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Beta64 - Wii Channels, Miis and the Wii Menu

May 30, 2021
Hello viewer, you know, asking for help is not easy, right? I know this for a fact, I've been like this almost all my life. But if I'm going to do YouTube full time to the best of my ability, I need to learn to ask for help, and luckily you guys helped convince me to ask for a sponsor, and Filmora was happy to oblige. They make affordable video editing software that's really easy to use, and I can say because I've used it, it's my life. The thing is, it looks so much like professional software that you could literally install it and use it right away.
beta64   wii channels miis and the wii menu
But you don't have to take my word for it, you can download it yourself for a free trial that doesn't require registration or anything like that, just install it and use it. And not only that, they will also be giving away an iPhone 11 as part of their Vlogmas giveaway. You make a small video and you can win one of them. It's really pretty, check out the link in the description if you're interested. Excellent. Thank you for being patient. Let's go to the episode. *intro* *bells ring* *whispers* Hey, hey, guess what, Merry Christmas! *music* It's a good time of year, the time of year when we put up the Christmas tree, put out the holiday hats, and drink a lot of Premium Original Jingle Juice.
beta64   wii channels miis and the wii menu

More Interesting Facts About,

beta64 wii channels miis and the wii menu...

So for this episode, I thought we'd talk about the most Christmassy thing I know. It is the launch of the Nintendo Wii. Do you remember when you wake up on Christmas morning, if you were lucky enough to get one, and then you turn on the Wii Sports disc and everyone gets together as a family and plays baseball and golf and all that? *sigh* Who knows, I'd still be playing in 6 years. (offscreen) It's been 15 (years). That? In today's Christmas-themed episode of Beta64, we'll look at the Nintendo Wii

menu

... ...as well as many of the launch

channels

that come with it, along with Miis.
beta64   wii channels miis and the wii menu
Additionally, there are a ton of throwaway functions for the system, not to mention the infamous missing startup disk that even today has yet to be found. So what, are you staying? Let's get this all started! The revolution has begun. (commercial) "Wii would like to play." With the Wii hardware decided on the controller, created and ready to be finalized, all that was left was to start creating the Wii operating system or, as Nintendo calls it, the IPL or Wii Initial Program Loader, or as we like to call it. we. the Wii Menu, *start jingle* that began to take shape in October 2005, when development of WiiConnect24 was almost complete, and it was time to discuss the system's features.
beta64   wii channels miis and the wii menu
Although technically it had been talked about before, but only in passing, and each division discussed it on its own, without any real unity. So nothing was really happening to move this forward. So, to get things going, a major meeting was called to make the Wii Menu an official company project. But of course, at this point, it wasn't called Wii Menu, with all these

channels

and a clean UI, those ideas hadn't even been considered yet. In fact, there weren't many ideas, other than the fact that they wanted the system to stay on at all times, with a small sleep mode to save power.
And now that? What do we have to do to make the Wii justify staying on all the time? Well, luckily, someone had an idea, and that person was Kenichiro Ashida, who is referred to as Tamakisan in Iwata's interview question. He's known for being in charge of the Wii

menu

s, WiiConnect24, and many other system functions, and he had some pretty good ideas. It all started when Tamaki joined Nintendo with the idea of ​​creating games that could bridge the generation gap. Games that a grandmother and her granddaughter could play and have fun together. However, he mostly felt alone and wanted a connection.
He mentioned in an interview that playing had started to feel like he was isolated from the world around him. So, since he had such a big role in the development of the Wii IPL, he felt this was a good opportunity to make that vision a reality. The vision of the Wii Remote being a common item on every family's coffee table, to be picked up and played at a moment's notice, and since the Wii was going to, as they said, "never sleep," the idea of offer services, one that would be useful or just fun for the whole family.
And so they got to work, starting from scratch, as this was a fairly new concept for consoles at the time. They had done something similar for the DS, where you could use a watch or do Pictochat without any additional software, but still, at the time, the most common thing to include with a console was just a CD or DVD player. It is not a food ordering channel, like the one the Wii has in Japan. At first, however, they were not called canals. In fact, at first there weren't even multiple services. The team was trying to get all of their ideas into a single piece of software for the Wii, but they couldn't make it all come together.
So, in order to appeal to the whole family, they decided to include them all, as separate apps. But then a new problem came to light. How do we present all these services? After all, you don't want to overwhelm the user with a bunch of options thrown right in their face when they boot up the console. It should be easily digestible. Someone on the team had the idea of ​​lining them all up like televisions in an electronics store, but the idea didn't particularly work, so they kept thinking and thinking, to the point where they felt it was a dead end.
That is, until someone started lining them all up in rows, just to see what came to mind. And that's when someone blurted out: "These look like television channels." *realization* That was it, channels! A row of televisions on different channels! And the idea quickly took root, and those who didn't like it at all, well, Tamaki convinced them one way or another, with a passionate speech saying "What an incredible idea it is to have a console for everyone!" From that moment on everything was smooth sailing. There were a few other suggestions that were unsuccessful, such as making the disk channel a larger channel as it will obviously be the one that will be used the most, but they decided to make all the channels the same size, that was really part of the core idea of the system, since they wanted all the channels to be the same, so they left it as it was.
Now that we have the channels, let's look at some specific ones and see how they played out, starting with my favorite, the Wii Shop Channel. I just remember starting the Wii Shop Channel from time to time, just to see what new games they added, maybe some demos, maybe some, some freebies, because you know, I didn't have any money. I wasn't going to buy anything, but you know, maybe I should. It is never too late. "Note: The Wii Shop Channel was discontinued on January 30, 2018. Maybe you should have arrived early, Andrew?" Ah, the Wii Shop Channel, or as it was originally called in development, the Shopping Channel.
It was a place designed by Nintendo to sell retro games, known even from the beginning as Virtual Console. Simply choose your game, spend some Wii Points, and away you go. You have a classic game right in the Wii menu with your own personal channel. But that wasn't how it was originally going to be. At first, there was simply going to be a Virtual Console channel that, when you launched it, would list all the games you had purchased, sorted by console. But after a short time, they decided to scrap this idea, simply because it took them too long to play a game.
But by having individual channels for each game, you can access them quickly and easily, and even sort them however you want, since they all come with these great channel icons that will make it easier to find what you're looking for. However, the Virtual Console wasn't the only thing Nintendo had in mind while developing the shopping channel. They were also toying with the idea of ​​selling dedicated Wii software through it, those that were created by smaller developers and then sold directly by Nintendo. This was later known as WiiWare and was specifically designed to open the door for smaller developers so they could sell their games to a wide audience without worrying about upfront costs as Nintendo would handle the distribution of the game.
There was also a plan that if a WiiWare game sold well enough, Nintendo would repackage it in disc form for retail sale. But Nintendo didn't really do much with that idea. The only game I remember Nintendo giving that treatment was Tetris Party Deluxe in 2010, although Nintendo only published the Australian version. Bit Trip Complete was also released at retail in 2011. But it was published by Access Games, not Nintendo. And let's not forget the TV Show King Party in 2008, or as I like to call it, Ubisoft's attempt at creating their own bootleg Buds. This guy seems to be suffering though.
Alright, next up is the Mii Channel. I can't even tell you how many hours I spend in this place, just creating random Miis of family members, maybe some cartoon characters, and Jesus, because I'm a good Christian guy. Although it turns out that No started on the Wii, these avatars first arrived on the Famicom Disk System, thanks to a technical demo by Miyamoto and his team. So why don't we take a look at that now? So this is it, the beginning of Miis, more or less. It is an unreleased game that was shown years later at GBC 2007, where the player could draw their own face on an avatar and even animate it using the stage disk that came with the game.
Good idea, right? Well, there was a problem. The higher-ups didn't really see this as a game, as it was more of a tool for artists, and since they were strictly in the business of creating games, it was pretty obvious that they weren't fans of this. , so production was stopped and the game eventually disappeared. It wasn't until the Nintendo 64 that things really started to improve again, with the announcement of the Nintendo 64 disc drive in 1997 and the launch of Mario Artists Talent Studio in 2000. As you can see, once again, it's It's all about creating our own avatars and animating them, and you can make some pretty interesting ones with different outfits, costumes and hair.
And if you use the capture cassette or Game Boy camera, with a transfer pack, you can even put a photo of your own face on the avatar. However, needless to say, these don't look like Miis, they're too realistic, I guess in a way... But here's the thing: Technically, Miis aren't direct descendants of these avatars. Turns out it was an unreleased GameCube game called Stage Debut, which was shown at E3 2003. The way it works is you connect your Game Boy Advance to the GameCube via a link cable and then you can import the photos taken. of you and your friends with the unreleased Game Eye, which you can see here, thanks to a demo in the showroom.
With these photos in hand you could paste them on an avatar and have them in the game to, I don't know, dance, go to classes with Mario and Pikmin and, if you had the E-Reader cards, Animal Crossing characters. ...? Yeah, once again, the higher-ups didn't see how this really works as a game, and Miyamoto couldn't really refute what they were saying, so the idea was put on hold, once again. Then, one fateful day, Iwata approached Miyamoto and said: (Andrew, as Iwata) "Hey, remember that avatar you've been making for the last 20 years? Well, a small team in the DS department." is doing something like that and people really love it." Then Miyamoto said to his team (Andrew, as Miyamoto) "You guys are useless!" *laughs* And then he politely said, (Andrew, as Miyamoto) " Screw this, I'm going to change development teams!" And for a few months, he worked with the DS team on their avatar prototypes that looked much more like Miis than the previous ones we've seen.
Later, Iwata did too. approached Nogami, known for his work on Animal Crossing, later Splatoon, and was so impressed with the work the DS team had done that he explained to him that it had to be made into a Wii game, three games to go. Exactly at least, that was the plan, until it was decided seemingly out of nowhere to make these Miis a feature of the Wii system, which could be used in a variety of games. This happened quite late in the development of the Wii. so this new Mii Channel had to be rushed to finish it in time for the launch of the Wii.
They had two months. Yes, two months, to get everything ready for Wii Sports, the first game planned to use Miis. And as you can probably expect, those two months were filled with a lot of work, specifically trying to make the Mii faces not look completely Japanese. The developers really had to dig in and study everyone's facial features, just to make sure they can include options that suit almost everyone. After all, the Wii was going to be sold around the world and they needed people to feel comfortable making their own faces with the tools they had. Doing this was a somewhat arbitrary goal, however, as they didn't really have a good indicator for when they finally covered everyone.
But eventually they reached a point where they took it for granted. Was whenNintendo of Europe was given the Mii software and managed to make a meal that looked so much like their boss, he actually got mad at them. And that's when the Mii team was finally able to sit back and say, "We did it." Now, of course, as was probably expected, the Miis looked different during development. As you can see here, they looked a lot more like Japanese kokeshi dolls, even more than what they eventually became. But really, that's more of a Wii Sports development story, since the face is technically the only part of a Mii.
Any game that chooses to include Miis has the freedom to make the body however they want, within reason. And these kokeshi dolls were just an early version of how Wii Sports handled it. You know, the Mii Channel wasn't the only one created near the end of Wii development. They all were. The photo channel, the news channel, the forecast channel, they were all being created at the last minute to meet the deadline. Well, except one. And that turns out to be the Photo Channel, the place you went to do this and never use it again. So let's go back to the photo channel.
It turns out that this was the channel that completed the fastest, thanks to Kawamoto and his previous work at Talents Studio. He used the knowledge he learned from creating the game's visual effects to speed up the process, but in reality, it was his own desire to see his children's photos on television that prompted him to quickly prototype this channel, which turned out to be Being so good that they basically called it finished in the prototype phase, except for some additional features, such as drawing on photos and playing videos. After that, next up were the Forecast and News channels, which were shown off before launch at a Nintendo press conference in September 2006.
It turns out they both have different icons than they were given for a final release. Especially the Forecast Channel, which also has an even older version, with a different Sun. Not to mention, the entire channel UI looks different too, much less blue. Both the Forecast and the News Channel were intended to show that the Wii was more than just a games console. It was designed as a system for everyday use, it was important. No, it was imperative that those channels make a launch to solidify this idea. And they didn't. They didn't arrive on time. See, the first Wiis sold on launch day ran on version 1.0 of the system menu.
Which included the Disco Channel, the Mii Channel and the Photos Channel. And while it technically also included icons for the Wii Shop Channel, Forecast Channel, and News Channel, they couldn't be launched. In fact, there wasn't even data about them in the system, they were just icons. In order to get the data and use it, you first had to update, and that update was not released on the first day. The forecast channel was launched a month after the system was released with the version 2.0 Revision 3 update, and the news channel was added more than a month later with the version 2.1 Revision 2 update.
And speaking of versions of the system menu, there is one that is older than version 1.0, a preview version. And it appeared on some of the first store demonstration kiosks. You can tell us this draft version of the system menu, because it actually has no menu. Instead of booting up, the store worker will be asked to insert a boot disc into the Wii, which Nintendo also shipped with the console. After inserting it, that Wii would install the necessary firmware update that was on the disk, and then we would be ready. It's a normal week, great. But here's the thing: some of these early Wiis that required the boot disk to be usable were sold to the public as regular Wiis.
On some release dates, the Wii even included it in its box, saying it included a Wii starter disc instead of Wii Sports. However, we can't really confirm that these boxes actually contain the boot disk, as no one has managed to prove that they actually own the disk and it has never been found. So at this point, it still remains a mystery. But even if the boot disk was never found, the Wiis themselves that required the disks are well documented. Even Nintendo itself mentions it on its Wii support page, where it is listed as an operating system, a problem that needs to be fixed.
Clever, Nintendo. Calling it an operating system problem. In reality, they just wanted the Wiis to go away. And were they willing to give the person a new Wii in exchange or at least use their boot disk to get it working again and because of this, the few consoles that were actually released to the public with that pre-release firmware? Yes, they were given to Nintendo and thought to be lost. That was until one day a member of Assembler Games found one of these Wiis on eBay listed as broken, and thanks to that, we can now see exactly what that quote-unquote system menu would have looked like and also what the startup disk might have looked like. has also been seen.
Of course, we don't have the actual disk to double-check this, but there is one thing about this disk that we do know for sure: its identification. How do we know this? Well, it's an interesting story. Before the discovery of this quote-unquote broken Wii, it had been known for some time that for some reason all Wiis refused to boot any disc with the ID: "RAAE" and no one knew why or what that disc was. However, it turns out that that was the ID of the Wii's boot disk, since a user with the name "bushing" on HackMii was allowed to use the broken Wii that was found on eBay, and the only disk that booted was one with the ID: "RAAE" The whole process they went through is super interesting.
So if you want to read more about this, check out the link in the sources in the description. You know, I think this is a good point to talk about the Wii menu itself, specifically the messaging system. I have so many good memories of this. We used to message our friends, my brother and I, we sent little Wii Mails from Mario Galaxy with photos of our achievements, we set times for Wii Speak, I was almost as excited to see the Wii light up, because I meant there was a new message for my friends. There is no joke here.
It's just a really fun memory. The idea of ​​Wii message boards first came from Animal Crossing, it's actually a bulletin board specifically. In fact, text would even be entered using the same Animal Crossing keyboard. Not the Wii one, but the Gamecube original, and the board itself was even going to have the same wood grain style, with messages held in place with pins. But they finally decided to make it look like the rest of the system with a simple white background with letters. But don't get me wrong. It was not designed to be a letter exchange service.
In fact, the team deliberately made sure to never mention the word "mail" throughout the system, which didn't work. Because many people, including myself, nicknamed the service Wii Mail. But from the beginning, it wasn't intended to be just another email service, its purpose was to be a more relaxed form of communication, a place where you can post notes to the family . Maybe you create a journal, send a photo of the game to a friend, and get stats for the game you played that day, which actually came about because of a pretty interesting request, straight from the president of Nintendo.
In short, Iwata wanted moms to like the Wii. He worried that parents were afraid their children would play too many games on the Wii for too long. So he suggested that the console, you know, be turned off, after a certain time set by the parental controls. This wasn't a suggestion though. This was an order, they had to test this idea and find out if it was possible at some point to save all the data for a game and then immediately turn off the console until the next day. And can you believe it? This order was met with many negative reactions and heated debates within the company; people kept coming to Iwata saying that it would be technically impossible or at least too much work to get the idea to work properly at launch.
So the team tried to find another way to fix this problem, something that would convince Iwata to stick with his idea, instead of just shutting down the entire system. And the solution they came up with was game history, where each day you would get a list of games played and for how long. And to prevent children from playing with this data, they made the letter on the message board unable to be modified or deleted. Somehow parents, if they wish, can check what was played for how long and then maybe sit down with their children if necessary.
After presenting the idea to Iwata, he decided, "Yeah, you know, this is actually a much better solution." It also had the advantage of not only being used for parenting, but also being able to see what you've been doing on a specific day. Look at me, I played Action Girls Racing for 19 hours and Forecast Channel for seven and a half. *Yeah, apparently he's too addicted to playing the forecast channel and checking the weather conditions today* One of the other big ideas for the Wii message board was the ability to get alerts for games even when you're not playing them.
Tamaki gave a specific example of this with "Animal Crossing for Wii", later known as "City Folk". He mentioned that the game could post reminders on a player's message board saying things like, "There will be a concert next Saturday in town." Which, surprisingly, never happened. Sure, in City Folk, you could message your friends using the Wii message board, but you never received in-game announcements there. If you wanted them, you would have to start the game and check the in-game bulletin board. You are not notified of events anywhere else. Oh good. Another example he gave was Brain Age for the Wii, and how after a test, it could send your brain age to the message board, just as a fun reminder to see what you did that day.
Wait, there was no Brain Age for Wii. Alright, well, what other examples of message board functionality did you give that didn't actually end up happening? Well, apparently there was also a plan to let you notify your friends in your address book that you just bought a game, which also didn't happen. Oh, and it looks like the Wii Messaging service was originally intended to be a channel as well. It was later made part of the Wii menu because they wanted it to be something that could be accessed quickly and easily. And by placing it behind the menu, they could show users that it was a behind-the-scenes function that would always be running and checking messages.
Now, believe it or not, there are some real unused things in the Wii menu. Things like unused graphics, text and even some features that have been cleverly hidden and some things are not so cleverly hidden. And take this, for example: It's an unused graphic that was supposed to appear on the message board. But here's the thing: if you go to Nintendo's UK website on their support page to read messages and notes, you'll be there. It even says Animal Crossing or I guess it's just Animal, but what else could it be besides Animal Crossing? Perhaps, this was the functionality removed in City Folk where it would alert you about upcoming events on the message board.
It even appears in early Wii manuals before it was removed from later Wiis. From later Wiis. Turns out, those aren't all the Animal Crossing references in the Wii menu files. No no no. In fact, we have one of the messages that was going to be sent to players to alert them about upcoming events. It's obviously a placeholder, but it shows what it would have looked like if they had decided to add it to the final game. There's also an unused icon for Tom Nook, which I could see being used instead of me and those Animal Crossing notifications.
But that's just speculation. It could also have simply been a placeholder. Very similar to this big-nosed Mario, which can in fact be seen in the first screenshots and videos of Double Dash. Right there, and since we're already talking about messages and notes, here's an initial note icon without rounded edges and a "There's no Mii here" icon that appears in places like the address book. Let's go back and look at more unused text, like these two lines, which instruct the user to connect a Nunchuk or Classic Controller to the Wii Remote. What makes this interesting is that it means that originally the developers could set a flag on their channel to say in the Wii menu: "Hey, this game requires a nunchuck or a classic controller.
Don't start until one of them is ready." plugged in." However, this is not just speculation. In fact, it is compatible with the Wii SDK itself. In the programming guide for creating banners and icons, you will find a note where, paraphrasing, it says: "The classic controller and nunchuck connection verification options called NeatClassic and NeatFreestyle respectively...", which were selectable in previous versions as of the date of the banner. creation tool, are no longer available.Don't try to use them. So from this and other information in the SDK, we now know that the developers might have originally set the requirement for specific attachments in the banner.cfg.txt file which today is simply used to hold all the different banner titles. a channel depending on the language. .
The icon version history in the banner tools tells us exactly when this feature was removed on October 13, 2006, about a month after the system was released. There's also more unused text that reveals another feature removed from channels: a time limit. It turns out that in the early days of Wii development there were plenty of ways to limit a channel that was never used, or never known about until it was discovered by *struggling to say this guy's name* Lee-o-et-le- ino. Leyet-Leoetlino. Sure. There is an absolute time limit that a game starts or stops running on a certain date, then we have a number of releases, which is like what they did with the Wii U and 3DS, where certain demos can only be played a certain amount times. times, then there are a number of titles.
So maybe if there are too many games installed on the system, it can't run? And then elapsed time, which could limit how long you could play a game in a single session, like trials and Super Smash Brothers Brawl. Most of these are just guesses based on the name alone, but there are a few that were actually implemented in the system, but simply not used. That would be the number of releases and, as we saw earlier in the unused text, the duration, neither of these limits were used by any channel throughout the life of the Wii. Well, except for one and that believe it or not, the Homebrew Channel in 2008, April 1st or 2nd.
It's a little hard to tell with time zones. The Homebrew Channel was first released to the public after weeks and weeks of teasing. as an April Fool's Day demo with a 10 minute time limit. Of course, it was quickly removed by hackers, although it wasn't meant to stick around, but it marks the only channel released during the Wii's lifespan that used the Wii's menu time limit. Honestly, it's surprising what a little unused text can reveal, like this, for example, GB, MB, and KB, also known as gigabytes, megabytes, and kilobytes. Now, as you probably already know, the size of games and saves on the Wii are not displayed in this format.
Shown as blocks. So it seems like they would have originally shown the file size directly, rather than hiding it behind things like blocks. But here's the thing. The Wii's storage is only 512 megabytes. So there is absolutely no way I can host a concert. The gigabytes label must have referred to space on the SD card, as the Wii's SDHC card supports up to 32 gigs. But even then, Wii save files are never that big and WiiWare can only be up to 40 megabytes. The only thing that could have been a concert or more is like the Wii and GameCube games.
Does that mean you could have originally downloaded full games to your SD card and run them from there? Actually, maybe. At E3 2005, Reggie mentioned that and quoted: "We announced the ability to download and play top NES, SNES, Nintendo 64 games, plus Revolution and Gamecube games." It sounds like I'm saying you could have downloaded Wii and GameCube games, right? On the other hand, it also sounds like he's saying, "We announced the download of NES, SNES N64 games, and we also announced some Revolution and GameCube games." Understood. Damn, 2005 Reggie. You are too lazy. So we can't say with certainty that you could have downloaded GameCube and Wii games onto your SD card, but what we can say with certainty is that originally, at that time, there were two SD cards in the Wii.
Not just one. The Wii eOS or in other words the Wii built-in operating system even mentions the second SD slot with the text "...SDIO Slot 1: Unable to boot!!!...." Now, look into that, SD is obviously for SD card, IO means a device that can input data to a computer and send it, to the user and the slot being called slot one is actually a big deal. because with most programming the count starts at 0, which means that slot 1 actually refers to a second SD card slot, which as you can see, cannot be initialized because after all it is no longer there over there.
And so we come to the last part of the video, and I saved the most unused Wii functionality for last, and it all starts with the disc channel. Look, here's an unused image. You see it? Well, you can't, it's invisible. In the banners br lyt file or in the binary revolution layout file, you can set each of these images to be visible or not, with 0 being invisible and 1 being visible. But if you spend 4 hours trying to figure out how to change that flag from 0 to 1 like I did, you can make it appear again. So let's see what this unused image looks like in action.
That's right, it's a DVD. Complete with its own little reflection. At first it does a sort of spinning animation like the rest, but after that it just stays there. There's literally no other animation besides that, but the important thing is that it means that originally we could have played DVDs and that's backed up by the fact that you can actually, if you use Homebrew, by using Homebrew, you can unlock the functionality to basically play DVDs on your Wii. I mean, if you have one of these early white Wiis, if you have the later black ones, well, you're out of luck.
So why was this DVD playback feature removed? I mean it works, why not leave it on? Well, my friends, that has something to do with licensing. The general consensus is that Nintendo decided after adding DVD functionality that it simply wasn't worth paying the licensing fee to DVD owner Dolby for each Wii sold. Microsoft had a similar problem with the Xbox, they also didn't want to pay the fees for each Xbox, so they found a solution. They decided to sell a small dongle that allowed DVD playback functionality. Thanks to a small library that was saved on the dongle.
This means that Microsoft would only have to pay Dolby for each DVD remote kit sold, not for each Xbox, even if the functionality is technically already almost complete. Nintendo, on the other hand, was like, "Hey, throw it all away." along with other similar functionality that we can see thanks to this unused image. I thought it would probably help if I put up the translation. Here we go. So based on this image, the Wii remote originally could have controlled the TV much like a universal remote. Not to mention, it also comes with this image that says TV, so there's no doubt about it.
Now, there was a reward from Club Nintendo in Japan. It was a universal remote made to look like a Wii remote, but it's not actually a Wii remote. You can't actually connect to the Wii. However, it turns out that this unused TV remote control feature on the Wii was actually used later thanks to the TV no Tomo channel G Guide, a Japanese exclusive TV guide channel that lets you see what's on. Choose what you want, play it on the TV, and then control the TV with the Wii Remote until you press the home button. Which brings you back to the Wii.
This channel actually uses a copy of what is believed to be the library that has the Wii menu to control the TV. So technically, the feature is only unused in the Wii's home menu, which happens to be the same place these unused images are from. You can find all of this in versions of the Wii menu since version 1.0, almost a year and a half before the TV no Tomo channel launched in Japan. And a fun little fact, it turns out that the TV Guide channel was actually developed by HAL Laboratory, the same people who made Kirby and all that, which would explain this little unused jingle on this channel. *Kirby 1-up jingle* Poyo. *laughs* *coughs* Hey everyone, here's the final card, Andrew!
I hope you all enjoyed watching this as much as I loved making it, it was very nostalgic for me, if you want, consider supporting me on Patreon. If you join before the end of this year, you'll get a free Beta 64 sticker, plus you'll get access to bugs, behind-the-scenes stuff, and the new beta cast! So if you want, consider supporting the show. Anyway, that's all. I hope you have a great day!

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