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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
14 comments
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December 6, 2007 Article Start Previous Page 8 of 12 Next
 

13. Exercise Bike

Representative game: Propcycle (Namco, System 22 arcade hardware)

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Control description:

The game's hardware includes nothing less than an exercise bike as its control method. When the player pedals, it provides thrust for an in-game, winged bike, soaring through a 3D world. Steering left and right with the handlebars, Paperboy-like, steers the bike similarly, but the player can also pull back on the bars to climb, or push forward to dive.

Adaptability:

Extremely poor. Propcycle is pointless without the bike, and no one has ever successfully marketed an exercise cycle controller for a home game system.

The scheme in use:

This game is our representative from the large-scale "ride" game trend of arcades of the

'90s. For a while games like Namco's Alpine Racer and Sega's Top Skater were common fixtures in arcades, huge machines with projection screens and large, seated (or standing) control devices that translated player arm or leg motion into game equivalents. Many of those games would fit in on this list.

This game made it while Paperboy did not because there's already plenty of other Atari Games productions on this list. They were constantly throwing down innovative control schemes. Yet, there's also a sense of Paperboy's handlebars being something of a gimmick, while Propcycle's full exercise cycle is... well, it's a really big gimmick.

But there's a bit more to it than that, in fact, a big part of Propcycle's coolness is that it's actually physically taxing to play. Almost all games translate the player's agility, dexterity, coordination and intelligence into game-world equivalents. But few games translate player physical endurance into the game. An Advanced game of Propcycle goes through four levels of increasing difficulty, and since pedaling directly translates into in-game thrust and the game is timed, players are encouraged to pedal very rapidly. If a player fails a level he can continue to try it again with more time, but unfortunately no cash sacrifice or collectable health pack will restore his physical legs to their former state.

The bike adds more to the game than just this, however. In presenting the sensation of flight to the player it is unusually pure; there are no enemies and few moving obstacles. The flight physics are pretty good, to the extent that pedaling too slowly will cause the player's vehicle to lose power and plummet, a trick that's necessary to take advantage of in a few places. The bike on the cabinet could even move around a bit, dipping forward and back in response to how the player pushed the handlebars, and used a fan to blow air in his face when his in-game bike moved quickly.

Design lesson:

Many games talk about immersion, but really few games are that capable of achieving it. Propcycle's simulation approach, the nifty gizmos on the cabinet dedicated to providing subtle environment cues simulating flight, and of course that bike itself, all speak of designers who wanted to go as far towards presenting the sensation of flight as hardware, and the facts of arcade game design, would allow. And really, if you could tool around the skies in a winged bicycle contraption, after a few minutes wouldn't you get damn tired too?

Interesting Mechanics Exposed Through Unique Hardware

These games all use special input peripherals. Some do so directly, in that the player interacts with a physical object. Others do so indirectly, by sensing the player's motion. They all do their thing in ways that may seem a bit obtuse if their only purpose was to simulate the action in the game. These are games that would not work in a Matrix-style virtual world. The controls matter more than the action on-screen, and mastering them is the same as mastering the game.

14. Button Platforming

Representative game: Donkey Kong: Jungle Beat (Nintendo, Gamecube)

Control description:

They're called "bongos," but ultimately they're just oversized, easy-to-press buttons with rubber overlays. The "clap" sensor detects loudness. The way whole thing works here is that the left and right drums are mapped to the left and right directions. The faster one drum is tapped -- and it's easy to tap them fast, easier than Track & Field -- the faster the player runs in that direction, though the speed ceiling is fairly low. Hitting both drums together causes the player to jump. There are a few special cases involving object collection, attacks and wall jumps, but the game is ready to remind the player of what they are early on.

Adaptability:

It's already a console game, but requires a special controller to really play it. The only reason the drums couldn't be mapped to shoulder buttons is that most people just can't hit a shoulder button as fast as they hit a drum.

The scheme in use:

Someone went and took Track & Field and, somehow, made it into a platform game. The player doesn't usually hit the buttons as fast here, but then there's a special event or a boss fight that requires righteous button whaling, and the similarities become all too apparent once more.

The real strategy to Jungle Beat lies in earning absurdly huge combo scores, and the way to earn combos is very interesting from a design standpoint. You see, a combo in this game is any move performed in mid-air before touching the ground. If the player performs five moves before the jump ends, then all scores collected from that point to the end of the jump are worth 5x. The thing is, how the heck is the player supposed to perform special moves when he only has two relevant "controls" to choose from, and both of them boil down to button presses? How can the player signify to the game he wants to do them?

The answer is that they're all context sensitive. Some of the contexts the player can put himself into at will, like running and jumping, while others require a wall or other environmental aid to accomplish. There's a special move available when running, there's one available when in the air, there's two that can be done sliding against a wall, there's two that can occur when sliding up the top of a wall, and there's a couple that are performed in proximity to another move.

The result is that high combo scoring, the ultimate focus of the game, depends upon the player understanding which moves get him from one state to another, what moves can be performed from each state, and how to take advantage of the terrain to facilitate moving between them. The designers did their job in creating the moves, and the levels, so well that some levels can be made into one huge combo.

And it's all made possible with just two buttons, neither of which can be held down. The only word for that is genius.

Design lesson:

Not a lot of games are produced with the idea that the player's control should be limited. Probably, Donkey Kong Jungle Beat is able to work so well with such restricted controls because it's a 2D platformer. Once a third dimension is added movement and combat becomes much more complicated, and that's not even to speak of the need to add camera controls. But while the game's execution may at first seem to be irrelevant to the facts of 3D game design, the way each level is tightly constructed for scoring opportunities is extremely instructive.

 

 
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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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