This is really cool so far, close to PS1's answer to SM64. But, was there much of a point to mapping a weapon to analog? I found the control so weird to get used to after SM64 / Banjo, having jump on R buttons and camera movement on Dpad is quite awkward. I also wish there was a camera zoom button. Too bad there's no control options.
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>game requires completing time trials to 100%
no thanks
i'm happy calling all monkeys/specter coins 100%
Same
Its just not the type of game where time trials are fun
But i guess it's cool that it's extra fully optional content
Would probably have beaten them as a kid
I rarely bother with time trials nowadays but I found the AE trials decently forgiving. I only had to look up a couple of levels for more optimized routes.
analog camera was a mistake
You'll get used to it mostly, although there are a couple items that feel awkward to the end.
ok. but I still don't get why you need a weapon mapped to analog, this isn't Smash TV.
To show off the Dualshock.
Sony was probably encouraging devs to use the Dualshock, since it was one of the most unique things the PS1 had.
I find it weird that more games didn't use it
Nobody had any fricking idea what to do with the second analog because sony only added it to one up nintendo
That's what they could come up with at the time so they could say it completely used the controller
uh… didn't SM64 already put camera rotation on C button left / right?… I mean, how hard could it be, really. the game came out in 1999, Banjo-Kazooie was out already, using the same control scheme.
too bad that I can actually map camera rotation on right analog through RetroArch, but then I have to map the attacks to buttons, and this doesn't work right because they require an analog to work properly. maybe I'll just try switching Dpad and button functions, i.e. dpad switches gadgets and the buttons rotate the camera. still a bit weird, but it's almost like the real N64 control.
How old are you mate
why are you asking? I just said that mapping camera to the 2nd stick sounds obvious, and certainly better than mapping an attack to it like they had no clue what to do with it, then ALSO mapping the buttons to gadget switching, and winding up with jumped mapped to the fricking R1/R2.
How old are you though?
I think jump on shoulder buttons is underrated
Worked good in mirrors edge too
I'm 32, but I missed out on most consoles as a kid and mostly played on PC.
Ah I see
Isnt l1 or something a center camera button?
yes, it is. they did this thing right, but I'll say that the camera doesn't like to rotate at all. I feel like I constantly need to press L1 or else it won't budge. catching monkeys with this control feels a little like a practical joke.
It only seems obvious in retrospect because it's so comfy. It took years before anyone thought it up though
If it was made today the control scheme would be different, but no one had come up with the standard LS-movement/RS-camera setup used in everything now. It was novel and fun at the time.
Wasn't this also one of the first few games to have R3 and L3 actually do something? I remember being excited when pressing in the analogue stick for the first time and having it actually function as a button
You ask why item controls are on the right stick, but that's the entire reason the game exists. It explores at the time novel control schemes and succeeds. It feels intuitive to swing a hoola hoop or power a propeller by rotating a stick. It's simply fun in a way other games aren't in part due to its control scheme.