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A common complaint against Wii's controllers is that while it adds new possibilities, it's also lacking buttons. This is true. However, I think most games could make a direct transition pretty well, even with waggle/pointing mostly being ignored. Unless otherwise stated, these controls assume a Wiimote+nunchuk combination. | A common complaint against Wii's controllers is that while it adds new possibilities, it's also lacking buttons. This is true. However, I think most games could make a direct transition pretty well, even with waggle/pointing mostly being ignored. Unless otherwise stated, these controls assume a Wiimote+nunchuk combination. | ||
===-Super Mario 64, N64 in general=== | |||
This button arrangement would work pretty well with most N64 games that used the standard middle-right setup. | This button arrangement would work pretty well with most N64 games that used the standard middle-right setup. | ||
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''Pause''|Start|+|| | ''Pause''|Start|+|| | ||
===-Final Fantasy VII, FFs in general=== | |||
Though different, most FFs controlled similarly enough that this would work well enough for anything through [[Final Fantasy X]]. | |||
||'''Action'''|'''PS1 control'''|'''Wii control''' | |||
<center>'''Field/World Map'''</center> | |||
''Movement''|D-pad|Control stick | |||
''Talk, select, etc.''|O|A | |||
''Menu''|Triangle|Start | |||
''Camera control''|L1/R1/L2/R2|D-pad | |||
''Switch map displays''|Start|Select | |||
<center>'''Menu/Battle'''</center> | |||
''Cursor movement''|D-pad|Control stick or pointer | |||
''Select''|O|A | |||
''Cancel''|X|B | |||
''Shift through characters''|L1/R1|D-pad | |||
''Multi-target''|R1|Z | |||
''Run from battle''|L1 + R1|1+2? C + -? | |||
''Pause''|Start|Home button | |||
Much of the menu could be done in a click & drag style.|| | |||
===-Super Smash Bros. Melee=== | |||
With talk of [[Super Smash Bros. Brawl]] being designed to work with the GameCube controller, people have wondered whether the wiimote+nunchuk will be useless. I think not. The GCN controller will probably be more comfortable for a scheme designed for an N64/GCN type controller, but the functions are here. | |||
||'''Action'''|'''GCN control'''|'''Wii control''' | |||
''Movement''|Control stick|Control stick | |||
''Attack''|A|A | |||
''Special move''|B|B | |||
''Jump''|Control stick, X, or Y|Control stick or D-pad | |||
''Shield/grab/throw''|R|Z | |||
''Light shield/grab/throw''|Z|C | |||
''Taunt''|D-pad|- | |||
''Pause''|Start|+|| | |||
Due to lack of analog shoulder for Wii, though, GCN R button's functionality wouldn't perfectly map. | |||
===-Street Fighter II=== | |||
Here's a far-out one. Oldschool 2D fighters with their traditional control scheme just don't map to wiimote+nunchuk very well, but here are a couple suggestions. Really this is a job for the GCN and Classic Controllers. First is one that retains the major functionality, but by using some... nontraditional action button choices. Really these could be rearranged in many ways, the important thing is that there are six action buttons. | |||
||'''Action'''|'''Wii control''' | |||
''Movement''|Control stick | |||
''Punches'' | |||
''Jab''|A | |||
''Strong''|- | |||
''Fierce''|+ | |||
''Kicks'' | |||
''Short''|Z | |||
''Forward''|C | |||
''Roundhouse''|B|| | |||
Here's another take. Less traditional and a bit reminiscent of the old Select toggle games of this sort sometimes employed on systems with 2 or 3 buttons. This one would be finger-friendlier I think, and more accessible to the casual player with the two major buttons always being a punch and kick. | |||
||'''Action'''|'''Wii control''' | |||
''Movement''|Control stick | |||
''Punch''|A | |||
''Kick''|B | |||
''Strong/Forward''|Z + A or B | |||
''Fierce/Roundhouse''|C + A or B|| | |||
Actually, for a casual enough Street Fighter player like me, that might work out better than the regular control scheme. Well, other than using the analog stick in place of a d-pad. | |||
===-Pikmin 2=== | |||
Back before we knew what the secret behind the Revolution controller was, Miyamoto once said something about it being well-suited for Pikmin. Yes and no, I think. The pointer should definitely be helpful, but unless we'd want to be sending the Pikmin to action constantly it can't replace the C-stick by itself. I choose Pikmin 2 for this because it had a few more things going on action-wise than the original. | |||
||'''Action'''|'''GCN control'''|'''Wii control''' | |||
''Movement''|Control stick|Control stick | |||
''Target movement''|Part of character movement|Pointer | |||
''Punch, pluck/throw Pikmin''|A|A | |||
''Whistle''|B|B | |||
''Move group''|C-stick|- causes them to move towards target | |||
''Dismiss group''|X|Remote waggle | |||
''Change leaders''|Y|Nunchuk waggle | |||
''Bitter/Spicy Sprays''|D-pad up/down|D-pad up/down | |||
''Switch grabbed Pikmin type''|D-pad left/right|Z | |||
''Center camera''|L|C | |||
''Zoom camera''|R|C + d-pad up/down | |||
''Switch camera angle''|Z|C + d-pad left/right | |||
''Pause/Menu''|Start|+|| | |||
Without trying it it's hard to say how well that replaces the C-stick. Another option would be to use the d-pad in its place, and require Z to be held for d-pad to use items. | |||