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Wii Assessories (in HI-RES)


Mr. Krystal

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Wii Assessories!

The sensor that detects movements:

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The "Classic Hub Controller" (don't know the actual name):

144347705_6a8b61dbc6_o.jpg

The Wii Game Discs:

144352994_e406f3a7f2_o.jpg

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the "hub controller"...is really bad designed....I hope they can make it more....mmm..."futurist" perhaps?

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I like it the way it is. :P Quite an efficient way of showing Nintendo's goal: simplicity.

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I cannot really see how that classical controller could work with the Nintendo 64 games. I prefer using the GameCube controller...

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Wow, the only thing that I didn't see was the motion dectection accessory. Everything else is okay. The only thing that peeves me is why did they need to take the two analog stick-design like the PS2. Nintendo can do much better than that.

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I've got a good feeling that the classic controller shown at E3 is not the final design.

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Won't Wii (and acesories) be able to get/bougth in other/different Colours?

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my only problem is going to be trying to play n64 games seeing as there are no c buttons. I guess they could use the second control stick like they used the c-stick in Zelda OOT but the only reason I can see for not including the c-buttons themselves is that the N64 controller was so unconventional that it wouldn't fit right on this one. I mean seriously that controler looked more like a model space fighter than a videogame periphreal.

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Lol the Wii disk looks cool. They should watermark that into the disks just to make it look cool. The gamecube ones were soo cool because of their size so the Wii ones should impress everyone with a watermark. I don't really mind though. The sensor bar apparently weighs next to nothing, everything else looks good except for the classic controller it looks kinda...... not good. (an invader Zim reference there) I think that it is too small and close together with the control sticks otherwise I don't have a problem with it.

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One thing I don't understand is why they don't incorporate the motion sensor into the actual controller. The controller only needs to sense changes in its position, regardless of where it starts. Or is that thing for something other than the controller?

-Inuyasha

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that thing is what tells the system where the controller is. Otherwise the controller will know where its at but not the game and you won't be able to control it

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But why does it need to know how far away it is? The controller could RELAY its orientation to the system and let the system do what it wants with it, since it's communicating wirelessly for button input and all anyway.The only relevant data that the system could possible want is the controller's orientation relative to the "stable" position (I'm assuming they use gyros), no matter how far away it is from the TV. I can't think of any reason the distance to the console would be relevant, but even that could be packaged into the console itself.

-Inuyasha

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But why does it need to know how far away it is? The controller could RELAY its orientation to the system and let the system do what it wants with it' date=' since it's communicating wirelessly for button input and all anyway.The only relevant data that the system could possible want is the controller's orientation relative to the "stable" position (I'm assuming they use gyros), no matter how far away it is from the TV. I can't think of any reason the distance to the console would be relevant, but even that could be packaged into the console itself.[/b']

-Inuyasha

It's called a 3D cursor for a reason. Up down right left is only 2D. The Wii controllers will give a absolute position and orientation from any starting point within the wireless detection range.

For a quick example, how could you execute a jab (straight forward) without Wii depth perception?

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That could be incorporated into the controller. There's still no need for an external sensor. It doesn't matter where it was to begin with. The controller could simply say, "Oh, yes, we've been moved forward at this rate," and just send that to the console for processing, whatever might need it.

Or, the sensor could be incorparated into the console itself. There's really no need for an external attachment.

-Inuyasha

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or maybe having it built-in would/could do so the design doesn't gets rigth or so for them...

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Not really....

If the sensor went into the console itself, it's probably fit right in with the rest.

Unless it's infrared, which'd be...stupid...IR's just too picky.

-Inuyasha

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Oh! The external attachment?

That's used mainly for detecting exactly where on the screen you are pointing, impossible without an "seeing" sensor.

I think it also doubles as the global positioning system, it'd probably be more accurate than the motion detectors could be anyway.

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That makes sense, but it could be done without it.

I assume they use gyros to sense controller orientation, yes? They could then just have the "centered" position be the center, and then just base it off the controller orientation. Wouldn't be too difficult, I don't think.

Plus, you would'nt have to ACTUALLY point at your TV, which could cause some issues when you're not directly in front of it.

-Inuyasha

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That makes sense, but it could be done without it.

I assume they use gyros to sense controller orientation, yes? They could then just have the "centered" position be the center, and then just base it off the controller orientation. Wouldn't be too difficult, I don't think.

Plus, you would'nt have to ACTUALLY point at your TV, which could cause some issues when you're not directly in front of it.

-Inuyasha

No, you really have to point EXACTLY where on the screen you want to shoot an arrow, or Samus' arm cannon. That's how it works. That kind of thing can't be done with internal sensors. There would be no accurate way of determining your angle horizontally and vertically from the screen when you aim.

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No, you really have to point EXACTLY where on the screen you want to shoot an arrow, or Samus' arm cannon. That's how it works. That kind of thing can't be done with internal sensors. There would be no accurate way of determining your angle horizontally and vertically from the screen when you aim.

agreed plus it would be a slower reaction because of the transfer of data. This way all the information is gathered, compiled and accessed in the same place. Sure the time difference may end up being a fraction of second but it may not always be and even if it is all gamers, such as ourselves, know that a fraction of a second can be the difference between winning and losing

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my only problem is going to be trying to play n64 games seeing as there are no c buttons. I guess they could use the second control stick like they used the c-stick in Zelda OOT but the only reason I can see for not including the c-buttons themselves is that the N64 controller was so unconventional that it wouldn't fit right on this one. I mean seriously that controler looked more like a model space fighter than a videogame periphreal.

LOL, so true.....

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That could also be used in games like the sports package. In the tenis game you could run aroud with the controller and it would make your character move in the same way.

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