006 the general public was rather more enamoured with a different take on motion control, as the Wii finally burst onto the scene.

According to legend, development on the motion sensing technology at the heart of the Wii remote began as early as 2001, with Gyration Inc - a developer of wireless computer mice - and Bridge Design tasked by Nintendo with incorporating movement control into an appealing videogame peripheral. Miyamoto apparently brought in mobile phones for inspiration, and early designs included a breakaway joypad with a detachable motion sensor, and one with an analogue stick and DS-style touch-screen. In the end, the company settled on something that looked more like a TV remote, with the optional nunchuk for more intricate control.

'Moving Targets' Screenshot 5

Rumours persist that this research was originally geared towards producing a motion sensing controller for the GameCube, an idea seemingly supported by the now-defunct Factor 5 development studio claiming to have worked on a prototype of Star Wars: Rogue Squadron using a rudimentary version of the Wii remote. Such rumours no doubt delight those who decry the Wii as "GameCube 1.5", but that rather misses the point. With motion control a reality, Nintendo realised it didn't need to keep fighting against Sony and Microsoft in an increasingly costly hardware war of attrition.

It had the technology, but without the right software there was every chance that the Wii could go the way of the Power Glove if people didn't take to the concept. Rather than try to convince people to play traditional games in a new way, Nintendo decided that the software would sell the hardware, rather than the other way around.

Animal Crossing designer Katsuya Eguchi was given the job of creating a game that would not only instruct people in how to use the Wii remote, but provide a selling point for the system itself and encourage people to play it daily.

Simplicity was key, and sport was chosen as the most instinctive way for players around the world to ease into the idea of motion control. Wii Sports: Tennis was announced first, prior to E3 in 2006, swiftly followed by the news that it would be part of a branded series. Wii Sports: Golf and Wii Sports: Baseball were added to the line-up, with the latter only featuring basic batting. At E3, Wii Sports: Tennis was famously demonstrated onstage by Miyamoto, Satoru Iwata, Reggie Fils-Aime and a competition winner, Scott Dyer, and many cocked an eyebrow at how simple the gameplay was, with the only input being the swing of the racquet. At the Nintendo World event later that year, boxing and bowling were added to the official line-up along with the news that the Wii Sports package would be given away free with the console - in Europe and America at least.

'Moving Targets' Screenshot 6

It was a shrewd move, hardware and software in the sort of commercially successful symbiosis that hadn't been seen since Mario came bundled with the SNES. Each console sold helped Wii Sports on its way to becoming the most successful videogame in history, and a new audience of gamers - with no lifelong attachment to joypads - embraced the world of motion control as a fun and communal experience.

While it will probably never completely overshadow traditional joypad gaming, there's little doubt that motion control isn't going anywhere anytime soon. Wii Sports Resort and MotionPlus can only strengthen Nintendo's hold over the casual living rooms of the world, and Sony's bulbous sex-wand and Microsoft's slightly vaporous Natal are strong indicators of the direction gaming is heading towards.

No doubt there'll be some more U-Forces and Activators along the way, but with technology that can finally deliver on the technological promise, and games that can be controlled by brainwaves already a virtual reality, it shouldn't come as too much of a surprise if one day we find ourselves kicking up a stink in some futuristic nursing home with our crotchety insistence that things were simpler in the days when games were controlled with plastic buttons and tiny joysticks.

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Comments: 1-34 of 34 in total

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monty2k
14/06/09 @ 10:18
#1
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If you wanna see these weird peripherals in action with some quite funny commentary then you cant go wrong with the AVGN:

http://www.screwattack.com/AVGN/2006/Pow...

http://screwattack.com/AVGN/2008/NESAcce...



peak_performance
14/06/09 @ 11:18
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Oh god, every one of those videos are both funny and embarassing. Fantastic stuff.

Good write-up, as well. Standard controllers are going nowhere in a considerable future, though at last the companies seem to understand that they can be complemented, not replaced, by additional movement.
bad09
14/06/09 @ 11:47
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Good read Dan. I tell ya all this waggle in E3 made me feel old, but I've excepted it's the way the industry and many of the masses want to go, they always have really as the attempts here show, I just don't think I'll follow now Ninty has helped them pull it off TBH.

/ hugs all his controllers

"it shouldn't come as too much of a surprise if one day we find ourselves kicking up a stink in some futuristic nursing home with our crotchety insistence that things were simpler in the days when games were controlled with plastic buttons and tiny joysticks."

One day? I do it now! "Young hooligans back in my day games were games and you had real controllers!"

/ waggles walking stick

Oh, who else always thinks of little Fred Savage in The Wizkid when the Power Glove is mentioned. Might hunt it down for a giggle :)
DDevil
14/06/09 @ 12:05
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That Mega Drive activator pad also had a PlayStation compatible version. I remember we had one in the shop where I used to work. I don't think it ever sold.
Genji
14/06/09 @ 12:43
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I had a Power Glove...

I really should've kept it, as they're more collectors items today. Oh well.
Xinch
14/06/09 @ 13:34
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"and even more likely to make you look like a tit" Oh yes.
Super_Zee
14/06/09 @ 14:01
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I bet Retroid's got a U-Force packed away somewhere... :)
spidermanalf
14/06/09 @ 14:12
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I remember seeing Uforce on Tomorrows World and thought it was the most amzing thing ever!
Ame.Otoko
14/06/09 @ 15:32
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Seriously, how do you write an article about motion control, mention something as uselessly obscure as the U-Force, and in speaking of modern motion control that worked - leave out Samba de Amigo's maracas?

This was true motion control, was precise, massively fun, critically popular if not commercially successful, well-known in the gaming community as a true and utter classic - and predated the EyeToy. And it was *the* accessory of the modern, post 16-bit era that brought motion-sensing back to the forefront of gaming.

EyeToy brought it to the masses and made it commercially huge; it was Sonic Team, however, that brought back motion-sensitive gaming in a big way.
Edited 1 times, most recently on 14/06/09 @ 18:22
Plewt
14/06/09 @ 16:57
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Cry more douche.
JHuxley
14/06/09 @ 17:32
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@Ame.Otoko

If you're talking about trends, I'd argue that the EyeToy did reignite interest in motion control. Unlike most of the devices listed in this article, the maracas were only used in one game which fell well below the radar of most thanks to a small print run and high price. In comparison the EyeToy was cheap, accessible and actually had more than one use.

So while the maracas are technically relevant to the article, IMO they're more associated with the rhythm action genre...which is a whole different minefield of bizarre, costly proprietary controllers :P
Ame.Otoko
14/06/09 @ 17:47
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Very true, JHuxley, they do fall within the (dizzyingly huge and insane) gamut of music-game devices.

Also, of course, they are proprietary and, one could also argue, not even originally designed for console as the game started otu in arcades.


Despite all this the maracas *were* motion-sensitive. And they were the accessory that brought back motion-sensitive gaming back to the console front, this time making it - most importantly - actually work.

Certainly it was limited to one game, and had a limited range (but then, so did EyeToy). But it did differ from DDR et al in that it did use motion-sensing. Also, commercial success isn't really relevant if you're writing a history on the topic. The maracas did predate EyeToy, just as did SEGA's DreamEye in its function as a camera. EyeToy expanded the concepts much further and made them more universal.
The_B
14/06/09 @ 18:34
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Someone should tell the guy in red in the picture on the last page:

"Dude, they're not laughing with you..."
woodyrulesok
14/06/09 @ 20:51
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That power glove video is amazing, I nearly pissed myself.
moggsy
14/06/09 @ 21:19
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Interesting article, thanks Dan.
Azazel
14/06/09 @ 21:30
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JOHN BARNES
convercide
14/06/09 @ 22:26
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It has only just dawned on me that the beeps he gets from pressing the buttons on the power glove at the start of that video are the notes used to communicate with the aliens in Close Encounters Of The Third Kind...
Edited 1 times, most recently on 14/06/09 @ 23:26
JHuxley
14/06/09 @ 22:57
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@Ame.Otoko

The DreamEye was never used as a motion control device though, was it? And if we're talking cameras then I'd guess Nintendo got there before the both of them with that Gameboy camera thingy, rubbish as it was.

Also, commercial success isn't really relevant if you're writing a history on the topic

Maybe, but a list of every single motion control device would be pretty tedious. I mean, if you were to go even deeper in to niche markets you could start talking about all those god-awful VR headsets that were popular back in the 90's. I can't be bothered researching them, but I'm sure some of them would have used motion detection.

I agree the maracas were probably worth mentioning in passing at least, but I wouldn't call him up for lazy research just because he didn't.
The Bodybuilder
14/06/09 @ 23:21
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I refuse to take any such article seriously if they don't even bother mentioning the close-to-release wii-like motion control for the dreamcast.
Pro_Gamer
15/06/09 @ 05:10
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mainstream n00bs make baby jesus cry
lambtron
15/06/09 @ 09:14
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That Konami Laser Scope Ad is genius :D
3william56
15/06/09 @ 10:49
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Natal? "Vaporous"? Has the backlash begun already? For shame...

Surprises me none of the big 3 has adapted or proposed to adapt their motion control to a VR helmet. It's the only way (IMHO) Natal could deliver real immersion (no point turning your head away from the telly). The Sony Diildo, or MotionPlus would also make it work nicely, without the ginormous podium and bonkers arsehat from the 80s virtuality games. There's already lightweight wearable screen glasses. You'd think it was a no brainer to pair them up.
FHUTA
15/06/09 @ 11:03
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Shame the SEGA Menacer (and possibly the SNES Superscope) wasn't mentioned. It's realtime crosshair (as opposed to the old skool click-screenflash-hit/miss) meant you could control a paddle or torch and move it around the screen with flick of the wrist with preserved momentum etc.

Obviously they died a death with no software support, but they predated the wiimote pointer and it's possible usage well in advance.
Wickedbug
15/06/09 @ 11:24
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Good article but you should have mentioned the Microsoft Sidewinder Freestyle Pro for the PC:

http://en.wikipedia.org/wiki/Microsoft_S...
sneetch
15/06/09 @ 12:13
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I dare say that the LaserScope must be a factor in most cases of child murder around that time.

"Fire Fire Fire Fire"

"Don't fucking tempt me!"
Fodder
15/06/09 @ 13:03
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1989? How about the Le Stick for Atari and C64 in 81? Other than lacking an axis and not being analogue, it's not a million miles away from the Wii remote.

http://www.cedmagic.com/tech-info/remote...
Der_tolle_Emil
15/06/09 @ 13:43
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Interesting article. Now that I read about Gametrak I can remember that I saw video ads by the company looking for people to test this device. It looked fairly interesting in the video demo videos they showed but I totally forgot about it later. First time I am hearing about this again since seeing that video back then.
Sunyavadin
15/06/09 @ 14:00
#28
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I love my activator.
smernicki
15/06/09 @ 15:11
#29
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It was our old pal games, not soppy old love, that eventually got the world in motion

centripetal force and gravity had more to do with it i reckon
8bitMofo
15/06/09 @ 15:51
#30
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"I love the Power Glove. It's so bad."
Toothball
15/06/09 @ 15:57
#31
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I hadn't thought about Sony's wand thing in that way before.
kangarootoo
15/06/09 @ 16:08
#32
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I tried that Gametrak thing a while back, and it was surprisingly good. Tyhe use of miniature "ropes and pulleys" give the impression that it will be inaccurate or slow, but it was dead accurate and lag free.

The golf game was genuinely fun (the fighting game was ok, but lacked the depth needed for proper longevity). Definitely worth bagging if you still have a PS2 and see a set on eBay or in a bargain bin.
Azazel
15/06/09 @ 21:26
#33
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Would have worked better Kitchen Gun style: "BANG! BANG! BANG! I LOVE YOU POWER GLOVE!"
DrPhil
15/06/09 @ 21:46
#34
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I have a U-Force! The box describes its best feature as making your favourite games harder!

Comments: 1-34 of 34 in total

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