Wii U (Chinese Wikipedia)

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

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  • Nintendo @ E3 2011 – Wii U System Details. Nintendo.com. 2011-06-07 [2011-06-07]. (原始内容存档于2011-06-15). 
  • Nintendo All-access @ E3 2012 – Wii U. Nintendo.com. June 5, 2012 [June 18, 2012]. (原始内容存档于2012-06-17). 
  • Iwata Asks: E3 2011 Special Edition: 1. [2011-06-09]. (原始内容存档于2011-09-27). 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: 7. [2011-06-09]. (原始内容存档于2011-09-27). 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: 7. [2011-06-09]. (原始内容存档于2011-09-27). 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 concept. 
  • Iwata Asks: E3 2011 Special Edition: 7. [2011-06-09]. (原始内容存档于2011-09-27). 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. 
  • Iwata Asks: E3 2011 Special Edition: 1. [2011-06-09]. (原始内容存档于2011-09-27). 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: 2. [2011-06-09]. (原始内容存档于2011-09-27). 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."
     
  • Iwata Asks: E3 2011 Special Edition: 2. [2011-06-09]. (原始内容存档于2011-09-27). Miyamoto: Right, although a larger screen is more attractive, we debated about things like how a bigger screen wouldn't work within the budget constraints… it went in many directions. And as we were working on it, the situations surrounding us worked to our advantage. It felt like we were able to get closer to what we were originally envisioning. 
  • Nintendo Network @ E3 2011 – Introducing Wii U. Nintendo. June 7, 2011 [June 7, 2011]. (原始内容存档于2011-06-15). 

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  • Rob Crossley. Nintendo Wii U disc capacity at 25GB. Develop. 2011-06-08 [2011-06-08]. (原始内容存档于2012-08-02). 
  • IBM works with Nintendo. nintendoworldreport.com. [2011-06-07]. (原始内容存档于2012-10-30). 
  • AMD and Nintendo Join Forces in Creating a New Way to Enjoy Console Gaming Entertainment. Marketwire.com. [2011-06-07]. (原始内容存档于2012-10-30). 
  • 'Wii 2' Codenamed 'Project Café'. IGN. 2011-04-15 [2011-04-16]. (原始内容存档于2012-08-02). 
  • Iwata Asks: E3 2011 Special Edition: 1. [2011-06-09]. (原始内容存档于2011-09-27). 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: 7. [2011-06-09]. (原始内容存档于2011-09-27). 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: 7. [2011-06-09]. (原始内容存档于2011-09-27). 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 concept. 
  • Iwata Asks: E3 2011 Special Edition: 7. [2011-06-09]. (原始内容存档于2011-09-27). 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. 
  • Iwata Asks: E3 2011 Special Edition: 1. [2011-06-09]. (原始内容存档于2011-09-27). 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: 2. [2011-06-09]. (原始内容存档于2011-09-27). 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."
     
  • Iwata Asks: E3 2011 Special Edition: 2. [2011-06-09]. (原始内容存档于2011-09-27). Miyamoto: Right, although a larger screen is more attractive, we debated about things like how a bigger screen wouldn't work within the budget constraints… it went in many directions. And as we were working on it, the situations surrounding us worked to our advantage. It felt like we were able to get closer to what we were originally envisioning. 

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