Check Wii U Serial Number

Check Wii U Serial Number Rating: 5,5/10 735reviews

Contents • • • • • • • Console Serial Numbers [ ] A 3DS console serial number is composed of at least two letters followed by nine decimal digits. The ninth digit is a 'check digit', meaning that it is derived from the other digits. The check digit is an industry-standard algorithm, the one used for UPC codes. To calculate the check digit of a 3DS console, separate the non-check digits into 'odd' and 'even' groups, where the 'odd' group is digits in odd-numbered positions, and the 'even' group is digits in even-numbered positions.

Check Wii U Serial Number

(The first digit is 'odd', with 'first' representing '1'.) After separating the digits, add the digits in each group together. Multiply the sum of the even digits by 3, then add the sum of the odd digits. To calculate the check digit, take this value modulo 10, and if not 0, subtract from 10. Example: CW404567772 The non-check digits are 40456777. Separating into odd and even groups, we get the following: Odds: 4 + 4 + 6 + 7 = 21 Evens: 0 + 5 + 7 + 7 = 19 Applying the algorithm, we get ((3 * 19) + 21)% 10 = 8, which is not 0, thus 10 - 8 = 2, matching the example's check digit. The letter prefixes are a letter specifying the device, followed by one letter specifying the region in which it was sold.

In some regions, a third letter is present; a current guess is that this letter distinguishes among factories for a given sales region. Note that several different sales regions' console may be considered to be the same region for region-locking purposes, such as Europe and Australia. The current serial number scheme began with the DSi, hence its listing in the tables below.

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Among standalone consoles, the Wii U belongs to this scheme as well; the Switch started a new scheme. Model Device Prefix (Retail) Device Prefix (Dev/Test) DSi T V DSi XL/LL W unknown Wii U F unknown 3DS C E 3DS XL/LL S R 2DS A P New 3DS Y Y New 3DS XL/LL Q Q New 2DS XL/LL N N Test ('Panda') units with the same prefix as retail can be distinguished by test units having 00 or 01 as the first two digits of the serial number portion.

00 was used with the New 3DS and New 3DS XL for test units; 01 was used with the New 2DS XL test unit. Preview versions of the N2DS XL given out to the press had 01; these appear to have been test units with the development titles deleted. Old 3DS development systems (Partner-CTR, IS-CTR-BOX, IS-SPR-BOX) use the 'E' and 'R' prefixes like test systems, but have 90 (Partner-CTR) or 91 (IS-CTR-BOX, IS-SPR-BOX) as their first two digits. Similarly, the main New 3DS development unit, IS-SNAKE-BOX, uses the Y prefix (same as retail) with 91. It is currently unknown what is the serial number format of the rare New 3DS XL development system (IS-CLOSER-BOX). Sales Region Region Lock Region Suffix Japan Japan JF, JH, JM North America North America W Middle East / Southeast Asia North America S Europe Europe EF, EH, EM Australia Europe AH, AG South Korea Korea KF, KH, KM China (iQue) China CF, CH, CM Console Models [ ] Device Product Code DS NTR DS lite USG DSi TWL DSi XL/LL UTL Wii U WUP 3DS CTR 3DS XL/LL SPR 2DS FTR KTR XL/LL RED New 2DS XL/LL JAN The DS had the product code NTR (short for Nitro), so we see the TR is recurring. Title ID and Unique ID [ ] see NCCH Product Code [ ] This serial is similiar to the 'physical serial' described later in this page; it is the canonical identifier for a specific title in the field of business formalities with Nintendo, but this is not reflected in the 3DS's software architecture (where it is vastly unused in favor of the Title ID: it is therefore considered the successor of the 'internal name' contained in ROMs of previous handhelds), is not guaranteed to be unique.

The product code is located in a 's header (not its ExHeader). The product code 'CTR-P-CTAP' is the default generic product code for NCCH files.

Most in a title are generally CTR-P-CTAP. Referring to 'the product code of a title' is therefore a simplification for 'the product code of the NCCH in its first partition'. So, for example, a Japanese copy of Ridge Racer 3D would have a product code of 'CTR-P-ARRJ' and a serial of 'LNA-CTR-ARRJ-JPN'. A Nintendo-assigned product code follows this format, however, there is no requirement for a product code to match or resemble this structure as long as it's within the length limit: [CTR/KTR]-[Category letter]-[Type][Identifier][Region]-[Sub ID] Category letter Description P Cartridge software, or downloadable versions of them. N Digital-only releases, including. M T, excluding so-called 'special demos' which are category N.

U for category P titles. The 'sub ID' only applies to DLC, demos, and local copies of Download Play titles. It's a 2-digit number associated with the. See the next chapter for explanation of the other components of the Product Code.

Wii Fit European box art Director(s) Hiroshi Matsunaga Manaka Tominaga Series (modified) Release •: December 1, 2007 •: April 25, 2008 •: May 8, 2008 •: May 21, 2008 Wii Fit ( Wiiフィット, Wī Fitto) is an designed by 's Hiroshi Matsunaga for the home. It is an exercise game consisting of activities using the peripheral. As of March 2012, Wii Fit has held the position of not packaged with a console, with 22.67 million copies sold. The game uses a unique platform peripheral called the, on which the player stands during exercise.

The game features,,, and games. Matsunaga described the game as a 'way to help get families exercising together'. Wii Fit has been used for and has been adopted by various around the world. Additionally, the game has been used in nursing homes to improve in the elderly. The game has received generally positive reviews, despite criticism over the lack of intensity in some of its workout activities. Contents • • • • • • • • • • • • • • Gameplay [ ] Wii Fit requires the use of the, a unique platform peripheral that the player stands upon during play. Similar to a, the Wii Balance Board is capable of measuring a person's weight, but is also able to detect the person's (COB),a feature heavily utilized in the game.

Wii Fit contains more than 40 activities designed to engage the player in, which consist of poses,,, and games. Most activities generally focus on maintaining COB and improving.

Players register and play in Wii Fit via a, assigned with the player's date of birth, height, and character, that keeps track of the player's progress. Physical activities done outside of Wii Fit can also be logged into the profile. Wii Fit allows up to eight different profiles to be registered. Activities [ ].

The, which is bundled with Wii Fit, measures both a person's weight and center of balance. Yoga and strength training [ ] The and activities in Wii Fit provide the player with an on-screen, who offers direction and evaluation. While standing or otherwise leaning on the Wii Balance Board, the player is instructed to perform the activity by precisely imitating the trainer's actions. In yoga, the player holds a particular pose or series of poses for a duration of time; while in strength training the player performs a set number of repetitions of the exercise selected. During these sessions, the player is shown a visual indication of his or her COB, represented as a red dot.

The trainer advises the player to maintain the COB throughout the activity, requesting that it not move outside a particular threshold (usually indicated as a yellow circle). When the activity ends, the player is based on how well the player kept his or her balance during the session: points are deducted if the player's body haphazardly swayed or shook at any point.

There are 30 yoga and strength training activities included in Wii Fit. Yoga Strength Training Single Leg Extension and Warrior Torso Twists Jackknife Standing Knee Palm Tree Single Leg Twist Sideways Leg Lift Dance Arm and Leg Lift Single-Arm Stand Push-Up Challenge Spinal Twist Jackknife Challenge Plank Challenge Aerobics and balance games [ ] The other two major categories in Wii Fit, and Games, consist of 18 activities that feature as playable characters. Aerobics focus on activities that require more vigorous movement, and are divided into three distinct types:,, and. In Hula Hoop, the player twirls his or her hips in order to spin a series of hoops, and is scored on the number of spins achieved within a period of time. Step aerobics (simply referred to as 'Step' in-game) focus on stepping on and off the Wii Balance Board in a rhythmic fashion. In jogging, which does not use the Wii Balance Board, the player runs in place while keeping the connected in his or her pocket, which acts as a pseudo.

The game provides variations of step aerobics and jogging (called 'Free Step' and 'Free Run' respectively) where the user may exercise at his or her own pace and does not require viewing the game screen; the player is able to watch television or something similar while performing the exercise. Balance Games consist of nine activities that focus on directly controlling the game using the player's COB. 'Soccer Heading,' for example, focuses on leaning left or right to control the player's Mii in order to head incoming soccer balls. Another, 'Table Tilt,' focuses on directing balls into holes by shifting the player's balance to tilt the platform they rest on. Activities based on,, and are also available, as well as a -based game (called 'Lotus Focus') in which the player sits on the Wii Balance Board and remains motionless for a period of time. Aerobics Balance Games Hula Hoop Soccer Heading ('Heading' in Europe) Basic Step ('Step Basics' in Europe) Ski Slalom Basic Run ('Jogging' in Europe) Ski Jump Super Hula Hoop Table Tilt Advanced Step ('Step Plus' in Europe) Tightrope Walk ('Tightrope Tension' in Europe) 2-P Run ('2P Jogging' in Europe) Balance Bubble Rhythm Boxing Penguin Slide Free Step Snowboard Slalom Free Run ('Free Jogging' in Europe) Lotus Focus ('Zazen' in Europe) Body test [ ].

A Wii Fit demonstration booth at the Leipzig in August 2007 Wii Fit was first revealed as Wii Health Pack by Nintendo's chief game designer, during a conference in mid-September 2006. Then described as a 'way to help get families exercising together', the game idea had first been included in Miyamoto's original design document for a core group of games including Wii Sports and, the entirety of which was scribbled onto a sheet of paper. As with other games designed by Miyamoto such as, the design of Wii Fit was influenced by activities in his daily life.

He states that he and his family had become more health-conscious, going to the gym and tracking their weight. He found that it had become 'fun over time to talk about these things', and as weighing oneself 'didn't make much of a game', Nintendo decided to build games around the idea to mesh with the concept. The had been worked on for 'almost two years', and was inspired by ' need to weigh themselves with two scales. The game was announced under its current title at Nintendo's on July 11, 2007, and demonstrated by Miyamoto, Nintendo of America CEO and other participants. Miyamoto revealed that Wii Fit had been developed with a 'full-scale' team for a year at the time, and also stated that there were no plans to integrate functionality into the game. He did note, however, the possibility for taking advantage of WiiConnect24 in the future, such as using the service to keep in contact with a doctor to help with rehabilitation, or with a fitness specialist to help with training exercises. Main articles: and Wii Fit Plus, an expanded version of Wii Fit, was released to major markets in October, 2009.

Wii Fit Plus includes approximately twenty new games and activities which also employ the Balance Board. The series third installment, Wii Fit U, was released for the successor to the Wii, the. While maintaining most of the overall features of its predecessors, the game utilizes the and can also sync data with the optional Fit Meter, a pedometer accessory which measures activities such as steps taken and altitude. Released on the in October and November 2013 to major markets, a retail version, made available in Europe and Australia in December 2013, was scheduled for release in North America in January 2014, and in Japan the following month. Appearances in other games [ ].

The female Wii Fit Trainer, as seen in. The gym from the Rhythm Boxing minigame is the same gym from the boxing training games from. The male and female Wii Fit Trainers are playable characters in with the latter gender being the default of the two, fighting in a style strongly influenced by the Yoga and Strength Training exercises as well as the Aerobics and Balance Games, along with a 'Wii Fit Studio' battle arena in the Wii U version. The island featured in the Jogging minigame also serves as the predecessor to Wuhu Island, which appeared in,, and several other Nintendo titles. Reception [ ] Reception Aggregate scores Aggregator Score 81.18% 80/100 Review scores Publication Score B+ 6.8/10 8/10 C+ 7.0/10 8.0/10 91% 4/5 Wii Fit was well received by video game critics.

It currently holds an 81.18% score on, aggregated from the scores of 57 media outlets, and got an average score of 81 on. While the playful balance and aerobics minigames have generally been praised as simple fun, criticism for the game is aimed at its limitations in offering a serious workout regime.

In 's review, one such limitation was attributed to the lack of structure the game imposes on the player, stating that while having 'complete freedom to choose what you want to do, you might find yourself cheating, despite your best intentions.' Also noted that the brief activities are separated by menus, making it difficult for one to keep up a constant heart rate, with criticizing a serious limitation: 'as a stand-alone fitness trainer it suffers greatly by the inability to assemble a full, unbroken workout without the horrible 'fitness interruptus' necessitated by bothersome menu navigation and obtrusive Wii remote usage.' Some have also pointed out a lack of Nintendo's usual charm in game design, specifically in the yoga and strength training exercises which take place in a muted setting that one critic referred to as 'the world's most lifeless, depressing gym.' Despite these limitations, the game's friendly front-end and amount of activities are cited as appealing features to those who are perhaps seeking an introduction to daily exercise. In a review on, Wii Fit was said to create 'an environment in which working out is less daunting and as a result enjoyable – fun, even.'

According to a study published in the Journal of Physical Activity and Health, the aerobics portion of Wii Fit was not sufficient to maintain a heart rate of the recommended intensity (known in sports physiology as a ) for maintaining cardiorespiratory fitness. A study published by Tokyo's National Institute of Health and Nutrition concluded that only 33% of the exercises (22 of a total of 68) qualified as medium-intensity, with the rest as low-intensity. No exercises qualified as high-intensity.

The researchers concluded that only one-third of the exercises qualify towards the exercise guidelines provided by the (ACSM) and the (AHA), and that the exercises offered less benefits 'than authentic sports or exercises because playing these active video games involved little horizontal locomotion.' However, to reach 30 minutes of moderate activity (5 times a week) as suggested by the ACSM, significantly more time is required, due to the repeated manual navigations of the menus required between each exercise and the inability to program customized exercise routines, repetitions, or time limits (or even personalized intensities—the 'trainer' will never modify the speed based on the user's fitness level). Wii Fit was awarded Best Use of the Balance Board by IGN in its 2008 video game awards. It was also nominated for multiple other awards, including Best New IP and Best Sports Game. Commends the game for its 'effective exercise program, its accessibility and its massive novelty value'. However, he criticised it for not being a 'gamer's game and no good for long sessions'.

Reported that, a double Madison and gold medalist bike racer had to stop his training regime when he injured his left calf's after falling off the balance board while playing Wii Fit. There was minor controversy regarding Wii Fit in the UK, where two parents complained after the known limitations of led to their daughter being labeled as overweight. Nintendo apologized over any offense caused by the terminology used in-game.

Sales [ ] Wii Fit sold over a quarter of a million copies in its first week, and despite not being released outside Japan, Wii Fit reached the one million unit sales milestone by January 6, 2008, after being released on December 1, 2007. As of January 4, 2009, it has sold 3,125,000 copies in Japan. It is also the third best-selling game of Japan in 2008, as well as the best-selling Wii game in Japan of that year, selling 2,149,131 in that year. Prior to release, consumer reaction was also positive in the United Kingdom, with some retailers having to stop taking pre-orders due to its increasing popularity. Reports in the United Kingdom state that the Wii Fit launch had seen queues form nationwide. Retailer said that the game was selling 90 copies per minute.

Nintendo UK said that in April 2008 that it was working hard to ensure that enough stock was available. In its first week of release, Wii Fit was the best-selling video game in the week, topping the all-format chart. Despite the game being sold at a higher price than average (£70, compared to an average of £35–40) it became the UK's sixth fastest selling console title according to / and made over £16 million in sales.

During the week beginning May 19, 2008, Wii Fit 's sales in the UK fell from second in the all-formats chart to dropping out of the top 40 altogether, believed to be caused by Wii Fit being completely sold out. In the United States Wii Fit was reported to have sold out at pre-launch sales of retailers, and. After the initial release, reports showed stores selling out of Wii Fit nationwide., an analyst with, estimated that Nintendo shipped only 500,000 copies of the game in North America as opposed to as many as two million units to Europe. According to Pachter, the Wii Fit units were allocated by Nintendo to maximize profit, by prioritizing Europe over North America, taking advantage of the strong value of the euro compared to the US dollar. According to the, Wii Fit sold 690,000 units in the US in May 2008, making it the country's third highest selling title for the month.

Wii Fit debuted in the United States at a suggested retail price of 89.99 for the base system unbundled with other accessories. As with the Wii console itself, the demand for Wii Fit far outstripped the supply. The perceived shortage created a secondary market for people to purchase Wii Fit at retail outlets and sell it on for a profit. In June 2008, Wii Fit was reported to be selling at an average of $175 per unit on and.

According to the NPD Group, Chart-Track, and, from January to July 2008 the game sold 1.433 million copies in the United States, 624,000 in the United Kingdom, and 1.547 million in Japan, a total of 3.604 million copies sold. By March 31, 2009, Nintendo had sold 18.22 million copies of Wii Fit worldwide. According to the NPD Group, GfK Chart-Track, and Enterbrain, in the third quarter of 2008 the game sold 1.283 million copies in the United States, 460,000 in the United Kingdom, and 346,000 in Japan, a total of 2.089 million copies. Wii Fit was the third best-selling game of December 2008 in the United States, selling over 999,000 copies. It was also the third best-selling game of 2008 in the United States, selling over 4.53 million. Within 18 months, by June 2009, the game helped generate revenues of $2 billion, most of which was grossed by Wii Fit's 18.22 million sales at the time.

Wii Fit ultimately received a 'Diamond' sales award from the (ELSPA), indicating sales of at least 1 million copies in the United Kingdom. As of March 2012 the game had sold 22.67 million copies worldwide, and was 6th on the list. Other uses [ ] Wii Fit has been used for, and and has been adopted by various around the world.

Wii Fit has also been used for the treatment of balance problems in the elderly. In a study, an 86-year-old woman was unable to walk without close supervision, even with a walker, due to poor balance and a tendency to fall, after a stroke. She participated in four training sessions along with physical therapy.

She was tested on the outcome measures of (BBS), the Functional Reach and Lateral Reach tests, (TUG), computerized posturography, and the Short Feedback Questionnaire (SFQ). This was done before the first training session and after the last one. From the results and her own feedback, she had improved antero-posterior symmetry of stance.

'When released from hospital, she was able to walk with a walker with minimal supervision.' In summer 2009, support organisation invested in 384 Wii consoles (including and Wii Fit) for military bases around the country, in order to inspire soldiers to exercise more in their free time. The feedback from the conscripts and officers has been positive. Some use Wii Fit as a way to engage in gentle exercise. The system is used to give the residents a yoga workout along with flexibility and balance exercises. The game allows those who are unable to perform rigorous daily exercise to increase their heart rate and improve their overall health.

Depending on their level of mobility, some can perform the exercises while standing, while others may remain seated. See also [ ]. • Elliott, Phil (February 20, 2008).... Retrieved April 6, 2008. March 17, 2008. Retrieved April 6, 2008. Retrieved October 31, 2008.

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It is not as much a sequel to Wii Fit as a replacement for the original. Retrieved May 30, 2008. Retrieved March 20, 2011. Retrieved May 30, 2008.

Retrieved May 30, 2008. Retrieved May 30, 2008. Retrieved May 30, 2008. Retrieved May 30, 2008.

Retrieved October 30, 2008. Retrieved May 30, 2008. Retrieved October 5, 2008. • Graves L, Ridgers N, Williams K, Stratton G, Atkinson G, Cable N. The Physiological Cost and Enjoyment of Wii Fit in Adolescents, Young Adults, and Older Adults. Journal of Physical Activity & Health [serial online]. May 2010;7(3):393–401.

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• Miyachi M, Yamamoto K, Ohkawara K, Tanaka S. METs in Adults While Playing Active Video Gaines: A Metabolic Chamber Study. Medicine & Science in Sports & Exercise. June 2010;42(6):1149–1153.

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December 18, 2008. Retrieved December 19, 2008.

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• Cay suffers a Wii setback. Cycling Weekly. November 27, 2008;:7. Available from: SPORTDiscus, Ipswich, MA. Accessed June 27, 2010. May 20, 2008.

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