An arcade game played with a trackball.
Match the controller to the movement dimension
From Marble Madness page note
Marble Madness, built for a trackball, felt awkward on the NES d-pad. Marble Madness was made for an arcade trackball, and its movement felt awkward when moved to the NES d-pad. The lesson is to match the controller to the dimension of movement the game needs.
The NES d-pad suits characters on a 2D plane like Mario and Zelda, but Smash TV also felt awkward on it. The same mismatch returned with 3D games: PS1 games like Tomb Raider felt clunky on a d-pad until the N64 analogue stick made it "effortless to move Mario about in a 3D world."
Built for an arcade trackball, it felt awkward on the NES d-pad pad.
Marble Madness, built for a trackball, felt awkward on the NES d-pad. Marble Madness was made for an arcade trackball, and its movement felt awkward when moved to the NES d-pad. The lesson is to match the controller to the dimension of movement the game needs.
The NES d-pad suits characters on a 2D plane like Mario and Zelda, but Smash TV also felt awkward on it. The same mismatch returned with 3D games: PS1 games like Tomb Raider felt clunky on a d-pad until the N64 analogue stick made it "effortless to move Mario about in a 3D world."
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