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Game Design Essentials: 20 Unusual Control Schemes
 
 
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Features
  Game Design Essentials: 20 Unusual Control Schemes
by John Harris
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December 6, 2007 Article Start Previous Page 5 of 12 Next
 

7. Dual Joystick (climbing)

Representative game: Crazy Climber (Nihon Bussan)

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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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Comments

Frank Cifaldi
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pfff, Aztarac? Everyone knows the definitive joystick and dial game is Mad Planets.

Anonymous
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Special mention for the PC Mechwarrior games. Operating a mech was like learning how to fly a jet, used the entire keyboard, and were still fun enough to be worth dealing with all the complexity.

Anonymous
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is this THE john harris? of Activision and RetardFuel fame?

Tony Dormanesh
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I hate to be a total nerd by pointing this out, but Front Line was listed as a dual joystick game, but it actually used a joystick dial control. You had to push down on the actual dial to shoot.

Jason Pineo
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Thank you for another interesting article. I've enjoyed the exposure to different aspects of videogaming in each of the '20 of' articles.

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.

Brian Burwell
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Has anyone else ever played Hyper Bowling? That one can be quite tiring depending on which "alley" you're on. The streets of San Francisco are the worst with dodging traffic and all the hills.

John Harris
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Anonymous #2: Nope, I'm not that John Harris. (Not the first time I've been asked, the guys seems to have dropped off the face of the earth.)

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....

Billy Bissette
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When talking about dual sticks, Ikari Warriors is described as a "move to aim"-style game, which is not true of the arcade versions. They (and other games like Heavy Barrel) used a special joystick that could be rotated for aiming. For a game like Ikari Warriors, this worked better than dual sticks, as you had separate fire and grenade buttons. And it worked better than "stick and dial" as the fire button was separate from the stick.

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.

John Harris
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These are all fair assessments Billy, thanks for responding!

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.

Billy Bissette
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For Monkey Ball's control, I mean that it might be a viable approach to adapting Trackball One-to-One motion to the now common analog stick. No, it is not a perfect emulation. But it certainly could be closer to D-Pad attempts, and might even add some variability back into player results, if still not reaching trackball slipperiness.

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.

John Harris
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I played a bit of Wii Monkey Ball and found its control was precise, but that it didn't overcome the game's other flaws. I agree completely that the series has gone downhill.

Seth Isenberg
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For Guitar Hero: "The game may not have originated in arcades, but it's popular for many of the same reasons as Dance Dance Revolution."
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.

Ethan Larson
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I don't agree with his assessment of Toobin at home... You can map R1/R2/L1/L2 to the movement buttons and X to throw. Feels very much like the arcade machine. And while it may be "purposely made more difficult by its controls," it is learning those controls that makes it fun.

Glad someone said the DDR proves twich games still sell. :)

Interesting article, dude.

Christopher Drum
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Semi-important oversights on the "Dial and Joystick" controller as Tron and Discs of Tron are classics. Wondering a little how a "rotary joystick" fits into this list, ala Ikari Warriors. The "Dial Movement" section leaves out some incredibly notable games: Omega Race, Major Havoc and Star Trek: Strategic Operations Simulator (Arcade).

A fine article, as usual. (really enjoyed your RPG/JRPG write-up, in particular).


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