I was going to post an image of a one-breasted Amazon woman from myth to say "no idea bro", only to realize there aren't many images of them outside of that one statue.
I guess they thought the fact that you wouldn't be able to look at the controller while playing meant it made sense for it to be symmetrical. No idea how well it worked out the since I never played the thing
No it's just because a 3D world provides too many more degrees of freedom for a single 2D directional control device to handle well, and as others have said, maybe also because they expected some games to give you in-game hand analogues that you could control directly with your two real hands so that you'd feel like you were inside the game world. So, one d-pad for each in-game hand (or gun turret or cursor or whatever it might be) in some games, and in other games, one d-pad for movement along the ground and one for rotational aiming. And in still other games, maybe one for up-down-left-right sideways movement in space, two buttons for forward-backward movement in space, and the remaining d-pad for rotation. Etc. It's mostly standard stuff for any 3D-capable gaming platform. The only thing that makes "virtual reality" platforms special here is the hand-analogue concept, which isn't nearly as strong in 3D games that use a normal TV or monitor.
the idea of symmetric controllers for vr was already established, either nintendo was just going with the theme or they expected a lot of first-person style games like teleroboxer during the design phase
I’ve been thinking the entire time after getting a headset modern Vr controllers are better off with d-pads. The analog sticks on those are so poorly made they all suffer from joystick drift only after regular use. Most games don’t even use it for analog purposes but for things like wasd movement, jumping or switching weapons. They might as well have made it dpads at least for durability if they wanted to cut costs
>virtual boy homebrew scene
Bland. There's some crappy "studio" style program out there so it's flooded with low effort demos that all play the same because they're using the same oob functionality.
It came out before Nintendo 64 invented the thumbstick.
>inb4 nooo nintendo didn't invent it it was made by some irrelevant company for something irrelevant before
Why would you want two breasts?
I was going to post an image of a one-breasted Amazon woman from myth to say "no idea bro", only to realize there aren't many images of them outside of that one statue.
shoulda just posted a pic of olivia newton john
I guess they thought the fact that you wouldn't be able to look at the controller while playing meant it made sense for it to be symmetrical. No idea how well it worked out the since I never played the thing
It's not symmetrical though, A and B don't have the same function in-game as start and select.
I just meant the physical design. I didn't assume the d pads had the same function either
No it's just because a 3D world provides too many more degrees of freedom for a single 2D directional control device to handle well, and as others have said, maybe also because they expected some games to give you in-game hand analogues that you could control directly with your two real hands so that you'd feel like you were inside the game world. So, one d-pad for each in-game hand (or gun turret or cursor or whatever it might be) in some games, and in other games, one d-pad for movement along the ground and one for rotational aiming. And in still other games, maybe one for up-down-left-right sideways movement in space, two buttons for forward-backward movement in space, and the remaining d-pad for rotation. Etc. It's mostly standard stuff for any 3D-capable gaming platform. The only thing that makes "virtual reality" platforms special here is the hand-analogue concept, which isn't nearly as strong in 3D games that use a normal TV or monitor.
it makes sense for red alarm
For Teleroboxer.
Would've been nice to get a twin shooter on the VB..
Twinstick shooters were an arcade-only idea that all but died before resurfacing in the mid-2000s.
>teleroboxer
whats the best way to configure a modern gamepad for punchout 3?
If you have a pad with 4 face buttons, set them as a d-pad.
Why would you want two analog sticks?
90s controllers had weirdest designs
And your generation is 3/4s gay butt frickers
ya the 90s is the weird one ok sure
The Virtual Boy is pretty much a spot on mid-90s idea of what would eventually become modern VR controllers.
the idea of symmetric controllers for vr was already established, either nintendo was just going with the theme or they expected a lot of first-person style games like teleroboxer during the design phase
I’ve been thinking the entire time after getting a headset modern Vr controllers are better off with d-pads. The analog sticks on those are so poorly made they all suffer from joystick drift only after regular use. Most games don’t even use it for analog purposes but for things like wasd movement, jumping or switching weapons. They might as well have made it dpads at least for durability if they wanted to cut costs
To keep your high scores safe from the one armed man
>TWO D-PADS
dual digital controls for 3d games
terrifying
strafing
It's the future of gayming.
robotron
how's the virtual boy homebrew scene? I'd settle just for some cool ports, even just a bad apple demo would be awesome
>virtual boy homebrew scene
Bland. There's some crappy "studio" style program out there so it's flooded with low effort demos that all play the same because they're using the same oob functionality.
i mean thumbsticks are just embedded atari controllers
To play Libble Rabble of course!
tfw no Bangai O VR32