Wii Play: Difference between revisions

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==Development==
==Development==
''Wii Play'' was one of several games that were developed as a part of Shigeru Miyamoto's "Wii Project", along with ''[[Wii Sports]]'', ''[[Wii Fit]]'', and ''[[Wii Music]]''. The project was a compilation of several technical demo exhibiting the capabilities of the then-upcoming [[Wii]] console and its controller, the Wii Remote. These prototypes took advantage of several of the Wii Remote's features; the controller was able to sense rotation, which was prominently used in Pose Mii and Laser Hockey, while the detection of depth movement was featured in Table Tennis, Fishing and Billiards. These tech demos were first publicly shown at the 2006 E3 convention alongside the games used in ''Wii Sports''. A demo of the shooting range minigame titled ''Shooting'', which was speculated by several people to be a sequel to ''Duck Hunt'', was also presented during the 2006 Nintendo Fusion Tour.
''Wii Play'' was one of several games that were developed as a part of [[wikipedia:Shigeru Miyamoto|Shigeru Miyamoto]]'s "Wii Project", along with ''[[Wii Sports]]'', ''[[Wii Fit]]'', and ''[[Wii Music]]''. The project was a compilation of several technical demo exhibiting the capabilities of the then-upcoming [[Wii]] console and its controller, the Wii Remote. These prototypes took advantage of several of the Wii Remote's features; the controller was able to sense rotation, which was prominently used in Pose Mii and Laser Hockey, while the detection of depth movement was featured in Table Tennis, Fishing and Billiards. These tech demos were first publicly shown at the 2006 E3 convention alongside the games used in ''Wii Sports''. A demo of the shooting range minigame titled ''Shooting'', which was speculated by several people to be a sequel to ''[[wikipedia:Duck Hunt|Duck Hunt]]'', was also presented during the 2006 [[wikipedia:Nintendo Fusion Tour|Nintendo Fusion Tour]].


''Wii Play'' officially began development when Miyamoto decided that the demonstrational games would be fleshed out and released together for the console. The development team at Nintendo EAD was given around seven to eight months to develop the game, with Motoi Okamoto, who had previously worked on ''Pikmin'' and the touchscreen minigames included in ''Super Mario 64 DS'', serving as the game's director. The demo games were put into two different categories; the sports-themed games were grouped together and bundled into ''Wii Sports'', while the rest of the games which made use of the Wii Remote's pointer became ''Wii Play''. The game was developed directly alongside ''Wii Sports'', with the two games' development teams sharing several artists and programmers. As the games progressed further into development, more attention was put towards ''Sports'' and the team ultimately decided that the latter was the higher priority. Because of this, some of the demos shown off at E3 did not make it into the game due to time constraints. These unused demos later went on to inspire later games; for instance, the game ''Obstacle Course'' was later adapted into the ''Wii Fit'' game "Balance Bubble", whereas the design of the game ''Bird'' found its way into ''[[Nintendo Land]]'' as the ''Balloon Fight''-inspired game "Balloon Trip Breeze". ''Wii Maestro'', an orchestra-themed game demo, was planned to be included as one of the games, but the developers decided it would be more fitting as its own separate game and ultimately made it into ''Wii Music''.
''Wii Play'' officially began development when Miyamoto decided that the demonstrational games would be fleshed out and released together for the console. The development team at Nintendo EAD was given around seven to eight months to develop the game, with Motoi Okamoto, who had previously worked on ''[[pikipedia:Pikmin series|Pikmin]]'' and the touchscreen minigames included in ''[[mariowiki:Super Mario 64 DS|Super Mario 64 DS]]'', serving as the game's director. The demo games were put into two different categories; the sports-themed games were grouped together and bundled into ''Wii Sports'', while the rest of the games which made use of the Wii Remote's pointer became ''Wii Play''. The game was developed directly alongside ''Wii Sports'', with the two games' development teams sharing several artists and programmers. As the games progressed further into development, more attention was put towards ''Sports'' and the team ultimately decided that the latter was the higher priority. Because of this, some of the demos shown off at E3 did not make it into the game due to time constraints. These unused demos later went on to inspire later games; for instance, the game ''Obstacle Course'' was later adapted into the ''Wii Fit'' game "Balance Bubble", whereas the design of the game ''Bird'' found its way into ''[[Nintendo Land]]'' as the ''[[wikipedia:Balloon Fight|Balloon Fight]]''-inspired game "Balloon Trip Breeze". ''Wii Maestro'', an orchestra-themed game demo, was planned to be included as one of the games, but the developers decided it would be more fitting as its own separate game and ultimately made it into ''Wii Music''.


''Wii Play'' was first publicly announced at a press conference held by [[Nintendo]] in Japan under the name ''Hajimete no Wii'', where it was shown to be a compilation of the demo games shown off at E3. Nintendo announced that the game would be released in Japan on December 2, 2006, as a launch title for the system, and that it would also be bundled with a Wii Remote at its release. It was later made playable at the Nintendo World event in New York on September 14, 2006, where all nine games were presented, now much closer to their final versions than the demos at E3, and support for the Wii's [[Mii]] characters was officially revealed to be part of the game. Miyamoto wanted ''Play'' to be a pack-in game instead of ''Wii Sports'', but then-president of Nintendo of America, Reggie Fils-Aimé, objected on the grounds that ''Play'' would not provide a complete entry-level experience for the console.
''Wii Play'' was first publicly announced at a press conference held by [[Nintendo]] in Japan under the name ''Hajimete no Wii'', where it was shown to be a compilation of the demo games shown off at E3. Nintendo announced that the game would be released in Japan on December 2, 2006, as a launch title for the system, and that it would also be bundled with a Wii Remote at its release. It was later made playable at the [[wikipedia:Nintendo World|Nintendo World]] event in New York on September 14, 2006, where all nine games were presented, now much closer to their final versions than the demos at E3, and support for the Wii's [[Mii]] characters was officially revealed to be part of the game. Miyamoto wanted ''Play'' to be a pack-in game instead of ''Wii Sports'', but then-president of Nintendo of America, [[wikipedia:Reggie Fils-Aimé|Reggie Fils-Aimé]], objected on the grounds that ''Play'' would not provide a complete entry-level experience for the console.


==Gallery==
==Gallery==

Revision as of 14:09, 6 February 2024

Wii Play
WPl boxart.jpg
Wii Play Europe.jpg
Wii Play Japan.png
Details
Developer(s) Nintendo EAD
Publisher(s) Nintendo
Release date(s) Japan December 2, 2006
Europe December 8, 2006
Australia December 7, 2006
North America February 12, 2007
Platform(s) Wii
Rating(s) ESRB: ESRB E.png - Everyone
PEGI: PEGI 3.png - Ages 3+
CERO: CERO A.png - All ages
Input(s) Wii Remote
Game ID RHAE01
Game chronology
Previous game
First game in series
Next game
Wii Play Motion
On affiliated sites
Strategy Wiki Logo.png Walkthrough
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Wii Play also known as Hajimete no Wii (はじめてのWii) in Japan, roughly translating to "Your First Step to Wii", is a party game developed by Nintendo as a launch title for the Wii in Japan, Europe, and Australia. It was released in North America a few months after the Wii's release. The game contains nine minigames, all utilizing Miis. The games were designed to show off the various features of the Wii Remote. Wii Play was developed at the same time as Wii Sports, and is based on a collection of Wii demo games from E3 2006.

Although Wii Play received mixed reviews from critics, it was a commercial success, selling over 28 million copies worldwide,[1] which could be due to the game being bundled with a Wii Remote. The game retailed for $50 in the US, while a Wii Remote retailed for $40, meaning the game itself was essentially being sold for $10.

It is succeeded by Wii Play Motion.

Gameplay

Wii Play is a party game consisting of nine minigames that make use of the Wii Remote's several unique features. These games can either be played in single-player mode or in a two-player multiplayer versus mode in which each player's number of wins are recorded. Upon starting the game, only one of the featured minigames is accessible, but the other eight are systematically unlocked as the player tries each one. The player is able to use their own custom Mii avatars created through the Mii Channel, who appear in several of the included minigames. High scores are saved when playing in single-player mode, and achieving certain high scores awards the player with bronze, silver, gold and platinum medals for the respective game, along with a message sent to the Wii Message Board containing a short tip for that respective game.

Games

Initially, only the first game is unlocked. Completing a game once unlocks the next game.

No. Name Icon Image
1 Shooting Range WPl Shooting Range Menu Icon.png
2 Find Mii WPl Find Mii Menu Icon.png
3 Table Tennis WPl Table Tennis Menu Icon.png
4 Pose Mii WPl Pose Mii Menu Icon.png
5 Laser Hockey WPl Laser Hockey Menu Icon.png
6 Billiards WPl Billiards Menu Icon.png
7 Fishing WPl Fishing Menu Icon.png
8 Charge! WPl Charge! Menu Icon.png
9 Tanks! WPl Tanks! Menu Icon.png

Development

Wii Play was one of several games that were developed as a part of Shigeru Miyamoto's "Wii Project", along with Wii Sports, Wii Fit, and Wii Music. The project was a compilation of several technical demo exhibiting the capabilities of the then-upcoming Wii console and its controller, the Wii Remote. These prototypes took advantage of several of the Wii Remote's features; the controller was able to sense rotation, which was prominently used in Pose Mii and Laser Hockey, while the detection of depth movement was featured in Table Tennis, Fishing and Billiards. These tech demos were first publicly shown at the 2006 E3 convention alongside the games used in Wii Sports. A demo of the shooting range minigame titled Shooting, which was speculated by several people to be a sequel to Duck Hunt, was also presented during the 2006 Nintendo Fusion Tour.

Wii Play officially began development when Miyamoto decided that the demonstrational games would be fleshed out and released together for the console. The development team at Nintendo EAD was given around seven to eight months to develop the game, with Motoi Okamoto, who had previously worked on Pikmin and the touchscreen minigames included in Super Mario 64 DS, serving as the game's director. The demo games were put into two different categories; the sports-themed games were grouped together and bundled into Wii Sports, while the rest of the games which made use of the Wii Remote's pointer became Wii Play. The game was developed directly alongside Wii Sports, with the two games' development teams sharing several artists and programmers. As the games progressed further into development, more attention was put towards Sports and the team ultimately decided that the latter was the higher priority. Because of this, some of the demos shown off at E3 did not make it into the game due to time constraints. These unused demos later went on to inspire later games; for instance, the game Obstacle Course was later adapted into the Wii Fit game "Balance Bubble", whereas the design of the game Bird found its way into Nintendo Land as the Balloon Fight-inspired game "Balloon Trip Breeze". Wii Maestro, an orchestra-themed game demo, was planned to be included as one of the games, but the developers decided it would be more fitting as its own separate game and ultimately made it into Wii Music.

Wii Play was first publicly announced at a press conference held by Nintendo in Japan under the name Hajimete no Wii, where it was shown to be a compilation of the demo games shown off at E3. Nintendo announced that the game would be released in Japan on December 2, 2006, as a launch title for the system, and that it would also be bundled with a Wii Remote at its release. It was later made playable at the Nintendo World event in New York on September 14, 2006, where all nine games were presented, now much closer to their final versions than the demos at E3, and support for the Wii's Mii characters was officially revealed to be part of the game. Miyamoto wanted Play to be a pack-in game instead of Wii Sports, but then-president of Nintendo of America, Reggie Fils-Aimé, objected on the grounds that Play would not provide a complete entry-level experience for the console.

Gallery

References


Wii series games
Tomodachi series
Swapnote series
Other Mii-centered games
Non-Mii games for the Nintendo DS
Non-Mii games for the Wii
Non-Mii games for the Nintendo 3DS
Non-Mii games for the Wii U
Non-Mii games for the Nintendo Switch
Non-Mii games for other platforms