The Wiimote concept
#26
DVD Talk Platinum Edition
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to the people talking about using the CC controller...
it would be extremely retarded to have to set down the CC, only to pick up the Wiimote, aim it at the screen, then switch back. Seems dumber than the problem people have with switching characters.
it would be extremely retarded to have to set down the CC, only to pick up the Wiimote, aim it at the screen, then switch back. Seems dumber than the problem people have with switching characters.
#27
That whole Tippi pointing thing is pointless and rarely used, though. It was tacked on after the official move from Gamecube to Wii anyway. I wouldn't miss it if it wasn't there. In fact, the few times a door was hidden that way pissed me off so bad because it wasn't really something I thought about using in those "well, wtf do I do now?" moments. I'm looking at you Dorman the First.
#28
Moderator
Despite all the discussion, I think we are all more or less in agreement on one thing: this isn't a problem with the Wiimote, as much as it is a design problem with the game (if you indeed think it's a problem).
#29
Yes. The Wiimote and Nunchuck (and other potential combos) open up a world of control possibilities we haven't seen before. Right now we aren't seeing much that really take advantage of it yet and that's understandable since we're only 5 months into the console's life and even the developers are still learning and Nintendo hasn't done much to lead the way by example yet.
#30
DVD Talk Godfather
Originally Posted by pinata242
That whole Tippi pointing thing is pointless and rarely used, though. It was tacked on after the official move from Gamecube to Wii anyway. I wouldn't miss it if it wasn't there. In fact, the few times a door was hidden that way pissed me off so bad because it wasn't really something I thought about using in those "well, wtf do I do now?" moments. I'm looking at you Dorman the First.
#31
DVD Talk Legend
I'm not a fan of the wiimote in general, but I had no issue at all with the controls in SPM and liked that I could play it with just the remote. I didn't even find switching to be an issue either. Hit 1 and 2 together for quick menu and switch then move on. Pretty easy I thought. Sure this could have worked fine on the Wavebird, but I thought it was pretty well excuted on the Wiimote.
#32
Retired
Originally Posted by KurrptSenate
to the people talking about using the CC controller...
it would be extremely retarded to have to set down the CC, only to pick up the Wiimote, aim it at the screen, then switch back. Seems dumber than the problem people have with switching characters.
it would be extremely retarded to have to set down the CC, only to pick up the Wiimote, aim it at the screen, then switch back. Seems dumber than the problem people have with switching characters.
It would have been CC or GC controller ONLY. Remember this was a GC game so that's how it started being designed.
#33
Retired
Originally Posted by darkside
I'm not a fan of the wiimote in general, but I had no issue at all with the controls in SPM and liked that I could play it with just the remote.
Originally Posted by darkside
I didn't even find switching to be an issue either. .
#35
Originally Posted by mmconhea
developers could also choose to use the retro conrollers or cube controllers couldn't they?
#36
DVD Talk Hero
Originally Posted by Josh Hinkle
I'm not a fan of using the Wiimote for 2-D games, hated it for NES games on the VC. It's an awkward shape and the d-pad and buttons are too small for my tastes.
#37
DVD Talk Limited Edition
I guess this doesn't come across so much as a platformer to me but an action-RPG with a lot of puzzles. None of the 'platforming' seems remotely difficult so far.
I guess if I saw it as a platformer maybe some of this would be annoying.
I guess if I saw it as a platformer maybe some of this would be annoying.
#38
DVD Talk Godfather
Originally Posted by pinata242
Yes, but since you're only guaranteed everyone will have one Wiimote and one nunchuck, developers still will have to code for the lowest common denominator. You really don't want to develop only for an added-on control scheme, but you can always support multiple control schemes (Metal Slug Anthology).
SSB:B is supposedly gamecube controller only. I think it depends on the game. Something like SSB is for hardcore gamers who a. either already own a cube controller or b. don't mind picking one up.
#39
DVD Talk Hall of Fame
I don't see it as 'picking moves' in SPM...I see it more as an RPG-esque 'picking tools', since for the most part you need one specific tool at a time, unlike, say, a fighter, where you switch from fireball to superkick or whatever.
I agree, using the 1 and 2 buttons in normal gameplay is annoying, but I don't have an issue with SPM's control scheme. Some other games (Zelda, Godfather) that use all the buttons and motion tend to bring back more of a learning curve, where instead of learning button combos, you learn motion combos (which, at least in those two cases, do make a little more sense).
I agree, using the 1 and 2 buttons in normal gameplay is annoying, but I don't have an issue with SPM's control scheme. Some other games (Zelda, Godfather) that use all the buttons and motion tend to bring back more of a learning curve, where instead of learning button combos, you learn motion combos (which, at least in those two cases, do make a little more sense).
#40
Moderator
Originally Posted by Michael Corvin
SSB:B is supposedly gamecube controller only.
#41
DVD Talk Godfather
Originally Posted by Groucho
If that's the case, is Nintendo still making them? They seem to be disappearing off shelves. Limiting a game to a last-gen controller when there are more Wii owners than there were Gamecube owners seems like a terrible move.
#42
Originally Posted by Michael Corvin
SSB has no release date in sight. No sense flooding shelves just yet. They can easily produce and ship plenty of Gamecube controllers once the release date is closer. Even Wii-ize them. White with the Wii logo, which is probably likely.

Remember this concept? They could even bundle SSB:B with one or two of these at a higher cost and it would still sell by the truckload.
Also, a lot can change before SSB:B comes out with regards to interface. Look at the DQ9 change just yesterday. It was going to be an action rpg, but now it is turn based again. SPM was reworked from Gamecube to Wii control with just the Wiimote, no nunchuck. MK is looking to use the Wii's control scheme in a new way for a classic style fighting game.
Point is - while there's time to get Wavebirds onto the market, there's also time to change the game's control scheme to not need the Wavebirds.
#46
A little off topic, but what does that button on the top of the CC do? It looks like it has something to do with the two holes on the back. Sorry if this has been discussed before, but trying to search for classic controller brings up so many results.
#47
Retired
Originally Posted by glasschicken
A little off topic, but what does that button on the top of the CC do? It looks like it has something to do with the two holes on the back. Sorry if this has been discussed before, but trying to search for classic controller brings up so many results.
Probably for the best, it dangling (hate that term as the cord is plenty long so you just sit it beside you on the couch etc.) is fine with me as the CC is so light. It would be a bit heavy and awkward with the Wiimote clamped in the middle of it. My only minor gripe is that the cord comes out the bottom of the CC instead of the top.
#48
DVD Talk Godfather
I loved that mock-up. I'd pick one up.
#50
DVD Talk Legend
I think I'd actually be less interested in SSB if it comes out using using the GC controller or CC. I have SSB for the GC. I'd want a new experience, not just new characters and slightly better graphics.



