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Kawaii – A Keychain-Sized Nintendo Wii

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Re: Kawaii – A Keychain-Sized Nintendo Wii

#51
post #39

Earlier quoted context omitted.

You can what now?

The sensor bar isn't actually a sensor, just two IR blasters that the cameras on the wiimotes use for positioning. You can use any two sources of infrared light instead!

The sensor bar is ACTUALLY not two IR blasters, but two sets of 5 commodity IR LEDs!

https://forums.dolphin-emu.org/Thread-making-a-diy-wiibar

Re: Kawaii – A Keychain-Sized Nintendo Wii

#52
post #24
post #6

Making video games fun does not require anywhere near as much hardware as we typically use in modern systems. I look forward to an eventual return to fun video games.

The problem is when even Nintendo’s own first party titles are struggling with the hardware. That wasn’t that common with the Wii, 3DS, or previous consoles but very very very noticeable on Switch

Super Mario 64 had abysmal performance for a title on the N64 that wasn't even that complicated compared to things that would later release on the console.

But in the 90s, when you got home with your very first device capable of rendering "real time" 3D graphics for $200, you didn't really care that "real time" meant 12fps at times. We used to have pretty low standards for framerate.

Re: Kawaii – A Keychain-Sized Nintendo Wii

#56

Earlier quoted context omitted.

Nintendo has been doing this ... forever? The switch is ancient tech, and was outdated the moment it was released.

Actually Nintendo consoles used to be powerhouses until recently. The NES, SNES, N64 and GameCube were all considered state-of-the-art in terms of performance. It wasn't until the Wii when they began cutting down on performance in favor of fun features like they had been doing in the handheld space.

That doesn't match my recollection. The Gameboy is a early counter example: it was black and white during a time where the game gear had color, yet the Gameboy was far more popular. Also I believe the Xbox was more powerful than the GameCube.

Re: Kawaii – A Keychain-Sized Nintendo Wii

#57

Earlier quoted context omitted.

Actually Nintendo consoles used to be powerhouses until recently. The NES, SNES, N64 and GameCube were all considered state-of-the-art in terms of performance. It wasn't until the Wii when they began cutting down on performance in favor of fun features like they had been doing in the handheld space.

That doesn't match my recollection. The Gameboy is a early counter example: it was black and white during a time where the game gear had color, yet the Gameboy was far more popular. Also I believe the Xbox was more powerful than the GameCube.

I remember kids with the game gear. Hardly ever saw them playing because of the batteries. For a portable console I think it was a choice on battery life.

Re: Kawaii – A Keychain-Sized Nintendo Wii

#59
post #32

Earlier quoted context omitted.

Well said. Some ingredients that were in old games has vanished due to the post 2000 culture, but we can go back.

> Some ingredients that were in old games has vanished due to the post 2000 culture Hmm, like what?

One factor (surprisingly I've seen this mentioned by a video game guy on youtube few years ago) is the disbelief made by non game visual art. Game boxes, booklets, they bootstraped the imagination. Handmade art was 100x more detailed than 8bit games yet we didn't care having a low res 8bit characters because we were already mentally in the world displayed on paper.

I do sincerly miss the limited rendering aspect of old titles. The limitations gave ways to a distinct style, and kept the game a game, in a strange world. It also provided you with some surprises.. how did they manage to pull off some effect on a tiny 8 or 16bit machine. Hardware of today removes that wonder. There's less contrast.

Re: Kawaii – A Keychain-Sized Nintendo Wii

#60

Earlier quoted context omitted.

You can what now?

the "sensor" is actually in the remote. The bar is just two infrared leds seperated by a known distance, that the infrared camera in the remote uses to figure out it's position.

I play a bit of flightsim and our head tracking works the same way. Camera receives IR LED position for head movement axis, program does the interpretation of movement.
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