Revolutionary: More Motion

We've been waiting since E3 '06 to hear details regarding Wii Music, and the anxiety brought on by rumors of an MMO Animal Crossing has been unbearable at times, but despite those big reveals at E3 '08, the biggest Wii news was the announcement of the Wii MotionPlus. Because most of us had nearly given up hope for Wii games with a 1:1 ratio of motion-sensing responsiveness, it's quickly become known as "the 1:1 adapter."
The news of this unexpected device is so exciting, I've pushed back the topic planned for this week's Revolutionary to instead talk about what the MotionPlus is, and what it can do to further revolutionize gaming.
So far, the only confirmed title to make use of the new peripheral is Wii Sports Resort, which will bundle in a MotionPlus and a new extended jacket to encase the Wiimote and attached add-on. Seeing Reggie Fils-Aime controlling a JetSki in the Power Cruiser demo was a strangely familiar spectacle. Although, while my motoGP script required up and down rotation on the Pitch axis to steer, the MotionPlus seems to allow lateral movements on the Yaw axis to steer the watercraft.

If sales figures for Wii Sports Resort wind up anywhere near what Wii Fit is pulling, we can rest assured that 3rd parties will be scrambling to throw support for the peripheral into their games. Whether it will be possible to make games that sort-of work without the attachment, and enhance the resolution of motion sensitivity with it attached is still anybody's guess. But if games will need to be specifically programmed around it, don't expect big multi-platform titles (such as Star Wars: The Clone Wars) to depend on a peripheral that only some of the targeted market will have in their possession. Luckily, the MotionPlus' adoption won't be entirely dependent on sales of its premier associated game, as it will also be sold separately at a yet undisclosed price.
So how exactly did Nintendo go about improving upon the Wiimote's motion-sensing accuracy? By incorporating an InvenSense IDG-600 MEMS rate gyroscope. Like the Analog Devices, Inc. ADXL 330 iMEMS accelerometer chip already in your Wiimotes and Nunchuks, the IDG-600 can detect motion on 3 axes, and its technology has been used in a wide range of consumer electronics applications. The difference is in what forces the gyroscope and accelerometer can detect. Your standard Wiimote can detect acceleration forces and degrees of tilt perpendicular to the earth, while the MotionPlus adds the ability to detect sustained velocities, and it can do so on planes parallel to the earth. Where the Wiimote's accelerometer stops, the MotionPlus keeps going.
The Wii Sports Resort Disc Dog and Sword Play demos seemed to require the player to point at the screen before starting. That would indicate that the game has to see where the controller is positioned and how it is oriented in relation to the TV before it tells the MotionPlus to start measuring the velocity and vectors of movement. You see, once it knows where you're starting from, at any given time it only needs to know how fast you've gone and in what direction to know where you are. And that's what the IDG-600 is designed to detect, at rates fast enough to track the motion of human limbs.
Why didn't the Wii Remote have this built in from day one? Because this is cutting edge technology that didn't exist two years ago. There were MEMS gyroscopes back then, but not ones that could sense motion on 3 axes while meeting the strict low-power and small form factor requirements necessary for a wireless game controller.
In a move similar to its adoption of MoSys 1T-SRAM starting back in the Gamecube days, Nintendo chose a product that performed a common enough function, but did so in a way that made it perfectly suited for a mass market games console. Really, this is how Nintendo's done things all along, with the Gameboy's LCD screen and the Virtual Boy's oscillating mirror display tech as other examples. Okay, so the Virtual Boy wasn't exactly perfect, but the display technology was further developed until, in the form of DLP, it became the standard for digital theater projection. Imagine beaming a miniature pair of those directly into your retinas today.
The earlier-mentioned ability to sense Yaw axis motion will open up all sorts of gameplay possibilities. There's the disc-throwing motions of the aptly-titled Disc Dog demo, which could be further developed into a Tron game, or possibly a late addition to the upcoming Rygar port's controls. Gamers will also be able to steer cars bus driver-style, as is possible on the PS3's gyrometer-equipped SIXAXIS controllers.

I know -- what you really want is light saber duels, and as the Sword Play demo evidenced, a Wiimote with MotionPlus is capable of bringing your slashes, thrusts, and parries onto the screen. We don't know yet whether LucasArts has plans to support it, but they must be aware by now of how much we want to be like the Star Wars Kid and strike down the Emperor as our hatred consumes us. Maybe we should start petitioning now for Konami to build MotionPlus support into Castlevania Judgment, so that it would have at least one redeeming trait. What better way to bring into the realm of 3D that awesome sense of whip control first seen in Super Castlevania 4 than with 1:1 motion mapping?
Of course, I'm looking forward to trying it out with GlovePIE to develop even more new ways of controlling existing game types, but as this is an entirely new attachment, it may be a while before a GlovePIE release supporting it is made public.
It slices, it dices, it detects inertial forces, and makes a great stocking stuffer. How much would you be willing to pay for this handy dandy little attachment and what do you want to be able to do with it? Direct yourself down to the comments section to discuss the possibilites. Operators are standing by.
Every Tuesday, Mike Sylvester brings you REVOLUTIONARY, a look at the wide world of Wii possibilities. The MotionPlus may have been the biggest industry-jolting megaton of Nintendo's press conference, but there were a few other revelations you don't want to miss out on. Check out our rundown of the keynote presentation for the full scoop and our take on what was hot and what's maybe not-so-much with the hotness.









Reader Comments (Page 1 of 1)
reef @ Jul 16th 2008 6:40PM
Thanks for providing insight as to why the technology wasn't included in the Wiimote at launch. People forget about the size and power constraints that make sense for a game controller.
TWOO DEE @ Jul 16th 2008 7:00PM
agreed - lots of initial reactions were from people feeling cheated by nintendo but your reasoning obviously makes sense
*sigh* i just wish nintendo made this a standard component of wii rather than something that's optional...
Gun Barrier (Gamer Tag) @ Jul 16th 2008 7:31PM
i would pay up to $25 for it.
But the $50 price on WiiSports: Resort is reasonable too.
Daniel @ Jul 16th 2008 7:34PM
Wow, great info.
People dismiss this as just another peripheral that does what the Wiimote should have done in the first place, but I know that the sensor tech put into Nintendo's systems is the best that is available. The same is true for the silicon strain-gauge sensors in the Wii board. I'm sure developers jumped for joy when motion plus was announced.
I hope that developers don't just copy Nintendo though. Sword-fighting is cool for a couple of games, but not for a dozen. It would be nice to have an FPS that didn't require the IR pointer as its only input. Sports games could be better: How about a basketball game where you could actually dribble and shoot? How about a golf-game that used the board for body position sensing, and the new motion plus for arm position.
Oneiroi @ Jul 16th 2008 7:45PM
Engadget has a hands on review:
http://www.engadget.com/2008/07/16/nintendo-motionplus-hands-on-blah/
Their response? "Eh".
Daniel @ Jul 16th 2008 9:24PM
And IGN loved it. And the complaints are "why wasn't this brand new technology in Wii's two years ago?" Because it didn't exist. Engadget even thought it was an accelerometer in the MotionPlus block and not a gyroscope, and probably wouldn't know the difference anyway.
Deozaan @ Jul 17th 2008 2:20AM
How about if Nintendo just starts selling new Wiimotes with this built in, instead of requiring an add-on adapter.
Then they could be nice and give us a steep discount for turning in our old useless Wiimotes at the time of purchase.
Mike Sylvester @ Jul 18th 2008 2:56PM
If they do that, it'll probably have to be in a similar shape and internal configuration as the current Wiimote with MotionPlus attached. Certain games will probably be reliant on the sensors being in a certain position relative to your hand. So we'd have a differently shaped Wiimote, which means we need a new Wii WheelPlus, Wii ZapperPlus, and all new sets of me-too 3rd party shells as well. I'm doubtful that MotionPlus will be integrated into this generation's Wiimote, but I'd be shocked if it wasn't standard in the next gen.