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7. Dual Joystick (climbing)
Representative game: Crazy Climber
(Nihon Bussan)
Control description:
Another dual joystick system, but
unlike Robotron's, this one really only saw use in this one
game. The player's character is trying to scale a tall building. The
left joystick controls the placement of his left hand, and the right
joystick controls the right hand. Once the player has both joysticks
so that they have a solid grip, holding both left or right shift the
climber horizontally across the building, or alternating them up/down
then down/up causes him to rapidly ascend the building. It's a subtle
system that takes some getting used to, but is oddly satisfying once
mastered.
Adaptability:
As with Robotron, very good, but
Crazy Climber has seen little in the way of ports, possibly
because of the relative obscurity of its publisher. They exist
though. One port is for the Super Famicom, which presumably uses the
controller's four buttons as a makeshift second control pad.
The scheme in use:
The building is a regular grid of open
windows, and the player must place his hands skillfully to make
upward progress. The game ensures that the player cannot fall off the
building just by moving the joysticks; a hand will not move if it's
the only one resting on an open windowsill. This sometimes causes
frustration, since it may seem like the joysticks don't work if the
player moves them without care, but it's for the best.
All over the building, windows are
constantly closing and opening. A window that closes on a hand
doesn't cause it to visibly move, but it does break its grip.
Sometimes smiling lunatics appear in open windows and drop things on
the player, or other objects may appear from above. If one hits the
player he doesn't, typically, die immediately, but one of his hands
gets shifted from its grip, and if that unseats the only hand with a
grip the climber takes a fatal plunge. If the player is hit once, but
can regain his grip before another object hits him, he can continue
up the building without penalty. As the game continues larger objects
fall from above, which can potentially knock off both hands, and if
the player dallies too long in one spot the game will start to close
windows around his location to force him to move on.
Design lesson:
This is another scheme where the fun
comes from learning and mastering a unique set of controls. To
proceed up the building the player must shift his grip constantly,
but this puts him in danger of getting killed if he is struck at the
moment he shifts hands.
8. Non-centering Joystick
Representative game: 720 Degrees
(Atari Games)
Control description:
A standard digital joystick with one
important change: it cannot be centered, effectively creating a
simple rotary controller.
Adaptability:
Pretty good, considering. 720
Degrees was included in the Midway Arcade Treasures
compilation, and while the game is unusually difficult to play with a
control pad due to the fact that the player must often twirl his
board rapidly (imagine how badly your thumb would be banged up by
playing a fighting game with a control pad where the entire game is
one gigantic special move), playing it with an analog stick
makes for a reasonable recreation of the arcade control.
The scheme in use:
A non-centering joystick may be
considered just broken hardware by some, but in fact it's a brilliant
way to turn the physicality of manipulating the controls into an
important aspect of game play.
At its core, 720 Degrees
controls like a kind of skate park Asteroids. The player can
rotate left and right, and the "kick" button is similar to
Thrust. But instead of buttons controlling rotation, the game uses
its joystick to directly indicate facing. This means that the
player's turn speed is limited by the speed by which he can twirl the
stick, and it also means that turning in mid-air, in order to perform
tricks, carries a hand-smashing physical aspect.
If the player jumps he can spin the
joystick to do tricks in the air, but he must return to a proper
direction before landing to avoid collapsing and earn points. For the
most part, this is all a trick is in 720 Degrees; there are
some other cases, but spins are very important. And the game's
unique structure means that performing tricks isn't just way to earn
rewards, they are needed to survive. The chain of effect is long but
simple: mastering spinning the joystick lets the player earn points
quickly; earning points earns the player tickets; earning tickets
lets the player enter skate parks; and entering parks resets the
overworld timer.
If the player is in the overworld hub
for too long without entering a park, the game's infamous bees arrive
and, before long, end the credit. The only consistent way to earn
points, thus tickets, thus additional time, is to perform tricks. In
this way, mastering the controls becomes the entire point of the
game; the game is exactly as hard as how hard it is to perform
tricks.
Design lesson:
The unusual game structure, which
forces the player to constantly be earning tickets --sixteen of them
in a full game -- forces the player to adapt to its controls to be
successful. The player cannot just muddle through and do well at the
game, and since this is an arcade game, it is all about mastery
anyway. 720 Degrees is a game that's received far more than
the average number of console ports, yet most of these versions are
subtly different from the arcade game because spinning a control pad
is not the same as spinning a joystick. The arcade had a large,
arcade joystick; home versions have used control pads, digital
joysticks and analog thumbsticks. The raw speed with which the player
can manipulate the stick directly determines how difficult the game
is, so in a sense, it isn't playing the real game if the player isn't
doing it on an actual machine.
Schemes Intended to Test Physical
Skill
The prior control schemes mix up the
game's interpretations for player action either to make the game
easier or to lend it a kind of realism. The following games, on the
other hand, are much more reliant on the human player's physical
skills, such as asking him to spin a trackball as fast as he can,
press buttons rapidly, or skillfully manipulate a motion-sensing
wand. Because of the sensitivity needed to detect a wide range of
performance, they all necessarily use analog inputs.
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In the section "5. Dual Joystick (movement)" you make this comment:
"For more mundane tasks this might not be such a good idea; no one wants to play a game in which he must manipulate a soldier's legs independently step by step."
Actually, in Robot Alchemic Drive you control a giant robot's arms and legs individually using the analog and shoulder controls. Combined with the visual perspective (that of a young human standing outside of the robot), the control scheme does a very good job of conveying the experience of 'controlling a giant robot'. And to be honest, sometimes it's fun to mess up and accidentally backhand a civic building in combat. I suspect it is a fairly niche experience, but it's done consistently and well.
Jason Pineo: I stand corrected, thanks.
Tony Dormanesh: Front Line's an oversight, meant to remove but apparently forgot.
Leaving out two-stick mech games is an oversight, but they could be considered a variant of tank controls.
Note, by the way, that the title says 20 games but there's actually 21. That's because Progress Quest could be considered to be not a game at all....
The biggest detriment to the rotating stick was probably that it was more expensive to replace when broken.
The discussion for adapting Trackball One-to-One motion deserves mention of Super Monkey Ball's analog stick tilt-the-stage approach.
The design lesson discussion for Motion Wand calls Wii Sports gold swing as an obfuscated version of Golden Tee's trackball. I think the opposite is more accurate. When it comes to swinging a golf club, spinning Golden Tee's trackball is more an abstraction than swinging the Wii remote like a golf club.
The weakness of Wii Golf may mostly be that Wii detection just seems shoddy in general, for both hardware and software reasons. This will remain an issue for the Wii in the long run, which from all accounts simply cannot match or even compare to more dedicated motion detection and aiming hardware, whether it be the Guncon 3 or some cheap plug-straight-into-the-TV plastic sword swinging game.
I'm afraid I have more experience with the NES Ikari Warriors (which I -hated-) than the arcade.
Super Monkey Ball's (and the original Monkey Ball's) analog stick is known of and greatly appreciated, but unfortunately there's only 20 (or 21) slots. And more and more games are using that kind of motion.
My description of Wii Sports as a version of Golden Tee's system is due to chronology (Golden Tee has been around for a while now) and rather a lot of experience with Wii Sports Golf. The fact that the game ultimately resorts to a power bar is a little bit of a cheat. From different perspectives, though, each is closer to real golf.
And I disagree about motion wand detection being shoddy on the Wii. There are a number of games (like Wii Monkey Ball) that use it quite precisely. For example, people have built machines into which a Wiimote can be inserted that are capable of bowling a strike every time. I expect it's how- the data is used that is the problem, that the reason it seems inaccurate has to do with data averaging and discarding done in order to avoid picking unintentional motions.
I cannot speak to Wii Monkey Ball's performance, as I've not played it. To me, the design of the series has only gone downhill, so SMB2 was my last purchase. I have certainly read a fair share of complaint about Wii Monkey Ball control though, mostly in the form of people who find it sloppy compared to what was done for analog sticks.
Actually, the guitar controller originated in arcades in Japan- Guitar Freaks was a Konami Bemani game in the same series as DDR, there were 4 or 5 versions as well. I played the game in Japanese arcades in 2000. The only difference in the controller was the lack of whammy bar and perhaps one less fret button. It also had a lift in the air component for bonus points. There might have been a home controller for the Japanese PS as well.
Glad someone said the DDR proves twich games still sell. :)
Interesting article, dude.
A fine article, as usual. (really enjoyed your RPG/JRPG write-up, in particular).