Nintendo

Nvidia Shield Port Of Super Mario Galaxy Uses Button Prompts Instead Of Motion

One game many of us would like to try out is the Super Mario Galaxy port for the Nvidia Shield. People were curious how the game handles the lack of motion controls which were in the original version on the Wii. Well, it seems they are just replicated this time around with standard button prompts as shown here by Twitter user Chinese Nintendo.

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28 comments

    1. Last I had heard, they said that they COULD add it in a future update. It really isn’t ass necessary though since the Joycon though since it doesn’t have a sensor bar. Without that, games like Mario Galaxy (outside of modification) wouldn’t be able to detect where the Wii Remote is pointing so you lose the ability to gather star bits or select those blue things that pull you toward them. The best they can do is use the Wii Remotes gyroscope and accelerometer to emulate pointing just like the JoyCons do but that would only work for Wii Remote Pluses and isn’t as accurate as pointing with the sensor bar was.

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      1. That wouldn’t work…at least not completely. With just one light and regular Wii Remote, you would be able to determine x and y movement but you wouldn’t be able to detect depth or roll rotation. You would need two tracking g points/JoyCon-Rs to be able to track that. With a Wii Remote Plus, code could theoretically be made to modify the pointer data to allow the system to use gyro data to fill in the gaps where sight of the sensor bar is lost and to emulate roll rotation for games that came out before the the Wii Remote Plus came out. It still wouldn’t be able to determine depth though. For this, it would still need two points of reference.

        Pretty sure the Wii Remotes can track 5 points so it would be interesting if they released a trianglular sensor bar. That would allow a regular Wii Remote to determine x, y, and z movements as well as pitch, yaw, and roll without a gyroscooe as long as it can see the sensor bar.

        Anyway, yea, if the IR LEDs in JoyCon-R are bright enough, then they can be used as a tracking point but you would need two for it to work perfectly. At that point, you could even use a third, backwards JoyCon R to track the points provided that it’s own IR LEDs don’t pollute the image and make the two lights difficult to track.

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      2. YOU DONT NEED A SENCER BAR ON THE WITCH THE GYRO ACCELERATOR TECH IS LIKE 5 GENS AHEAD

        witch doesnt need a sencer bar to do mouse

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      3. Take your mess and listen to me. There’s nothing advanced about the motion control tech in the JoyCons. My TV remote works literally the exact same way. Remember how pointing worked in Skyward Sword worked? Well that’s exactly how the JoyCons work. While it doesn’t have a blind spot like the sensor bar approac, its also less accurate. The JoyCons are just guessing where you’re pointing based on the orientation of the controller. It has no idea if it’s even facing forward though. It just knows which direction is down.

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      4. Yea I know. I have a problem where I have trouble not engaging with stupid people lol I feel like stupid opinions shouldn’t stand unopposed.

        On a side note, I wish I didn’t typo and say “mess”. I meant meds but I guess that’s the price I pay for replying with my phone lol

        Liked by 1 person

  1. I hope they end up porting Wii games on the Switch without motion controls,I’d love to play Wario land Shake it without motion control(if it’s possible) and Donkey Kong Country Returns would be worth repurchasing if motion controls was replace with regular button presses,shaking the controller to roll was awful

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  2. YA DONT SAY MY NNTENDO RETARDS

    IT WOULD HAVE TO AND THATS A BASIC LOGICAL CONCLUSION WE DONT NEED TO BE TOLD PEOPLE PRESS BUTONS ON CONTROLERS

    A NEW LOW FOR THE GUTER PRESS MY NINTENDO NEWS

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    1. ||Super Mario Sunshine Remake or Sequel needs to be the focus if ever to upgrade an old weapon, enough of the less creative iterations…||

      Liked by 1 person

      1. ||If High Command prioritises and has a plan that makes a logical sense, then they would use our specific Nintendite technology to make it happen one day…||

        Liked by 1 person

    2. Were not getting remastered anytime soon miyamoto said it in a interview while back, the only thing you be getting is of that is either a actual sequel, port, or virtual console

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      1. eh, I can’t agree with you on that. Miyamoto’s still got a great mind for game development.

        On the topic of remasters, they can be tricky when it comes to really old games. Obviously, there’s a lot that can be fixed with a Mario 64 remaster when it comes to the camera and camera controls but sometimes giving older games a big visual overhaul that kind of separates it from the original context in which it came out, can have a weird effect.

        For example, Final Fantasy III for the DS. Compared to the original, it introduces more character story and goes from 2D graphics to 3D but the game felt kind of bare and it didn’t hold my interest. Years later, I played the a fan translation of the original Famicom version and found it felt really complex, detailed and huge. I think that came from the fact that was because I could contextualize it as an old NES game.

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      2. Fuck! Whenever I respond through the Reader view I keep posting things too early.

        Anyway, Super Mario 64 wouldn’t be as much of a change because it was originally 3D and will still be 3D but I can still imagine things like level size feeling weird. Bomb-omb Battlefield and the outside of the castle are both modeled like floating islands; there’s obviously no other side to the hills and it only takes a few seconds to swim right up to the border were the water in the lake stops. These are limitations we accepted and understand in the context of an early 3D game. In a remaster, the first thing that they would do is extend those hills and that lake to stretch off into the distance and the game will probably look beautiful but that places it in the context of a modern game and that’s when even people who grew up with game might go “Yea, it’s kind of weird seeing such huge maps with really small play areas.” It’s sound minor but it’s definitely a thing.

        Sunshine would be able to survive that transition better since GameCube-era games were build way more like modern games. Of course, the only problem there would be the lack of analog triggers. Aiming flood with motion controls might feel pretty intuitive though.

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