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13. Exercise Bike
Representative game: Propcycle
(Namco, System 22 arcade hardware)
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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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).