Worst. Controls. Ever.

edited February 2007 in Games
Right... time to have a vote on the worst keyboard controls ever!

Here's some suggestions to start you all off:

(1) The standard cursor keys. Need I say more?

(2) Sabre Wulf. What were they thinking? At least with other QWERT games it was R=up, E=down, hence using the same up/down fingers as if it was P/L or K/M... but for some reason, Ultimate reversed it on Sabre Wulf, making a joystick an absolute necessity.

(2A) Sheer Panic. Committed the same crime as Sabre WUlf, with 6=left, 7=right, 8=up, 9=down. So it could have worked with the Sinclair joystick, if only it had been 8 and 9 the other way round... and there were no redefinable keys!

(3) Any isometric game which used "straight" keys (i.e. QAOP). So, if Q was up, did it move north east or north west? Some games went NE, others NW... confusing. At least Batman and Head Over Heels were redefinable to a "diagonal" control method. Which brings us onto:

(4) Super Robin Hood. A=left, X=right, K=up, N=down. Probably designed as a more "relaxed" version of ZXKM, but... isometric controls on a straight up/down game? Madness. They weren't quite so terrible to use, if you could remember which side of the keyboard was up/down and which was left/right...

(5) Starfire, in "Battlestations" mode. T=up, B=down, F=left, H=right, 4=fire. Fingers crossed, awkward fire button. No wonder the Xtardans had such an easy time of it on anything above ZX81 intelligence level...

(6) An "unofficial" contender: Jumping Jack. Symbol Shift=left, Space=right may have worked on a 48K Spectrum, but it's tricky on a +2 and impossible on Spectaculator...

Any other contenders?
Post edited by The Mighty Dopethrone on
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Comments

  • edited October 2003
    Escape from Krakatoa is als very hard due keyboard conbinations,.. 5- up, 3- down, 7- forward, space- turn
  • edited October 2003
    On 2003-10-18 14:55, The Mighty Dopethrone wrote:
    Right... time to have a vote on the worst keyboard controls ever!

    Here's some suggestions to start you all off:

    (1) The standard cursor keys. Need I say more?

    Actually, I always used the AGF/Cursor joystick option when I did not know the keys of a game; I even redefined the keys according to that pattern whenever possible. It seems I was the only Spectrum user I am aware of to do so. Today however, on the PC keyboard, I find the right Sinclair combination (6-0) more comfortable.

    _________________
    Dr Jones will never believe this

    [ This Message was edited by: Alessandro Grussu on 2003-10-18 16:18 ]
  • edited October 2003
    I always thought 3D Ant Attack had rather difficult selection of keys for moving. For that reason I never got into the game.

    SpecMem
  • GOCGOC
    edited October 2003
    Well, I, for one, always got the hang of combinations like 67890, 12345 or QWERT quite quickly, including those with reversed up/down... Hell, I even define my keys like that on PC games :) ! The isometric ones can be tamed too...

    So my vote goes to...

    Starfire !!!! Not even I can stand "fingers-crossed" controls ! What were they thinking ?? And wait, there's even worse, I can think of a beat'em game with 8 keys for each direction, laid out in a circle. CRAP.
  • edited October 2003
    Wasn't Ultimates adherence to QWERTY something to do with making the game run smother as the Speccy read the key strokes more efficiently?

    Where did the QAOPM/Space combo come from anyway? First game to use it anyone?

    Battlecars had many keys but half the fun of a 2 player game of it was grabbing the "steering wheel" of your opponent when you were down on your ammo.
  • edited October 2003
    On 2003-10-18 21:40, Mikal wrote:
    Wasn't Ultimates adherence to QWERTY something to do with making the game run smother as the Speccy read the key strokes more efficiently?

    It has more to do with the fact that they were lazy basts. Maybe they were in cahoots with joystick interface manufacturers, making it bloody impossible to play their games on the keyboard.
  • edited October 2003
    Why did Ultimate games often have an OUT to port FD before reading the keyboard?
  • edited October 2003
    On 2003-10-18 18:43, GOC wrote:
    So my vote goes to...
    Starfire !!!! Not even I can stand "fingers-crossed" controls ! What were they thinking ?? And wait, there's even worse, I can think of a beat'em game with 8 keys for each direction, laid out in a circle. CRAP.

    Ye gods. I'm sure I've got a game somewhere amongst my ever-expanding collection where this is the case. I'll dig it out eventually...
    On 2003-10-18 21:40, Mikal wrote:
    Where did the QAOPM/Space combo come from anyway? First game to use it anyone?

    No idea, but the main objective would be logic. Q is effectively directly above A, O and P are next to each other, so it's like the individual up/down and left/right controls that were on some of those horrible Nintendo Game & Watch machines (i.e. the ones which didn't have a D-pad - Donkey Kong did, Squish didn't.)

    I suppose it makes more sense than the "left-handed" controls (e.g. QWPL), as Q is more directly above A than P is above L. Using O/L instead of P/L was a bad idea as you have to twist your fingers round to get them in the right position.

    The 16K and 48K machines, though, were very small. And though I never had one (moving from a ZX81 to a +2), I know several people who did, and QAOP must have been less comfortable on those machines than on the + and anything that followed. Hence, those odd games which used QZIP instead of QAOP must have had a point.

    This does bring me onto another contender for awful controls, though...

    Anything with the fire button between left and right!

    Micromouse Goes Debugging and Two Gun Turtle were both defined as QZIP, with O as the fire button. Agh!

    Mummy! Mummy! was also an offender - QAIP, with D or 0 to dig a hole and F or 1 to fill it. Reaching D and F from that position is a bit of a stretch!

    But, it has come to me. The worst controls of the lot:

    3D TUNNEL!

    Any key Q to T = SW
    Any key Y to P = SE
    Any key A to G = NW
    Any key H to ENTER = NE

    I know what they were thinking - move your fingers on the T, Y, G and H keys as if they were a joystick - needing two keypresses (eg. T+Y for "down") for straight directions and one for diagonals. But it was so utterly terrible to use! If you didn't have a joystick, you were screwed! It also seems they've defined the keys (and the Sinclair Joystick) so that "up" = "dive" and "down" = "climb", just like on a flight simulator, but it doesn't feel like one at all and I end up getting the up/down confused, and crash into the side of the tunnel all the time...

    That's my final nomination, and if this doesn't win the Golden Broken Keyboard, I'll eat that three-week old mince with all the mould on it that's been growing on top of the microwave...
  • edited October 2003
    On 2003-10-20 01:59, The Mighty Dopethrone wrote:
    On 2003-10-18 18:43, GOC wrote:
    And wait, there's even worse, I can think of a beat'em game with 8 keys for each direction, laid out in a circle. CRAP.

    Ye gods. I'm sure I've got a game somewhere amongst my ever-expanding collection where this is the case. I'll dig it out eventually...

    You don't have to. It was the infamous Way Of The Exploding Fist.
  • edited October 2003
    Haven't got that one... but I'm sure I have another game with controls as awful as the dreaded circle...

    There was a type-in called Lawnmower I found in a book once (another one I don't have anymore... damndamndamn), which used all the keys around S to move in whatever direction, and S to put the brakes on. The idea being, the lawnmower could be controlled diagonally. This has two flaws: (1) It's perfectly possible to use IN to read several keys at once and define a QAOP combination that will operate diagonally; (2) All the grass was in a straight line anyway, so there was no need for any diagonal control...

    I could upload this game to the type-in archive, but I have no idea where it came from. Arjun, if you're reading this, do you still want it for the archive, then maybe someone might be able to identify it?
  • GPGP
    edited October 2003
    warlock of firetop mountain

    wins by a mile :)

    just go and try it..
  • edited October 2003
    On 2003-10-18 18:43, GOC wrote:
    I can think of a beat'em game with 8 keys for each direction, laid out in a circle. CRAP.

    That was a good layout of keys that! My brother used to mock me for choosing a different key combination for Exploding fist other then the circular configuration until I realised it made sense. Works the same as the numerical pad with 8, 9 for up right etc.
  • edited October 2003
    On 2003-10-20 12:42, GP wrote:
    warlock of firetop mountain

    wins by a mile :)

    just go and try it..

    Hall of the Things and Warlock were one of those cult games similar to a film that mostly seems terrible but has one redeeming feature that seems to make it worthwhile. I used to love playing Hall of the things but the amount of weapons you had compared to what they were actually good for (i.e. nothing) was ridiculous.

  • GOCGOC
    edited October 2003
    On 2003-10-20 15:16, Mikal wrote:
    That was a good layout of keys that! My brother used to mock me for choosing a different key combination for Exploding fist other then the circular configuration until I realised it made sense. Works the same as the numerical pad with 8, 9 for up right etc.

    And you can work with that ?? You're a better man than I am ! :)
  • edited October 2003
    Uridium anyone ?

    I also think the keys to Way of the Exploding Fist worked well.

    Dave
  • EdEd
    edited October 2003
    On 2003-10-18 17:48, SpecMem wrote:
    I always thought 3D Ant Attack had rather difficult selection of keys for moving. For that reason I never got into the game.

    SpecMem

    This has been mentioned on the forums before. There's a hacked snapshot, with improved controls, here, if you want it.
  • edited October 2003
    I'm at work :), so I haven't read all the answers carefully. Anyway I recall having read the Jumping Jack is impossible on Spectaculator. Well, it is, unless you select in the options tab "Match 48K Speccy layout" , life will be a lot of easier for you.

    As Judas claims, Escape from krakatoa is a top game in this class aswell :)

    I also recall Super Scramble simulator's keyboard selection. Looks like it was done for long fingered players: 1 Z Up down, 9 0 and Space, IIRC

    Ivan
  • edited October 2003
    On 2003-10-20 12:42, GP wrote:
    warlock of firetop mountain
    wins by a mile :)
    just go and try it..

    18 controls keys? With up/down next to each other and upside down?

    MADNESS!
  • edited October 2003
    Worst controls ever? Ultimate games top my list for their isometric games. I NEVER got adjusted to those key layouts? And I couldn't figure out what the "directional" keys options was for? I didn't see it have any significant effect whatsoever.

    And Way of the Tiger. I still don't know the keys!

    And erm... Psi Chess? I remember someone on this forum decided that he is going to figure out the keys by pressing every dang key on the keyboard and seeing what happens! And he did too - the superb instructions on WoS for Psi Chess are from him! Ed, was it you?
  • EdEd
    edited October 2003
    I did manage to put together some bodged instructions for Psi Chess about 18 months back when I was new to WoS. However Paul Thompson recently replaced them with a proper transcript of the manual.

    Actually, Psi Chess' keys aren't so bad when you get used to them, and it's not like you need split-second timing like in Lunar Jetman or Ant Attack. A menu-based system might have been better, but maybe there wasn't room.
  • edited October 2003
    On 2003-10-20 17:49, Ed wrote:
    On 2003-10-18 17:48, SpecMem wrote:
    I always thought 3D Ant Attack had rather difficult selection of keys for moving. For that reason I never got into the game.

    SpecMem

    This has been mentioned on the forums before. There's a hacked snapshot, with improved controls, here, if you want it.

    Thanks Ed for the tip! Even before I thought that would make sense, but had not checked it.

    SpecMem
  • edited November 2003
    One of my favourites Contact Sam Cruise this had me confused so many times, but only because i could never find my instruction manual with all the keys listed, in fact to this day ive never been able to play this game as i keep loosing the keys!!
  • edited November 2003
    I used a joystick whenever possible when I owned my Speccy. Now, when I try to play the Ultimate games with the keyboard, I cannot get anywhere. The likes of Manic Miner and Chuckie Egg are fine. I have a PC flight joystick. If only I could figure out how to get it to work with those games.....
  • edited February 2007
    Sorry for resurecting such an ancient thread but I just had to mention the 'unusual' controls of Zybex:

    W - Up
    Z - Down
    A - Left
    S - Right
    Q - Change weapon

    These controls, like all terrible controls schemes, can of course NOT be changed FFS.

    Not only this but it is the only shoot 'em up I have ever known to feature weapons that fire automatically without even holdingdown the fire button!
  • edited February 2007
    Then there was that game where you had to use every letter on the keyboard - scrabble.

    Bak 2 Skool had odd keys : pick up mouse - open desk - ride bike - jump out of window etc
  • edited February 2007
    I could never get used tot he rotation system in isometric 3D games.

    But nothing beats WERTYUIO<space> for playing WOTEF.
  • edited February 2007
    As an addition to that, I never got on well with controls which are in a circle - i.e. up-left/up/up-right, etc...
  • edited February 2007
    Thought the Ultimate isometic 3d games were easy, i couldnt stand all the keys on Halls of the Things which i used to love back then. Thought Wheelie also had strange controls ?
  • edited February 2007
    Hard Drivin' A right sod to control.....
    Oh bugger!<br>
  • edited February 2007
    If a certain game has qzipm as the only keys available and no optional controls, isn't it possible to make the emulated spectrum 'think' that you're using those keys, when you're in fact using your defined keys? For example, pressing 'a' would be detected by the emulated spectrum as if you were pressing z (down). If this kind of redefinition is possible, our problems would be solved, at least for emulator users.

    And if we could use our pc mouse to emulate the control keys, even in games that don't have joystick nor mouse nor laser gun option, it would be even better!

    Now, if I had the time and the knowledge and if none of the options described above were availabe, I would disassemble these games and see if the original keys could be redefined permanently, something like what was done with 3D Ant Attack.
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