Musashi Wins!
FLAWLESS VICTOLY!
masud said:Why do triggers have to be analog?
Because they're shitty when not?
masud said:Why do triggers have to be analog?
quadriplegicjon said:screw the people that complain about that.. the only thing i find reasonable is nintendo's unwillingness to reveal these things till the last minute.. since they usually are pretty easy to copy.
iapetus said:![]()
"Sorry, Nintendo created the what now?"
Yeah, if you pull the trigger softly on a gun the bullet comes out at half speed.iapetus said:Um. Yes, they are mostly.
iapetus said:My biggest complaint with Nintendo's controllers is that they so rarely evolve them. Every Nintendo controller has some neat features and some irritating imperfections, but they seem to feel the need to reinvent the wheel every time rather than just making the wheel they already have better. Which results in a lot of neat-but-flawed controllers, whereas their competitors (and I'm thinking mainly about Sony and Microsoft here) gradually improve the same basic design, leading to highly polished controllers with the rough interaction edges taken off. Sometimes taking that to a bit of an extreme, particularly in Sony's case (I'd like to have seen tactile analogue triggers on the DS by now).
WindyMan said:http://xbox.ign.com/articles/647/647580p1.html
10. The VMU
9. The Turbo Button
8. Triggers
7. Breakaway Cord
6. Multiple Face Buttons
5. Shoulder Buttons
4. Rumble/Force Feedback
3. Wireless
2. The D-Pad
1. Analog Control
Oh, it goes without saying that, with the exceptions of #7 and #10, Nintendo was the first to offer all of the features on the list, and all are still used today, and most will be used for a while. That's not to say that Sony or Microsoft improved on the formulae, of course...
I'm pretty sure MS had the PC force feedback joystick on the market prior to the rumble pak. There was also some sort of 3rd party FF chair or suit or something that came out during the SNES period.Ignatz Mouse said:4. Nintendo
Atari.3. ??? I don't know.
is that a vectrex ? those were awesomewobedraggled said:
uhhh... the point is the trigger on a gun doesn't send a bullet flying with the slightest tap. you actually have to press it all the way down till the mechanism flicks over and releases the hammer. Or how on 6 shooters pulling the trigger actually turns the barrel and pulls and releases the hammer. The trigger on a gun is essentially analog in nature. You can apply varying degrees of pressure, that means it's analog.pjberri said:Yeah, if you pull the trigger softly on a gun the bullet comes out at half speed.
AndreasNystrom said:btw, what about eyetoy?
I know it was made on the Amiga 3000 when i first saw this.
People played a game on a swedish televisionprogram, and was hiding from ballons
that came from the sky.
today we have the eyetoy.
Ignatz Mouse said:Astrocade controller (Joystick/Paddle combo with a trigger):
![]()
^^ This was one of the most creative controller designs ever, and predates the 2600 by about a year. Since a lot of games needer either paddles *or* a joystick, this controller could do both. It coould concievably handle an arcade game like Tron as well (though the system could never have handled that level of graphics).
AndreasNystrom said:
Agent X said:I agree it was a really creative controller design, but I'm pretty sure the Astrocade wasn't released until early 1978, a few months after the 2600.
I don't know if I'd count the Atari 2700, since it was never officially released. Cool controller design, though.
![]()
Atari's research on this wasn't totally wasted, as they eventually released wireless controllers for the existing 2600. One drawback of this design is that the base of the controller is absolutely enormous compared to that of the standard joystick controller.
![]()
Future said:Yeah they basically just improved what had already been done, but just saying that is a disservice.
Gek54 said:Forcefeedback would be number one for me, it adds a whole new sense of immersion with the games that use it well.
Sapienshomo said:The XBOX's breakaway-age is completely useless. The xbox is too heavy. The actual connected unplugs quite easily once tugged at by the wire.
It's innovative, but would have served better use on lighter systems like the PS2 (which i did knock off a tv by stepping on a cord).
still a neat innovation.
The VMU didnt really take off.
Okay, this is a very blind and skewed perspective. Sorry, but there were hardly thumbsticks before N64, let alone a way to control a free-roaming 3D platformer. Nintendo created that for their software. And it wasn't by itself. It was applied to the modern controller. Similarly, Bongo drums have been around since before videogames, but Jungle Beat is one of the most innovative console game in years. Touchscreens, microphones and even multiple screens have been around forever, but not in one unit with 3D graphics and the kind of software DS has. Sorry, it's innovative. With comments like yours, one would think that since the early 80's, you've sat your videogame hardware on a shelf to look at rather than play games with.Ahahaha. The Vectrex controller was exactly what I was thinking about when I mentioned gamepad shape, multiple buttons, and analog control not being Nintendo innovations. And you don't have to tell me about the futility of pointing out that Nintendo weren't the first to bring features to gaming that are often attributed to them. On a prior incarnation of this board a few years back I created a thread on "the myth of Nintendo as innovator" and promptly got flamed to a crisp by the Nintendo nutjob fringe. The ultimate fallback when you point out examples of others doing first what Nintendo gets credit for? "Well, Nintendo was responsible for making it popular!" Which I see has already reared its head in this thread.
Drensch said:Did controllers and game have actual analog control? That is, did the analog-ness of the control have an actual bearing on the game, or did the analog control simply function as a digital controller?