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Forums - Nintendo - Capcom considering certain 360/PS3 titles for Wii

Liar said:
Just buy a 360 and stop hoping for Resident evil 5.

 

hey, how about you stop trolling?



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Onyxmeth said:
Gnizmo said:
thekitchensink said:

MK is just as 'button-heavy' as Street Fighter, and yet somehow Armaggeddon has very fun motion controls that add a great deal to the game.

 

/argumentsthatsf4couldntbedonewellwithwiimote

Jump/drift, accelearte, item, and brake/reverse. 4 buttons. 5 if you count the wheelie/trick button and that takes your hand off the steering wheel/movement device unless you just waggle it. You also don't need to constantly switch between the buttons and mix and match them for maximum effectiveness. MK is in no where close to as button intensive as SF.

He means MK for Mortal Kombat, not Mario Kart.

Also Street Fighter does not function the same as Mortal Kombat. Im ashamed that after 15 years of them competing in the market people still don't know that Street Fighter is a 6-button fighter and Mortal Kombat is a 4-button fighter.

Like i've said previously SFIV cannot work on the Wii-mote or the Nunchuck and Wiimote combo. If you expect Capcom to release the game in hopes that everyone owns a Classic controller or Gamecube controller, then keep waiting. I'm sure that will end up as a deciding factor in them not wanting to port the game over.

 

 


Sure it can.

On the SNES (where I'm assuming you're basing your argument from) there were:

-four face buttons (B,A,Y,X) accessed by your right thumb

-two shoulder buttons (L and R) accessed by the left and right index fingers

 

This consitutes your six buttons.

 

The Wiimote/Nunchuk combo:

-Four face buttons (being the four directions of the D-Pad, completely eschewing the A button)

-Two shoulder buttons (B on the Wiimote, Z on the D-Pad)

 

There ya go, six buttons in exactly the same format as you would have found on the SNES.

 

 

Now, on TOP of that, as an ADDED BONUS, they could allow you to do moves with motion if you wanted to, and you've still got the A and C buttons to do whatever you like with.



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Just make it require the GC or Classic Controller. N64 games do that on the Wii, and they work fine.



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thekitchensink said:
Onyxmeth said:
Gnizmo said:
thekitchensink said:

MK is just as 'button-heavy' as Street Fighter, and yet somehow Armaggeddon has very fun motion controls that add a great deal to the game.

 

/argumentsthatsf4couldntbedonewellwithwiimote

Jump/drift, accelearte, item, and brake/reverse. 4 buttons. 5 if you count the wheelie/trick button and that takes your hand off the steering wheel/movement device unless you just waggle it. You also don't need to constantly switch between the buttons and mix and match them for maximum effectiveness. MK is in no where close to as button intensive as SF.

He means MK for Mortal Kombat, not Mario Kart.

Also Street Fighter does not function the same as Mortal Kombat. Im ashamed that after 15 years of them competing in the market people still don't know that Street Fighter is a 6-button fighter and Mortal Kombat is a 4-button fighter.

Like i've said previously SFIV cannot work on the Wii-mote or the Nunchuck and Wiimote combo. If you expect Capcom to release the game in hopes that everyone owns a Classic controller or Gamecube controller, then keep waiting. I'm sure that will end up as a deciding factor in them not wanting to port the game over.

 

 


Sure it can.

On the SNES (where I'm assuming you're basing your argument from) there were:

-four face buttons (B,A,Y,X) accessed by your right thumb

-two shoulder buttons (L and R) accessed by the left and right index fingers

 

This consitutes your six buttons.

 

The Wiimote/Nunchuk combo:

-Four face buttons (being the four directions of the D-Pad, completely eschewing the A button)

-Two shoulder buttons (B on the Wiimote, Z on the D-Pad)

 

There ya go, six buttons in exactly the same format as you would have found on the SNES.

Why would you want to play the game that way? A D-pad acting as buttons? How about we just not try to force something that doesn't belong there? Street Fighter plays shitty enough on a regular controller, but that Wii set-up turns a regular controller setup into a damn joystick in comparison. Analog stick for movement? Who would voluntarily play like that? Surely not someone that actually cares about the series in the least. Also what happens if you hit a diagonal on the D-Pad, which is sure to happen. No action, or does it pick which of two attacks it thought it read? Do you seriously want to play Street Fighter like that?

 



Tag: Became a freaking mod and a complete douche, coincidentally, at the same time.



trestres said:
@famousringo: Bionic Commando doesn't stand a chance on Wii. Nintendo didn't allow Capcom to release the original for VC. When asked why, they said they couldn't comment on it.

Maybe it was because of the Nazis?  Ehhh i don't know.

 



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Onyxmeth said:
Gnizmo said:
thekitchensink said:

MK is just as 'button-heavy' as Street Fighter, and yet somehow Armaggeddon has very fun motion controls that add a great deal to the game.

 

/argumentsthatsf4couldntbedonewellwithwiimote

Jump/drift, accelearte, item, and brake/reverse. 4 buttons. 5 if you count the wheelie/trick button and that takes your hand off the steering wheel/movement device unless you just waggle it. You also don't need to constantly switch between the buttons and mix and match them for maximum effectiveness. MK is in no where close to as button intensive as SF.

He means MK for Mortal Kombat, not Mario Kart.

Also Street Fighter does not function the same as Mortal Kombat. Im ashamed that after 15 years of them competing in the market people still don't know that Street Fighter is a 6-button fighter and Mortal Kombat is a 4-button fighter.

Like i've said previously SFIV cannot work on the Wii-mote or the Nunchuck and Wiimote combo. If you expect Capcom to release the game in hopes that everyone owns a Classic controller or Gamecube controller, then keep waiting. I'm sure that will end up as a deciding factor in them not wanting to port the game over.

 

I really think it depends on if they use multiple buttons at the same time combos. You could eaisly map attacks the the numberpad on the Wii.

UP, Left C for Punches, Right, Down, Z for kicks.

Or Left, B, C for punches and Down, A and Z for kicks if you need to hit two buttons at the same time ala Alpha.

That's without even using the motion sensing.

 



Sadly, but I would take off the Middle Punch and Kick movements, A, B, C, Z for Hard and Weak movements only. Something similar was done in a Gameboy version I think.



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From that list I think SF4 isn't very suitable for the wii since the buttons will feel strange unless there is GC controller support for it. The rest seems all right to me.



@Kiri Hibiki: Why not have Cube and Classic controller support? Most of us grew up playing SF on a SNES controller so the Classic will seem like the best option.



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Gnizmo said:

 That would make more sense. I disabled flash for this webpage so the video didn't load for me and I just assumed. My main point stands though. The only way even concievable to get the buttons you need is to use the waggle of the nunchuck and wiimote as the 5th and sixth buttons, and that would be god awful.

Your context sais you haven't played a 6 Button fighter with the Wiiremote. See now I actually have. I can PM you with the glovePie script for Mugen support. Now of course I'm still tweaking it. Right now I'm just mapping the analong to the keyboard arrow keys which are bad. Mugen does support joystick, but I'm not sure which of the ppjoy analog and digital maps to what. I did this a few weeks ago wondering can the Wiimote play 6button fighters. Heres the out come

 

Light & Medium Attacks

For punches there is no problem what so ever right off. It's clean and easy. Kicks however this is where part of the curve comes in. The placement of C & Z button is a little unusual. It's not a big problem and only took a few minutes to get use to the feel. It's just most of the time I don't need to quickly use either button.

 

Heavy/Waggle Attacks

As it's clear there are not enough straight buttons in appropriate positions. So it's obvious that waggle comes into play. I chose to use Heavy as Waggle for play style reasons. Heavy attacks are slow, so mapping a waggle doesn't cause anykind of speed problem that a light attack would. By time the animation ends for a heavy attack you are already finished a waggle and easly ready for another. The punch waggle isn't a problem. Though it is odd at first to play SF with a waggle. That could be just me. The kick/nunchuk waggle provided the hardest part.

 

Power Attacks

Button power attacks, no problem. Waggle power attacks. Punch takes a bit of a curve. It's short and neglible. At least no more difficult it is to say learn Assasins Creed High/Low profile. The hardest part and I admit this took me somewhere like 10minutes to get use to was the power nunchuck waggle. This was a problem since you need to move the analog then waggle on the same hand. I did get use to it, but it took the longest.

 

So indeed there is a bit of a curve coming from say an easy 6 button layout. In the end though it's not a problem and it's far from godawefull. I feel I would have no problem competing against a standard easy 6 button and know the WiiRemote will not detract from my skill.

The control sample is faulty. Indeed Mugen and my script have a problem. Mapping an analog to a digital actually makes power moves more difficult. Though I was able to still do so regularly. Your assumption is faulty that the controls would be godawerful. If you would like I can send you the script. It's still in tweaking mode for the analog stick.

 



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