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Moving Targets Article

Retro Wii Article by Dan Whitehead

14 June, 2009

Page 2 of 3. <- Page 1Page 3 ->

With the Laserscope perched atop your head, an eyepiece showed you where you were aiming. You simply had to look at the target. Unfortunately, what came next immediately placed the Laserscope in the same awkward company as its predecessors. Whenever you wanted to actually shoot what you were looking at, you had to shout "Fire!" into the attached microphone. As with the aiming, it did at least work, but the unavoidable embarrassment attached to the hardware meant that few players were keen on bobbling their heads around like Twiki and bellowing "Fire fire fire fire fire" for hours on end. With only the eminently punchable Johnny Arcade to extol its virtues, the Laserscope joined the Power Glove and U-Force in the rapidly growing pile of useless plastic crap that NES owners had shamefully accumulated.

With early Nintendo fans duly turned off the notion of motion control for another three hardware generations, the next bite at the cherry came from arch-rival SEGA, and it was to be a peripheral which would pretty much kill motion sensing in games for another decade.

The SEGA Activator was arguably the most misguided of all motion accessories, both clumsy in design and appallingly inept in execution. Produced for the Megadrive in 1994, it took the form of a plastic octagonal ring which had to be assembled piece by piece. Infrared beams rose up from each section, and breaking these beams with your extremities sent different control signals to the console. To "press start", for example, you had to stick both arms out behind you.

'Moving Targets' Screenshot 3

Right from the start, the project was plagued by obvious problems. The flimsy plastic ring was easily kicked while playing, while the beams struggled to cope with any variation in the ceiling above, whether it be a lampshade or uneven coat of plaster. The ring had to be put together in exactly the same sequence each time, and had to be recalibrated even when changing cartridges. "Feel free to consider yourself a pioneer on the interactive frontier" gushed the 5/10 before sternly detailing the many things that you absolutely must not do in order to keep the temperamental gadget working.

Most damagingly, the Activator was awful for playing games - doubly so, since it was inexplicably marketed as being ideal for fighting games. Players soon found the reality was quite the opposite, since it was virtually impossible to perform any combo moves. The directional controls were mapped to the front, rear and sides of the ring, with the face buttons in between. There was simply no way to go left, up-left, up in one fluid motion. If a limb or trouser leg passed over an intervening beam, the game got horribly confused while players strained uncomfortably to keep their balance. Essentially little more than a crude dance mat made of invisible light, the Activator sank without trace.

It would be nine years before anything resembling motion control would be taken seriously again, but the next attempt would finally prove a roaring success. While it was Nintendo that pioneered motion control, and later made it ubiquitous, it was Sony that first managed to turn it into a commercially and critically successful product.

'Moving Targets' Screenshot 4

In the end, cracking the motion control nut required nothing more sophisticated than a USB webcam coupled with simple yet appealing software - not so much a lesson Nintendo took on board, but a reminder that cheap technology could often be creatively repurposed for wild profit. Supported by over thirty games, some would argue that the EyeToy isn't even a motion sensing device in the strictest technical sense, merely a method of gesture recognition, but there's no denying that it allowed players to play games with their whole bodies rather than just fingers and thumbs, and also warmed up the casual market which would make the Wii such a smash.

Of course, that didn't stop some companies from falling back on the old standards of intrusive gadgetry and weak software. The Gametrak system, released for PS2 and Xbox in 2004, tried to sell gamers on one-to-one recreation of arm movements using string.

Supposedly inspired by a retractable hotel room washing line, Gametrak used tension cables on spools for its effect. These cables passed through small analogue joints and clipped onto fingerless gloves worn by the player, so as they moved their arms the device was able to work out the in-game positioning by how much string was spooled out, and in which direction the strings were being tugged. Simple, but surprisingly effective.

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Comments: 1-34 of 34 in total

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monty2k
14/06/09 @ 10:18
#1
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If you wanna see these weird peripherals in action with some quite funny commentary then you cant go wrong with the AVGN:

http://www.screwattack.com/AVGN/2006/Pow...

http://screwattack.com/AVGN/2008/NESAcce...



peak_performance
14/06/09 @ 11:18
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Oh god, every one of those videos are both funny and embarassing. Fantastic stuff.

Good write-up, as well. Standard controllers are going nowhere in a considerable future, though at last the companies seem to understand that they can be complemented, not replaced, by additional movement.
bad09
14/06/09 @ 11:47
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Good read Dan. I tell ya all this waggle in E3 made me feel old, but I've excepted it's the way the industry and many of the masses want to go, they always have really as the attempts here show, I just don't think I'll follow now Ninty has helped them pull it off TBH.

/ hugs all his controllers

"it shouldn't come as too much of a surprise if one day we find ourselves kicking up a stink in some futuristic nursing home with our crotchety insistence that things were simpler in the days when games were controlled with plastic buttons and tiny joysticks."

One day? I do it now! "Young hooligans back in my day games were games and you had real controllers!"

/ waggles walking stick

Oh, who else always thinks of little Fred Savage in The Wizkid when the Power Glove is mentioned. Might hunt it down for a giggle :)
DDevil
14/06/09 @ 12:05
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That Mega Drive activator pad also had a PlayStation compatible version. I remember we had one in the shop where I used to work. I don't think it ever sold.
Genji
14/06/09 @ 12:43
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I had a Power Glove...

I really should've kept it, as they're more collectors items today. Oh well.
Xinch
14/06/09 @ 13:34
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"and even more likely to make you look like a tit" Oh yes.
Super_Zee
14/06/09 @ 14:01
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I bet Retroid's got a U-Force packed away somewhere... :)
spidermanalf
14/06/09 @ 14:12
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I remember seeing Uforce on Tomorrows World and thought it was the most amzing thing ever!
Ame.Otoko
14/06/09 @ 15:32
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Seriously, how do you write an article about motion control, mention something as uselessly obscure as the U-Force, and in speaking of modern motion control that worked - leave out Samba de Amigo's maracas?

This was true motion control, was precise, massively fun, critically popular if not commercially successful, well-known in the gaming community as a true and utter classic - and predated the EyeToy. And it was *the* accessory of the modern, post 16-bit era that brought motion-sensing back to the forefront of gaming.

EyeToy brought it to the masses and made it commercially huge; it was Sonic Team, however, that brought back motion-sensitive gaming in a big way.
Edited 1 times, most recently on 14/06/09 @ 18:22
Plewt
14/06/09 @ 16:57
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Cry more douche.
JHuxley
14/06/09 @ 17:32
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@Ame.Otoko

If you're talking about trends, I'd argue that the EyeToy did reignite interest in motion control. Unlike most of the devices listed in this article, the maracas were only used in one game which fell well below the radar of most thanks to a small print run and high price. In comparison the EyeToy was cheap, accessible and actually had more than one use.

So while the maracas are technically relevant to the article, IMO they're more associated with the rhythm action genre...which is a whole different minefield of bizarre, costly proprietary controllers :P
Ame.Otoko
14/06/09 @ 17:47
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Very true, JHuxley, they do fall within the (dizzyingly huge and insane) gamut of music-game devices.

Also, of course, they are proprietary and, one could also argue, not even originally designed for console as the game started otu in arcades.


Despite all this the maracas *were* motion-sensitive. And they were the accessory that brought back motion-sensitive gaming back to the console front, this time making it - most importantly - actually work.

Certainly it was limited to one game, and had a limited range (but then, so did EyeToy). But it did differ from DDR et al in that it did use motion-sensing. Also, commercial success isn't really relevant if you're writing a history on the topic. The maracas did predate EyeToy, just as did SEGA's DreamEye in its function as a camera. EyeToy expanded the concepts much further and made them more universal.
The_B
14/06/09 @ 18:34
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Someone should tell the guy in red in the picture on the last page:

"Dude, they're not laughing with you..."
woodyrulesok
14/06/09 @ 20:51
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That power glove video is amazing, I nearly pissed myself.
moggsy
14/06/09 @ 21:19
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Interesting article, thanks Dan.
Azazel
14/06/09 @ 21:30
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JOHN BARNES
convercide
14/06/09 @ 22:26
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It has only just dawned on me that the beeps he gets from pressing the buttons on the power glove at the start of that video are the notes used to communicate with the aliens in Close Encounters Of The Third Kind...
Edited 1 times, most recently on 14/06/09 @ 23:26
JHuxley
14/06/09 @ 22:57
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@Ame.Otoko

The DreamEye was never used as a motion control device though, was it? And if we're talking cameras then I'd guess Nintendo got there before the both of them with that Gameboy camera thingy, rubbish as it was.

Also, commercial success isn't really relevant if you're writing a history on the topic

Maybe, but a list of every single motion control device would be pretty tedious. I mean, if you were to go even deeper in to niche markets you could start talking about all those god-awful VR headsets that were popular back in the 90's. I can't be bothered researching them, but I'm sure some of them would have used motion detection.

I agree the maracas were probably worth mentioning in passing at least, but I wouldn't call him up for lazy research just because he didn't.
The Bodybuilder
14/06/09 @ 23:21
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I refuse to take any such article seriously if they don't even bother mentioning the close-to-release wii-like motion control for the dreamcast.
Pro_Gamer
15/06/09 @ 05:10
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mainstream n00bs make baby jesus cry
lambtron
15/06/09 @ 09:14
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That Konami Laser Scope Ad is genius :D
3william56
15/06/09 @ 10:49
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Natal? "Vaporous"? Has the backlash begun already? For shame...

Surprises me none of the big 3 has adapted or proposed to adapt their motion control to a VR helmet. It's the only way (IMHO) Natal could deliver real immersion (no point turning your head away from the telly). The Sony Diildo, or MotionPlus would also make it work nicely, without the ginormous podium and bonkers arsehat from the 80s virtuality games. There's already lightweight wearable screen glasses. You'd think it was a no brainer to pair them up.
FHUTA
15/06/09 @ 11:03
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Shame the SEGA Menacer (and possibly the SNES Superscope) wasn't mentioned. It's realtime crosshair (as opposed to the old skool click-screenflash-hit/miss) meant you could control a paddle or torch and move it around the screen with flick of the wrist with preserved momentum etc.

Obviously they died a death with no software support, but they predated the wiimote pointer and it's possible usage well in advance.
Wickedbug
15/06/09 @ 11:24
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Good article but you should have mentioned the Microsoft Sidewinder Freestyle Pro for the PC:

http://en.wikipedia.org/wiki/Microsoft_S...
sneetch
15/06/09 @ 12:13
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I dare say that the LaserScope must be a factor in most cases of child murder around that time.

"Fire Fire Fire Fire"

"Don't fucking tempt me!"
Fodder
15/06/09 @ 13:03
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1989? How about the Le Stick for Atari and C64 in 81? Other than lacking an axis and not being analogue, it's not a million miles away from the Wii remote.

http://www.cedmagic.com/tech-info/remote...
Der_tolle_Emil
15/06/09 @ 13:43
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Interesting article. Now that I read about Gametrak I can remember that I saw video ads by the company looking for people to test this device. It looked fairly interesting in the video demo videos they showed but I totally forgot about it later. First time I am hearing about this again since seeing that video back then.
Sunyavadin
15/06/09 @ 14:00
#28
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I love my activator.
smernicki
15/06/09 @ 15:11
#29
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It was our old pal games, not soppy old love, that eventually got the world in motion

centripetal force and gravity had more to do with it i reckon
8bitMofo
15/06/09 @ 15:51
#30
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"I love the Power Glove. It's so bad."
Toothball
15/06/09 @ 15:57
#31
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I hadn't thought about Sony's wand thing in that way before.
kangarootoo
15/06/09 @ 16:08
#32
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I tried that Gametrak thing a while back, and it was surprisingly good. Tyhe use of miniature "ropes and pulleys" give the impression that it will be inaccurate or slow, but it was dead accurate and lag free.

The golf game was genuinely fun (the fighting game was ok, but lacked the depth needed for proper longevity). Definitely worth bagging if you still have a PS2 and see a set on eBay or in a bargain bin.
Azazel
15/06/09 @ 21:26
#33
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Would have worked better Kitchen Gun style: "BANG! BANG! BANG! I LOVE YOU POWER GLOVE!"
DrPhil
15/06/09 @ 21:46
#34
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I have a U-Force! The box describes its best feature as making your favourite games harder!

Comments: 1-34 of 34 in total

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