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Lightguns, bongos, and skateboards: peripherals which make the game

 
 
The Strobe
17:36 / 15.06.05
When I was stuck in Stansted Airport before going to Spain, I rattled through a bit of the really-rather-good Time Crisis 3 again. And I realised that the thing that makes the Time Crisis games for me - more than the pedal, more than the great animations, or the OTT action - was a single spring on the big, pink (or blue) plastic gun.

The slide. The way that every time you fire, that little plastic slide racks back and forth. It adds almost no recoil, but enough of a sensation to remind you that you're really firing this virtual gun. And in TC3, when you get the machinegun, it rattles back and forth as you spit out bullets. And that's it; the feedback spills out not only from the screen and speakers but from the input device, in a way that's more convincing than rumble or bump.

Love it. A little detail that means so much. It makes Time Crisis better, still, for me, than Virtua Cop 3, or (the admittedly great fun) Ghost Squad, or the energetic Police 24/7. In fact, I might talk about Police 24/7 later if no-one else does.

So I was curious: what controllers, or cabinets, or input devices have you fallen in love with? Did gaming fall into place when you played Donkey Konga? Are you a secret Dance Dance Revolution or EyeToy nut? Did you splurge £150 on Steel Battalion? Or do you have a single favourite joypad in nigh-on thirty years of consoles?
 
 
hanabius yamamura
17:47 / 15.06.05
... ah, misty nostalgia clouds my dream(cast)y eyes as I remember with EXTREME fondness my dreamcast fishing rod peripheral that could be used to ETERNAL amusement with Sega Bass Fishing ... manys a time the lads would come over to play Soul Caliber and the like only to discover that, 8 beers each later, it was 3am and we were still flicking the rod, so to speak ... ... ... THEN I discovered it was compatible with Soul Caliber ... ... ...

 
 
semioticrobotic
17:47 / 15.06.05
For me, Paleface, there's just nothing like playing an older game in an arcade cabinet. I've played my favorite game, Ms. Pac-Man, on a plethora of platforms (computer, NES, Dreamcast), but there's nothing like gripping the side of the cabinet to steady myself as I play, or craning my neck inward so as to duck under the top of the wooden cave, and let it envelop me.
 
 
Tom Tit's Tot: A Girl!
19:23 / 15.06.05
Singstar is excellent. Karaoke on a PS2 that judges your performance. The new Medley function, that randomly chooses five choruses from the entire disc of songs and makes you sing them, rocks.

Eyetoy is pretty damn fun, too.
 
 
I'm Rick Jones, bitch
19:31 / 15.06.05
House of the Dead 3, with the pump-action shotguns.

One handed cocking. Yes.
 
 
Triplets
19:48 / 15.06.05
Metal Gear Solid 1, inventive in using the PS1 peripherals - significantly the ones available to most owners. Bare with me:

Psycho Mantis asking you to put the controller down during his opening monologue and moving it with his psychic powers.

The jolt when Snake shoots Wolf in the snow.

Psycho Mantis (again) "reading your mind" and knowing what other Konami games you've played on your machine (by checking the save files on yer memory card).

The actual fight with Mantis (again!) which required you to switch controllers to the second joypad so he couldn't read your mind and dodge your movements. This really fucking cemented for me the idea that the devices on your machine... memory card, joypad were part of Snake's nervous system/body, or abstractions thereof.

In some ways one of the first games, for me, to move the game experience away from the screen, if only in small increments.
 
 
The Strobe
20:46 / 15.06.05
Oh, I'd definitely agree with MGS1. Also: the "massage" you got by placing the pad on your hand. Innovative breaking of the fourth wall, there.

Other favourite things of mine: the Mario 64 DS minigames. The DS in general; I adore it, and can't wait for both the interface-heavy games like Nintendogs or that surgeon game... and also the game-games like Advance Wars DS.

Also, soft spot for Police 24/7 - a gun game where the motion of your body determines the viewpoint. I watched a guy playing it, ducking and diving, and thought he was being stupid - until I played and realised you need to throw yourself around a lot. You walk behind a lorry trailer, and have to squat on your haunces to see the gangsters under it. It's very involving, and entirely involving: just your gun, a trigger, and your body.

In terms of pads, the Nintendo Wavebird - a radio-based wireless pad - is just brilliant. I adore playing Gamecube games just because there's no cable. The one thing I love about the nextgen consoles: wireless controllers as standard. It's great.

Spatula Clarke will weigh on Singstar, I feel sure; he's quite a fan.

Anyone played Warioware Twisted - you know the one you play by rotating the GBA?
 
 
Spatula Clarke
00:12 / 16.06.05
Spatula Clarke will weigh on Singstar, I feel sure; he's quite a fan.

Eep. No. I'm a massive fan of bemani and music games in general, but I really don't like Singstar. The technology is clever and interesting, but I'm not keen on the game at all.

There's some good use of the Dual Shock 2 in the second Metal Gear Solid. One of the few PS2 games that employs the analogue facia buttons for anything useful - jam your finger onto one to have it rest on the trigger of whetever gun you're holding, then either fire it by letting go immediately or ease off by, well, by easing off.

Samba de Amigo's maraccas. They're where it's at. The tech behind them is, again, clever and interesting - the game asks them not just to recognise movement when you shake them, but also recognise where you're shaking them. The effect they have on bystanders is similar to that of DDR cabs - most people baulk at the idea, but as soon as they see somebody else playing the game, they want a go. It helps that they function as maraccas outside of the game - it would have been easy for Sega to leave them empty, but the swoosh of the plastic rice stuff inside adds to the experience by providing a small amount of physical feedback whenever you use them. Extra bonus points for being potentially dangerous to people with pacemakers.

Donkey Konga's bongos are fun, for sure (and surprisingly robust, given how cheap they are), but they're a poor man's substitute for Samba's maraccas.

DDR cabinets - yes. The controls are just so simple - up, down, left, right - that it makes everybody want to give it a go. I've seen attempts to make more complex layouts for dancing games, with the inclusion of diagonals and whatnot, but they overcomplicate matters and pull the entire thing apart.

The rail at the back - which I've always presumed was initially included for safety reasons - provides the illusion that the cab is somehow concealed, which is another thing that makes yr normally shy or too cool mates prepared to get up and give it a twirl. Also comes into its own when used by the sort of disgustingly agile bastards who play it at competition level. And it all screams fun - the flashing lights, the huge speakers at the front. It's probably the most inclusive arcade game around and that's all because of the control setup. I can't think of another game that has such a basic set of rules yet encourages you, through the controller, to experiment with different ways of playing it. Google for 'DDR videos' and consider yourself dead inside if some of the best don't make you want to dance - that's the real hook with the cab, that it looks like it will teach you how to dance (and it probably can, provided you've got enough spare change).

You can play it at home with a standard joypad, but what's the point?
 
  
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