Huge Succeeded
Banned
Also, you don't necessarily 'point at the screen' for IR either, it remains just as relative and configurable as a mouse for this reason - you are actually just pointing at two IR reference points, not the screen. As such it can be calibrated so that very small movements of the pointer mean big movements on screen, just like a mouse. The only difference is you can also change pointer sensitivity by changing distance from the screen/bar as well.
I was actually just editing that point into my own post because it helps to clarify some things - particularly, that IR aiming on Wii is relative. Joystick aim in FPS games is considered relative because your camera control is determined by the movement of your joystick from a neutral position and the translation of your stick's positional values into movement - IR aim on Wii is considered relative because your camera control is determined by the movement of your cursor outside of a neutral 'bounding box' and the translation of your cursor's onscreen positional values into movement - mouselook and gyro assist are considered absolute because they're direct translations of your movement and there is no 'neutral point'. That's why I consider gyro assist to be much more analogous to mouselook than IR is, even despite cursor control, in its own way, enabling design opportunities somewhat analogous to how a mouse cursor is used in some genres of PC games (like with point and click style games).