umad
This has been brought up before privately with a couple of the admins here, but now that I've gotten some serious interest in running this game again I feel like I should be more direct and clear about what's really at stake here.
For those not in the know, the Wii Virtual Console version of Majora's Mask has quite a few advantages over the original Nintendo 64 version. These advantages include, but are not limited to:
-Faster loading times between areas
-Overall less slowdown (or "lag")
-Faster unpauses (makes pause buffering MUCH easier and faster)
However, the one huge drawback (and this is why I used the N64 version for my SDA run back in 2011) is that the VC version, which uses the Gamecube controller, has the control stick mapped in such a way that the deadzone is larger and the sensitivity outside the deadzone is considerably greater. The result is that, at least for someone used to the N64 version's controls, aiming in first-person mode is much more difficult, and one trick (the Hyper Extended SuperSlide, or HESS, which requires the control stick be held tilted very slightly), is considerably harder on VC. This is not to say that the VC version's controls are entirely inferior; the N64 version has considerable problems holding the control stick straight up, down, left, or right due to the control stick being mapped very precisely, which can be a massive nuissance for those who aren't used to the N64 version (especially with a worn-down, wobbly joystick).
Around the time I started working on my first MM run, I bought a N64 controller adapter from RaphNet for use on the VC version to try to make it so that I could HESS and aim easily on the VC version. However, since (unbeknownst to me at the time) the VC controls are actually mapped by the emulator (as opposed to simply being the way the Gamecube controller works), the N64 adapter did not make playing the VC version much easier; in fact, it was almost worse than a GC controller because it felt so clunky. Because of this, I stuck with the N64 version for my first MM run, which at the time wasn't that big of a deal since I was the only one running the game.
However, a few months ago, a ZSR forumgoer named "whyieyesya" offered to build a modification to the RaphNet adapter for VC that would map the control stick to be just like the N64 version's, since the precise way the VC control stick was mapped had been discovered by that time. The adapter was finished, and a few runners of both OoT and MM use the new adapter now (as they have testified, the control stick on the new adapter is indeed exactly like the N64 version). If I could use this new N64 controller adapter, I could finally play VC MM without any control differences from the N64 version, making it so that I could aim and HESS without any problems.
However, this brings me to the point of this post, which is this: Since this adapter does make aiming and HESS easier, it could be argued that it gives an unfair advantage against those who play the VC version with a GC controller. As far as I can tell, aiming and HESS can be done easily on a GC controller on VC if you're accustomed enough to the altered controls; there are quite a few people who can HESS and aim on VC with a GC controller without any serious problems, so the new adapter doesn't let you do anything you couldn't do without it. But for someone like me, who is so used to the N64 controls, adjusting to the VC controls would be a long, painful process (trust me, I've tried *many* times already).
My question for the admins here is this: Based on the description I have given, would this new N64 controller adapter for VC, which re-maps the control stick to be like the N64 version, be acceptable for a run on SDA? I know that ZSR accepts it for its leaderboards, but since my main goal for any serious speedrun is to get a run on SDA, ZSR's acceptance of the adapter isn't much consolation for me. Again, the adapter doesn't let you do anything you couldn't do without it - it just makes some things easier for someone who's more accustomed to the N64 controls.
Thanks,
ingx24
For those not in the know, the Wii Virtual Console version of Majora's Mask has quite a few advantages over the original Nintendo 64 version. These advantages include, but are not limited to:
-Faster loading times between areas
-Overall less slowdown (or "lag")
-Faster unpauses (makes pause buffering MUCH easier and faster)
However, the one huge drawback (and this is why I used the N64 version for my SDA run back in 2011) is that the VC version, which uses the Gamecube controller, has the control stick mapped in such a way that the deadzone is larger and the sensitivity outside the deadzone is considerably greater. The result is that, at least for someone used to the N64 version's controls, aiming in first-person mode is much more difficult, and one trick (the Hyper Extended SuperSlide, or HESS, which requires the control stick be held tilted very slightly), is considerably harder on VC. This is not to say that the VC version's controls are entirely inferior; the N64 version has considerable problems holding the control stick straight up, down, left, or right due to the control stick being mapped very precisely, which can be a massive nuissance for those who aren't used to the N64 version (especially with a worn-down, wobbly joystick).
Around the time I started working on my first MM run, I bought a N64 controller adapter from RaphNet for use on the VC version to try to make it so that I could HESS and aim easily on the VC version. However, since (unbeknownst to me at the time) the VC controls are actually mapped by the emulator (as opposed to simply being the way the Gamecube controller works), the N64 adapter did not make playing the VC version much easier; in fact, it was almost worse than a GC controller because it felt so clunky. Because of this, I stuck with the N64 version for my first MM run, which at the time wasn't that big of a deal since I was the only one running the game.
However, a few months ago, a ZSR forumgoer named "whyieyesya" offered to build a modification to the RaphNet adapter for VC that would map the control stick to be just like the N64 version's, since the precise way the VC control stick was mapped had been discovered by that time. The adapter was finished, and a few runners of both OoT and MM use the new adapter now (as they have testified, the control stick on the new adapter is indeed exactly like the N64 version). If I could use this new N64 controller adapter, I could finally play VC MM without any control differences from the N64 version, making it so that I could aim and HESS without any problems.
However, this brings me to the point of this post, which is this: Since this adapter does make aiming and HESS easier, it could be argued that it gives an unfair advantage against those who play the VC version with a GC controller. As far as I can tell, aiming and HESS can be done easily on a GC controller on VC if you're accustomed enough to the altered controls; there are quite a few people who can HESS and aim on VC with a GC controller without any serious problems, so the new adapter doesn't let you do anything you couldn't do without it. But for someone like me, who is so used to the N64 controls, adjusting to the VC controls would be a long, painful process (trust me, I've tried *many* times already).
My question for the admins here is this: Based on the description I have given, would this new N64 controller adapter for VC, which re-maps the control stick to be like the N64 version, be acceptable for a run on SDA? I know that ZSR accepts it for its leaderboards, but since my main goal for any serious speedrun is to get a run on SDA, ZSR's acceptance of the adapter isn't much consolation for me. Again, the adapter doesn't let you do anything you couldn't do without it - it just makes some things easier for someone who's more accustomed to the N64 controls.
Thanks,
ingx24
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