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Old 04-25-07 | 10:34 AM
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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.
Old 04-25-07 | 10:38 AM
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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.
Old 04-25-07 | 10:39 AM
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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).
Old 04-25-07 | 10:43 AM
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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.
Old 04-25-07 | 10:54 AM
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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.
I agree. The pointing is extremely useless and the only time it is used is in those, "what the fuck do I do here?" moments. So it could have been totally dropped from the game without much detriment. I also don't think it is as accurate as in the Wii menu.
Old 04-25-07 | 11:25 AM
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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.
Old 04-25-07 | 11:47 AM
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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.
Obviously they would have had to drop the pointer function, which by all accounts was pretty useless anyway.

It would have been CC or GC controller ONLY. Remember this was a GC game so that's how it started being designed.
Old 04-25-07 | 12:18 PM
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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.
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.

Originally Posted by darkside
I didn't even find switching to be an issue either. .
I've not played it, so I'm not sure how much that aspect would bother me. It turns me off a bit as I was hoping this would be more of a traditional 2D Mario than it apparently is (with just a little bit of RPG elements thrown in and the Paper Mario setting, design etc.). Otherwise I'd rather have gotten a straight RPG new game in the series personally.
Old 04-25-07 | 02:43 PM
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developers could also choose to use the retro conrollers or cube controllers couldn't they?
Old 04-25-07 | 02:46 PM
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Originally Posted by mmconhea
developers could also choose to use the retro conrollers or cube controllers couldn't they?
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).
Old 04-25-07 | 03:32 PM
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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.
Funnily enough, I felt the same way, but it doesn't bother me with SPM. It might just be psychological- thinking the controller is too small for this game, but when it's a new game it doesn't matter.
Old 04-25-07 | 03:42 PM
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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.
Old 04-26-07 | 06:19 AM
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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.
Old 04-26-07 | 06:30 AM
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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).
Old 04-26-07 | 08:14 AM
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Originally Posted by Michael Corvin
SSB:B is supposedly gamecube controller only.
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.
Old 04-26-07 | 08:25 AM
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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.
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.
Old 04-26-07 | 08:34 AM
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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.
Old 04-26-07 | 08:36 AM
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I like that a lot better than the current "classic controller" that has the damn Wiimote dangling from it.
Old 04-26-07 | 08:37 AM
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I really hope I don't have to use my crappy 3rd party GC controller to play that game :/
Old 04-26-07 | 08:55 AM
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I imagine SSB would use either the GC controller or the Classic controller to get around the problem of having to track down a GC controller (assuming they don't due a shell).
Old 04-26-07 | 08:55 AM
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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.
Old 04-26-07 | 08:59 AM
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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.
It was to attach to something. Most speculate that there was originally going to be something that would allow it to clamp onto the Wiimote, but that they scrapped it.

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.
Old 04-26-07 | 09:00 AM
  #48  
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I loved that mock-up. I'd pick one up.
Old 04-26-07 | 09:16 AM
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I've also read rumors that it could be for a possible microphone attachment.
Old 04-26-07 | 09:18 AM
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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.


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