I would rather take both :PÂ
Varoennauraa's forum posts
Its super!!!
Its an awesome example of Wiimotes power. First badly underrated gem of Wii. Even its lowly rated graphics are stunnig, for a racer of a first wave at least. Its an ugly duck, of course, if sitting besides Motor Storm, but when running, it leaves an impression that its competitor is a bicycle game. Its sense of speed is nearly closing F-Zero, and its turbo mechanism is addictive like drug. I never grow tired of gaining speed and turbo jumping from a rock or something, flying 500 yards, never coming back on earth unless only to gain another turbo jump. I bought this only because there was nothing else, but I was surprised how good this was, and how wrong reviewers were.
I dream every night that they will make a sequel with online multiplayer and track editor.Â
In addition to awesome, it looks mechanically boring. I got worried when I saw it on latest video, but it is reliefing to know that it is an item so it can be turned off.
 -edit-
...if needed, it could be fun too. I just watched the video again, and looks like Links final smash isn't smashing the entire screen, just one opponent for good. Interesting to find out what finals other characters have.
You know, pressing up isn't the only way to jump in Smash Bros. On the Gamecube controller, you could press X or Y as an alternative for jumping, which is what I always used. Speaking of alternatives, I suppose I should start C-sticking, now that I know some of the benefits of it.Mr_Doodle
Yes of course. Everyone uses buttons. I just meant that analogue sticks are not very precise. Nintendo did fantastic job with Cubes controller, when it made the analogue stick's sockets angular! (this is one of many things that makes Cubes controller THE best of the first generation of controllers) It makes possile to hit the stick to just whatever direction you want. But still, because its analogue nature, its sometimes too easy to unintentionally hit the stick into a slightly wrong direction, and that causes, in this case, you to jump or fail at smash hit. And I was saying that D-pad don't have these preoblems because it works like button. With D-pads precission you cannot fine tune your characters walking speed though, but in Smash Bros its the smallest of problems. Theres no need to move slowly in this fierce game. D-pad is a murderer at smash hits!
If Brawl truly is online game, then See ya C-stickers! We at "regular smash hit"-club think that C-stickers cannot win, they are sticking in loss.
I had already tried to write to Wintrys topic two times before, but they always locked it while I was writing. Sons of pigs! So I copy-paste it here then.
I got used to idea of Cube- or classic controller because of Sakurai. But then again he did merely hint us, that we MIGHT not want to throw Cube controllers away, so I'm not yet fixated into any control scheme. And it has been exciting to try to think different control schemes.
I'm not sure if tilted Wiimote has enough buttons, because I think they cannot use Z button this way, very comfortably at least. But I actually prefer D-pad and its precission, and of two Wiimote configurations this is fast becoming my favourite. While I think gameplay in Melee is freaking close to perfection, its perhaps only flaw is how it uses analogue stick to jump. D-pad, however, could do it nicely, thus saving one button. And theres no need to walk in this game, I cannot remember a single match were I didn't run all the time. Cubes controller is my favourite last gen controller, but smash hits were sometimes a little difficult to perform in the heat of the fight, because when you tried to hit left or right, controller moved slightly diagonally. D-pad could be fearsomely accurate at smash hits, because of its tapping nature.
Being able to control trajectories of Pit's arrows might be one more clue of motion controls. With this controller scheme, it could be effectively done by tilting the Wiimote.
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