In portable mode, though, you control the star cursor by tapping or tracing your finger across the screen. This isn't as precise or intuitive as the Wii Remote's IR pointer, but after a little practice, it's generally accurate enough. In docked mode, the cursor flits around based on very small movements detected by the controller's tilt-sensitive gyroscope. Without a Wii Remote, though, it's trickier to move the game's on-screen "star" cursor (used to pick up and shoot star bits and grab certain in-game objects). In general, though, the game's default camera programming still usually delivers a useful and cinematic viewing angle without much player interference. That feels a little weird, especially in situations where a more flexible, freely rotatable camera would be welcome (as we've seen in recent unauthorized PC ports). In Super Mario 64, for instance, the camera movement that was mapped to the four C-buttons on the N64 is now controlled by flicking the right analog stick. (For example, the intro screen to Super Mario 64 says "Press +" rather than "Press Start.") There's also a pause menu that lets you switch quickly between the three included games or read through a single-page reference for Mario's controls.ģD All-Stars also updates older Nintendo control schemes to work with the Switch Joy-Cons and Pro Controller. The user interface and in-game instructions in each game, for instance, have been updated to refer specifically to the Switch controls. To be clear, Nintendo has done a little more than throw some old ROMs into a new Switch-based emulator. (Ars Technica may earn compensation for sales from links on this post through affiliate programs.)
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