Shoot 'em ups with analog control
Shoot 'em ups with analog control
Surely there must be at least one. What is it?
I think there should be more. I don't see why well-executed analog control wouldn't beat the heck out of speed selecting or holding a button for slower motion. Is it because an analog arcade stick would be too expensive for operators to maintain? Perhaps it would just take too much effort for some players to get used to.
I think there should be more. I don't see why well-executed analog control wouldn't beat the heck out of speed selecting or holding a button for slower motion. Is it because an analog arcade stick would be too expensive for operators to maintain? Perhaps it would just take too much effort for some players to get used to.
Of course, that's just an opinion.
Always seeking netplay fans to play emulated arcade games with.
Always seeking netplay fans to play emulated arcade games with.
I think that small dodges are harder to do when you have to deal with the sensitivity. As for variable speed, the hold-button slowdown in most Cave games does the job very well, because you always know 100% what speed you´re getting. If find analog control too fuzzy for games that require such a high amount of reliable precision.
I always found it confusing when having to tiptoe in Mario 64 - I never really knew when it would switch to running faster, I didn´t like having to keep the analog stick in a certain position.
To sum it up, I love my digital input for 2D games; I think analog control fits 3D games much better.
I always found it confusing when having to tiptoe in Mario 64 - I never really knew when it would switch to running faster, I didn´t like having to keep the analog stick in a certain position.
To sum it up, I love my digital input for 2D games; I think analog control fits 3D games much better.
Last edited by Frederik on Tue Sep 23, 2008 11:31 pm, edited 4 times in total.
way back in the days when i was more of a PC player than a console player, i used to play most of the shmups i could with analog controllers... now, i cant stand them, i feel them uncomfortable, imprecise... only use them on 3D games, but for shmups, digital pad all the way.kengou wrote:Gradius V, worked great in that. I could maintain great control even at max speedups.
I'm in total agreement for 99% of shmups out there (and 2D games). GV did have great analog control though.Kaspal wrote:way back in the days when i was more of a PC player than a console player, i used to play most of the shmups i could with analog controllers... now, i cant stand them, i feel them uncomfortable, imprecise... only use them on 3D games, but for shmups, digital pad all the way.kengou wrote:Gradius V, worked great in that. I could maintain great control even at max speedups.
"I think Ikaruga is pretty tough. It is like a modern version of Galaga that some Japanese company made."
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Zweihander
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GV had great analog support. Geometry Wars (and other western games in the rising "arena shooter" trend) have perfect analog controls as well.kengou wrote:I'm in total agreement for 99% of shmups out there (and 2D games). GV did have great analog control though.Kaspal wrote:way back in the days when i was more of a PC player than a console player, i used to play most of the shmups i could with analog controllers... now, i cant stand them, i feel them uncomfortable, imprecise... only use them on 3D games, but for shmups, digital pad all the way.kengou wrote:Gradius V, worked great in that. I could maintain great control even at max speedups.
Schrodinger's cat wrote:Yeah, "shmup" really sounds like a term a Jewish grandmother would insult you with.
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Zweihander
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Zweihander
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Then you obviously never ran through the game at max speed. Corridor-navigating is much less anal with analog sticks. For every other area of the game, it's digital all the way.MR_Soren wrote:Gradius V tells me the digital controls were still better.Zweihander wrote:Gradius V and Geometry Wars would like a word with you.MR_Soren wrote:tap dodge + analog = dead
Geometry Wars has nothing to say on the subject.
Schrodinger's cat wrote:Yeah, "shmup" really sounds like a term a Jewish grandmother would insult you with.
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worstplayer
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Zweihander
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Which version of Retro Evolved did you play? I played the one on XBLA, it had speed variation correlated to the left analog stick's movement from the center position.worstplayer wrote:Geometry wars (at least Retro Evolved, never played Galaxies) doesn't have full analog control. It has analog direction but fixed speed. Not that it really makes any difference, you never have to move slowly in it.
Schrodinger's cat wrote:Yeah, "shmup" really sounds like a term a Jewish grandmother would insult you with.
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worstplayer
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After some googling i found it's NOT intentional and it's a bug in Steam version.Zweihander wrote:Which version of Retro Evolved did you play? I played the one on XBLA, it had speed variation correlated to the left analog stick's movement from the center position.worstplayer wrote:Geometry wars (at least Retro Evolved, never played Galaxies) doesn't have full analog control. It has analog direction but fixed speed. Not that it really makes any difference, you never have to move slowly in it.
( http://www.bizarrecreations.com/forum/v ... a&start=10 )
Damn, i thought i'm getting better at GW and now you tell me it's not meant to be played like that?
PS: I still find it bizarre (lol). I can't imagine condition that would cause bug like that. Direction and shooting is analog, so it reads input correctly, are you 100% sure it's any different on Xbox?
"A game isn't bad because you resent it. A game is bad because it's shitty."
"Normal" shmups don't exist.captpain wrote:= not the same as 'normal' shmups, this is a non-sequitur
As I recall, you can use an Xbox 360 pad with most later Kenta Cho games by default (twin stick in Gunroar sounds pretty fun).
Last edited by lgb on Wed Apr 22, 2009 7:24 pm, edited 1 time in total.