Wii U (English Wikipedia)

Analysis of information sources in references of the Wikipedia article "Wii U" in English language version.

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  • Purchese, Robert (June 7, 2011). "Project Cafe becomes Wii U". Eurogamer. Archived from the original on June 10, 2011. Retrieved January 31, 2015.
  • Bramwell, Tom (June 23, 2010). "Wii successor "when we run out of ideas" Wii News – Page 1". Eurogamer. Archived from the original on July 27, 2010. Retrieved August 7, 2010.
  • Leadbetter, Richard (November 29, 2012). "Wii U has 1.24GHz CPU, 550MHz graphics core – report". Eurogamer. Archived from the original on August 11, 2014. Retrieved August 1, 2014.
  • "Wii U GameCube controller adapter compatible with more than just Smash Bros". Eurogamer. October 8, 2014. Archived from the original on October 10, 2014. Retrieved December 24, 2014.
  • "Wii U allows 12 user accounts per system, eShop downloads playable by all". Eurogamer. November 12, 2012. Archived from the original on December 25, 2014. Retrieved December 25, 2014.
  • Leadbetter, Richard (February 5, 2013). "Wii U graphics power finally revealed". EuroGamer.net. Archived from the original on February 8, 2013. Retrieved February 28, 2013.
  • Purchese, Robert (June 26, 2013). "Dreamfall Chapters: "We are preparing to go to consoles"". eurogamer.net. Archived from the original on June 29, 2013. Retrieved July 11, 2013.
  • Phillips, Tom (July 26, 2013). "Activision: we're doing "everything we can" to support Wii U". Eurogamer. Archived from the original on July 30, 2013. Retrieved August 3, 2013.
  • Phillips, Tom (December 2, 2013). "PlayStation 4 UK launch sales hit 250k". Eurogamer.net. Archived from the original on December 3, 2013. Retrieved December 14, 2013.

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  • "Iwata Asks: E3 2011 Special Edition". p. 1. Archived from the original on April 21, 2013. Retrieved December 11, 2013. Iwata: We actually debated quite a bit until we settled on the way it is now. There was a lot of back and forth before reaching where we are now. Miyamoto: Right, we did. We started from scratch many times.
  • "Iwata Asks: E3 2011 Special Edition". p. 2. Archived from the original on December 11, 2013. Retrieved December 11, 2013. Miyamoto: The Wii console did have the blue illumination lamp to notify new messages, but the amount of information a lamp could get across was limited... Iwata: It was only able to say whether there was new information or not, so it had limits on what it could do. Miyamoto: Yeah, so we started from the notion of "It would be nice if there was a small monitor of sorts other than the TV, where we could always see the status of the Wii console."

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  • "Iwata Asks: E3 2011 Special Edition". p. 1. Archived from the original on September 29, 2011. Retrieved June 9, 2011. Iwata: I've been looking back at my calendar right before this interview, and I noticed that it's been just about three years since we started having meetings about this.
  • "Iwata Asks: E3 2011 Special Edition". p. 7. Archived from the original on September 29, 2011. Retrieved June 9, 2011. Iwata: The other things is, shortly after the Wii console was released, people in the gaming media and game enthusiasts started recognizing the Wii as a casual machine aimed toward families, and placed game consoles by Microsoft and Sony in a very similar light with each other, saying these are machines aimed towards those who passionately play games. [...] It was a categorization between games that were aimed towards core, and casual.
  • "Iwata Asks: E3 2011 Special Edition". p. 7. Archived from the original on September 29, 2011. Retrieved June 9, 2011. Iwata: On the other hand, I certainly do not think that Wii was able to cater to every gamer's needs, so that's also something I wanted to resolve. [...] The keyword for our presentation at this year's E3 is "Deeper and Wider". With Wii U, I would like to offer this proposal with that idea
  • "Iwata Asks: E3 2011 Special Edition". p. 7. Archived from the original on September 29, 2011. Retrieved June 9, 2011. Miyamoto: But one of the key reasons that such things as the core and the casuals exist today is that we decided not to adopt HD on the Wii console. Of course, besides that, there are things like issues with the controller and the challenges that it brings, network functionalities, and many other things, but I think HD was the biggest factor that everyone was able to clearly understand the difference.

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  • "Iwata: Wii successor will surprise people". QuickJump. August 4, 2010. Archived from the original on August 21, 2010. Retrieved August 7, 2010. We are of course studying and developing the next console to Wii. However, there is a big difference between studying a product and announcing what it is and when we will release it. I am afraid to say that the history of entertainment is also the history of imitation. A great idea will promptly be copied unless protected through patents. At the same time, it is really important for our business to positively surprise people. Will you be surprised by our completed product if we told you how it is surprising three years in advance? Therefore, we basically disclose information on our products as late as possible. We believe this is the best approach for the entertainment products we are developing. Again, we are planning the next products for Nintendo's continuous growth, but we cannot tell you what, when and how we will release it here. Thank you for your understanding.

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