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> Little question!, Don't got a Wii so....
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Captain Flame Guy
Posted: Dec 8 2006, 08:37 AM
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Just wanted to ask.. How sensitive is the Wiimote? I hope it's not so unsensitive as Eyetoy. ohmy.gif
(Does someone has a video showing how sensitive it is?) cool.gif

This post has been edited by Captain Flame Guy on Dec 8 2006, 08:39 AM


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Tri
Posted: Dec 8 2006, 09:42 AM
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Courtesy of DJ Elly. (lol jsr)
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Don't worry about it. Sensitivity isn't a problem, the sync gives me more trouble.


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Nightwing
Posted: Dec 8 2006, 10:45 AM
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That's a software issue man; it's going to completely depend on the game you are playing how robust the motion sensing feels or how sensitive it seems.

For example, the most minute differences in motion are not picked up in the Zelda mini-game "ROLLGOAL". However the cursor on the Wii menu gives you a pretty accurate representation of the range of motion the controller can pick up.

For instance if you are pointing the controller at the screen and looking at your little hand bounce around, when you rotate the controller you'll notice it is incredibly responsive to what angle you're holding the controller at.

To give you a bit more thorough impressions as to what I've played:

- Tennis and the sword swinging in Zelda can occassionally lead to you accidentally swinging when you didn't mean to. In Tennis this is because a wide range of swings are available. In Zelda you can -stab- or -swing-, but whichever motion you do it treats it as a press of "B" on the Gamecube controller. So you still have to hold Z and Up to stab forward. The result is actually pretty awesome but the occassional odd wrist flick might see you adding a strike to your combo that you didn't intend.
- In WiiSports bowling, the tiniest adjustment you make in your throwing motion is noticeable. You can make wide throwing motions and only barely tilt the remote for a curve, or you can completely throw the controller in a really arguably realistic curve-ball throwing motion and it will respond accurately. Bowling has one of the best recognition systems on the Wii.


You have to consider in games like Zelda that the pointer part of the controller doesn't rely on Bluetooth alone, it uses Infra-red light to determine where it's aiming, and at times this can seem cumbersome compared to the accuracy of the controller itself. And yet, that's again only because of the way these things are programmed; Zelda is a particularly good example of how accurate a game can be. You have a fairy dancing on screen that shows you a placeholder for your cursor... hold the bow button you set, and it transforms into the crosshair, shift around with the control stick and remote as you see fit and let'er rip. It all feels very natural.

Don't buy into the IGN hype of "omg it's not 1:1". How could anything be? That would assume everyone had a lot of space to work with when not everyone has the luxury. You will find that IGN is full of crap; you can feel like you're really needing to haul off and swing in baseball, or to throw a faster pitch. You'll see haha


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Cutman
Posted: Dec 8 2006, 11:22 AM
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Btw nightwing add my code to the mugen bros wii


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Nightwing
Posted: Dec 8 2006, 11:39 AM
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QUOTE (Cutman @ Dec 8 2006, 10:22 AM)
Btw nightwing add my code to the mugen bros wii

Aight; I'll get on that


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Captain Chicken Soup
Posted: Dec 8 2006, 03:17 PM
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Most decent games have great sensativity.
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Captain Flame Guy
Posted: Dec 8 2006, 07:37 PM
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QUOTE (Nightwing @ Dec 8 2006, 10:45 AM)
That's a software issue man; it's going to completely depend on the game you are playing how robust the motion sensing feels or how sensitive it seems.

For example, the most minute differences in motion are not picked up in the Zelda mini-game "ROLLGOAL". However the cursor on the Wii menu gives you a pretty accurate representation of the range of motion the controller can pick up.

For instance if you are pointing the controller at the screen and looking at your little hand bounce around, when you rotate the controller you'll notice it is incredibly responsive to what angle you're holding the controller at.

To give you a bit more thorough impressions as to what I've played:

- Tennis and the sword swinging in Zelda can occassionally lead to you accidentally swinging when you didn't mean to. In Tennis this is because a wide range of swings are available. In Zelda you can -stab- or -swing-, but whichever motion you do it treats it as a press of "B" on the Gamecube controller. So you still have to hold Z and Up to stab forward. The result is actually pretty awesome but the occassional odd wrist flick might see you adding a strike to your combo that you didn't intend.
- In WiiSports bowling, the tiniest adjustment you make in your throwing motion is noticeable. You can make wide throwing motions and only barely tilt the remote for a curve, or you can completely throw the controller in a really arguably realistic curve-ball throwing motion and it will respond accurately. Bowling has one of the best recognition systems on the Wii.


You have to consider in games like Zelda that the pointer part of the controller doesn't rely on Bluetooth alone, it uses Infra-red light to determine where it's aiming, and at times this can seem cumbersome compared to the accuracy of the controller itself. And yet, that's again only because of the way these things are programmed; Zelda is a particularly good example of how accurate a game can be. You have a fairy dancing on screen that shows you a placeholder for your cursor... hold the bow button you set, and it transforms into the crosshair, shift around with the control stick and remote as you see fit and let'er rip. It all feels very natural.

Don't buy into the IGN hype of "omg it's not 1:1". How could anything be? That would assume everyone had a lot of space to work with when not everyone has the luxury. You will find that IGN is full of crap; you can feel like you're really needing to haul off and swing in baseball, or to throw a faster pitch. You'll see haha

Now in the short way please. biggrin.gif


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Tri
Posted: Dec 8 2006, 07:41 PM
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Courtesy of DJ Elly. (lol jsr)
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QUOTE (Captain Flame Guy @ Dec 9 2006, 01:37 AM)
Now in the short way please. biggrin.gif

Most games have incredibly accurate and easy-to-learn sensitivity levels.


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Captain Flame Guy
Posted: Dec 8 2006, 08:00 PM
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Oh on that toothbrush! Now I understand!


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Nightwing
Posted: Dec 8 2006, 08:40 PM
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QUOTE (Captain Flame Guy @ Dec 8 2006, 06:37 PM)
Now in the short way please. biggrin.gif

It's different per game.


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Captain Chicken Soup
Posted: Dec 8 2006, 08:46 PM
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QUOTE (Soup @ Dec 8 2006, 03:17 PM)
Most decent games have great sensativity.

asdha;fafgdg
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DistantJ
Posted: Dec 9 2006, 09:53 AM
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The only problems I had with the Wii remote really were the initial setting up of the sensor bar. I ended up with it above my TV slightly to the left, it's just depending on where abouts in relation to your TV you want to actually be pointing, sometimes the sensor bar can be looking too low or too high for it, and it can be a pain waving around like crazy just trying to get the cursor to even appear on the screen, or having Zelda nagging away at you to "point your wii remote at the screen" as you try and work out where the sensor bar thinks your TV is.

Otherwise I'd say the sensitivity and stuff was just fine, you can be as active or as lazy as you want, and there's even sensitivity adjust in the settings.


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