Most annoying user interface

edited December 2011 in Games
This has to go to Slaine. Actions flying across the screen in word form, in various speeds, and you had to point a bloody hand at them.

I never did complete it. I got as far as taking a spyglass out of a telescope and dumping it in a fountain.
Post edited by JohnnyJman on
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Comments

  • edited December 2011
    An innovative concept spoiled by the control mechanism. It would have worked better with mouse control of the cursor, much like Lemmings; great on the PC with a mouse, rubbish on the Spectrum with keys.
  • edited December 2011
    Hmm, I don't know - I did not play it long to this day (would like to do that soon since I really enjoy Slaine and other 2000 AD comic series although they are woefully almost unheard of in Italy) but as far as I have experienced it I am not so irritated by its unusual user interface.

    To be honest, seen the relative simplicity of most Spectrum games, I can't really think of one of them featuring an user interface so annoying I steer clear of it... Well, maybe the icon control of action/adventure games like Psygnosis's Barbarian and Obliterator is unfriendly enough if you don't have a mouse handy like the machines they were originally designed for - although you can override most of it with keyboard/joystick commands.
  • edited December 2011
    Generally: Any FPS played with anything other than keyboard+mouse and any platformer that uses 'up' direction to jump

    Speccy related , any game that uses rotate/move forward controls

    Slaine was different , in much the same way that Stifflip was - mastering the control system was meant to be part of the challenge,
  • Slaine was different , in much the same way that Stifflip was - mastering the control system was meant to be part of the challenge,
    That's a good point. Wasn't the reasoning behind the control system something to do with "capturing" thoughts and implementing actions as they went through your head? The difficulty in this was meant to signify Slaine being a bit mental. Or summat.

    Having said that, a difficult control system is a difficult control system and, even with practice, I never got the hang of it with keys. I think I've mentioned elsewhere that it would have worked well as a sub-game but for the whole thing it was a bit convoluted and unwieldy to be much fun.
  • edited December 2011
    Not sure if this strictly counts, but in a few of my rare forays into (text) adventure gaming, I've found some games with terrible fonts, so much so that the effort required to understand the text probably dwarfed the skill needed to otherwise complete the games. Can't remember any offhand, or I'd warn you all to avoid them...
    Generally: Any FPS played with anything other than keyboard+mouse and any platformer that uses 'up' direction to jump

    I prefer joypads for FPS games, a lot of people do. Granted a keyboard + mouse is faster and more accurate, but if you're playing a console game (which is optimized for joypad play) or against other humans who are also using joypads, then it's a level playing field if everyone is happy with joypads.

    RTS games on a joypad are awkward though. You just can't 'lasso' items with a joypad the way you can with a mouse.

    I agree about the up-to-jump bit, I hated that.
  • edited December 2011
    I found Knightmare a little tough to be honest.

    There you stand in a real time situation being attacked and you need to scroll through all the commands that begin with the letter T to find 'Throw', press enter, then scroll through all the objects beginning with R to select a 'Rock'.

    All while your character is being pummeled to death! I'm sure they could have devised a simpler user interface than that.
  • Myth's controls were a bit clumsy. Down to jump for example!

    I always found Ant Attacks controls really annoying.

    Escape from the planet of the robot monsters had hideous controls. Shame really, as it could've been great.
  • fogfog
    edited December 2011
    not speccy related but a lot of music software I use has STUPID sizes for the windows now (2+ monitiors) .. and say "Oh get a bigger monitor".. err 1 problem, not like I can rip the LCD off my laptop and change it.

    anything that takes longer to use than by keys etc I guess :)

    the keys on FPS games is samey now , as much as we used to use QAOP-M
  • edited December 2011
    Myth's controls were a bit clumsy. Down to jump for example!

    I can remember that throwing me to start with too, simply as it's not intuitive - but after a few mins of play I found it was cool. Also the ability to easily access 2 jumps, 2 melee and (ok admittedly with space bar) a whole shed load of special items/weapons etc on a joystick with one button is actually quite a good interface no?
  • edited December 2011
    Problems like 'up to jump' clearly stem from only having one fire button on the joystick. It's a real problem in a platform shooter. I'd still rather have something like that though than have to press another key to perform an action.

    But for a platform game that doesn't have something to shoot, using up to jump is a poor option. Is it Crimbo that does that? Spoils an otherwise brilliant game.

    Personally I can't use 'down' to hover in Jetpac; it would make the game easier but it's so counter-intuitive.
    Joefish
    - IONIAN-GAMES.com -
  • edited December 2011
    Knightmare has a fairly annoying interface...

    *meanies begin to attack*
    Use... kettle. Damn. Use... knob of butter. Drat. Use... *dies* knife. Darn.

    EDIT: Just noticed thingley has already posted about this. I share your pain, thingley. :grin:
  • Wookiee wrote: »
    I can remember that throwing me to start with too, simply as it's not intuitive - but after a few mins of play I found it was cool. Also the ability to easily access 2 jumps, 2 melee and (ok admittedly with space bar) a whole shed load of special items/weapons etc on a joystick with one button is actually quite a good interface no?

    It's okay until you're fighting a boss and instead of pressing down for a straight up jump you press up... and end up jumping forward into a pit of fire!
  • edited December 2011
    joefish wrote: »
    Personally I can't use 'down' to hover in Jetpac; it would make the game easier but it's so counter-intuitive.

    I've always played Jetpac with the keyboard and never really found much use for the hover button; it seems simple enough just to tap the thrust one to roughly maintain height when you need to.

    Anyway, I'm surprised nobody's mentioned Halls of the Things yet. It uses dozens of keys all over the place with seemingly little logic to them. Then, eventually, the remix version came along and you could redefine them; the game became so much more playable.
  • edited December 2011
    The ultimate games that used qwerty as the key selection.

    Games that used the spectrum cursor keys

    Any game that didn't use qaop and space or have a redefine keys option

    The lens lock copy protection system.
  • edited December 2011
    All good suggestions (especially Knightmare), but I'm afraid they pale in comparison to the worst user interface for a game ever. Namely the attrocity that is 'Voyage into The Unknown' - controls so crap that part of the actual game is trying to figure out what the f**k they are.
  • edited December 2011
    AndyC wrote: »
    All good suggestions (especially Knightmare), but I'm afraid they pale in comparison to the worst user interface for a game ever. Namely the attrocity that is 'Voyage into The Unknown' - controls so crap that part of the actual game is trying to figure out what the f**k they are.

    I think they're supposed to remain unknown. It's all part of the (non) fun. :razz:

    I think Movie could've done with less fiddly controls, but it's a great game nonetheless.
  • edited December 2011
    Geof Capes Strongman is one of my least fav games for this reason and i was not too keen on Dun Darach and Tir na nog back in the day.
  • edited December 2011
    jenstar wrote: »
    Games that used the spectrum cursor keys

    Apart from QAOPM, cursor keys were my preferred keys.
  • edited December 2011
    Matt_B wrote: »
    I've always played Jetpac with the keyboard and never really found much use for the hover button; it seems simple enough just to tap the thrust one to roughly maintain height when you need to.

    Wait, there's a "hover" button?! :-o I played this game to death and always used the thrust button to judiciously maintain the height.
  • fogfog
    edited December 2011
    Matt_B wrote: »
    Anyway, I'm surprised nobody's mentioned Halls of the Things yet. It uses dozens of keys all over the place with seemingly little logic to them. Then, eventually, the remix version came along and you could redefine them; the game became so much more playable.


    it's daunting at first.. but once you play a while it's pretty OK.. same with escape from krakatoa (both favs of mine)
  • edited December 2011
    fog wrote: »
    it's daunting at first.. but once you play a while it's pretty OK.. same with escape from krakatoa (both favs of mine)

    I agree- Halls Of The Things is one of my favourite speccy games of all time,if you bare in mind with these types of games that you do not use all buttons at the same time you will be fine,this also applies to Warlock Of Firetop Mountain which is another good one.
  • edited December 2011
    jammajup wrote: »
    I agree- Halls Of The Things is one of my favourite speccy games of all time,if you bare in mind with these types of games that you do not use all buttons at the same time you will be fine,this also applies to Warlock Of Firetop Mountain which is another good one.

    I think it's a great game too, but I'd maintain that the original controls are terrible. And although you never have to use all of them at once, it'd be nice if you could access all four of your weapons without having to use separate keys all over the place to operate them.

    It also commits the cardinal sin of having the up and down keys on the same row; at least with the Ultimate games though you've only got to use three or four other buttons.

    Anyway, they redeemed themselves with the remix where you can put together a much more logical layout. Give it a try sometime if you've not done so already.
  • edited December 2011
    Thinking about user interface (rather than key layouts), 2 spring to mind immediately:

    Barbarian - complete mystery why what is essentially an arcade game needs to be driven by icons...

    ...and... (dare I say it?)

    Avalon - where the toughest arcade part of the game involves negotiating a long list of spells (with inverted up & down keys?). Many a game was lost frantically trying to find the 'move' option from that list... :-x

    Still a great game though! :)

    Was pleased that Dragontorc subsequently at least allowed a quick escape from the menu back to movement (by pressing left or right). Made it a bit easier for me.


    [Edit - sorry, just mentioned that Barbarian was mentioned before - but it was Alessandro's post, I'm sure he won't notice that something's been mentioned twice..!]
  • edited December 2011
    Morkin wrote: »
    Avalon - where the toughest arcade part of the game involves negotiating a long list of spells (with inverted up & down keys?). Many a game was lost frantically trying to find the 'move' option from that list... :-x]

    You don't have to find the move command, if I remember rightly, just click fire once and move. :-)
  • edited December 2011
    GreenCard wrote: »
    You don't have to find the move command, if I remember rightly, just click fire once and move. :-)

    What?!? :o

    Couldn't you have told me that 25 years ago????
  • edited December 2011
    Morkin wrote: »
    What?!? :o

    Couldn't you have told me that 25 years ago????

    I'm pretty sure that was how it worked, but now you've got me wondering if I'm getting it mixed up with Dragontorc? I'll give it a go when I get in. :)
  • edited December 2011
    Morkin wrote: »
    What?!? :o

    Couldn't you have told me that 25 years ago????

    :lol::lol::lol:

    Sorry - that tickled me
  • edited December 2011
    Morkin wrote: »
    What?!? :o

    Couldn't you have told me that 25 years ago????
    GreenCard wrote: »
    I'm pretty sure that was how it worked, but now you've got me wondering if I'm getting it mixed up with Dragontorc? I'll give it a go when I get in. :)

    I stand corrected. Just checked both games and it is just Dragontorc that lets you move whenever you want to. My apologies. :smile:
  • edited December 2011
    Treasure Island Dizzy's item select was really annoying.

    You would get the salt water spade and then have to leave teh water to rearrage the item list so you wouldn't have accidents and drop the snorkel before the spade...
  • edited December 2011
    ewgf wrote: »
    I prefer joypads for FPS games, a lot of people do. Granted a keyboard + mouse is faster and more accurate, but if you're playing a console game (which is optimized for joypad play) or against other humans who are also using joypads, then it's a level playing field if everyone is happy with joypads.

    So what you're essentially saying is "console gamers prefer joypads over keyboard + mouse". Because I think you'll find that most PC FPS gamers would prefer the keyboard + mouse combo over joypad.
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