Sentences with phrase «analog control as»

Sony and Sega both released analog controllers for their PlayStation and Saturn consoles shortly after, and the Sega Dreamcast and Sony PlayStation 2 would launch with analog control as standard.
Not only was it the first truly mainstream console to include analog control as standard with its default pad, it offered a unique three - grip design which offered a wide variety of play options depending on the game.

Not exact matches

While straight fentanyl is already on the state list as a Schedule II controlled substance, dealers change the chemical compound in labs to make a different analog not subjected to the same criminal penalties, which could sometimes be more potent.
Gov. Andrew M. Cuomo plans to introduce state legislation in January that would recognize 11 fentanyl analogs as illegal controlled substances — which in certain quantities can merit top felony charges and significant prison time.
«It is less time - consuming and not as computation - heavy as analog methods, and can be applied to ultra-high performance mechatronic systems and advanced motion control for nano - positioning systems.»
In 1998 Aizenberg joined Bell Labs as a member of the Technical Staff where she has made several pioneering contributions including developing new biomimetic approaches for the synthesis of ordered mineral films with highly controlled shapes and orientations, and discovering unique optical systems formed by organisms (microlenses and optical fibers) that outshine technological analogs, and characterized the associated organic molecules.
Movement is with one analog stick, and the second analog stick allows you to control the trajectory of acts as a the sub-weapon gun that you control the trajectory of the shots by pointing it in a direction.
It allows you to play the game as a standard dual - analog FPS via a secondary control scheme.
As you use the analog stick to control your character in the gaming world and use your shoulder buttons to shoot and scan the environment, everything feels quite fluid.
As for the game itself, A Duel Hand Disaster: Trackher presents itself as a single player experience; having you control two ships in split - screen fashion, and making use of the Switch's dual analog sticks to maneuver them separately — but also simultaneouslAs for the game itself, A Duel Hand Disaster: Trackher presents itself as a single player experience; having you control two ships in split - screen fashion, and making use of the Switch's dual analog sticks to maneuver them separately — but also simultaneouslas a single player experience; having you control two ships in split - screen fashion, and making use of the Switch's dual analog sticks to maneuver them separately — but also simultaneously.
The control system is at times reminiscent of a pinball machine as you use the analog sticks to move and shoot your enemies.
As you may have noticed EA has a huge love affair with the analog sticks and this is apparent with the new control scheme.
as for the difference in analog vs digital controls, nintendo is smart, they can figure out a way.
The aim of each stage is to guide the jellyfish to their goals by controlling each with their respective analog stick but it won't be easy seeing as guards will zap them back to their starting positions as soon as they're spotted.
The left analog stick is used as directional controls and pitch of the craft.
As the PS TV can also be used to play this game, controls are emulated using the analog sticks and L2 / L3 and R2 / R3 buttons.
The controls obviously are a bit different as they are missing an analog stick so the developers had to use the shoulder buttons to help control the camera.
The optional Sixaxis camera controls aren't as accurate as the second analog stick, and the game's length is short, at only 2 - 3 hours.
LawlMart's Duck Hunt was «developed» on the «iPES» for the iPhone and iPod touch, and just in case that didn't rip off Nintendo's IP enough, the game's designer stuck an N64 analog stick and NES A-button up in the corners to serve as controls.
The control layout was precise and mostly analog; the view out the windshield was high - up and commanding; the seats were as wide and flat as I remembered them; and the cargo area was capacious but still constrained by the fold - up rear seats.
It can be witnessed in the hand - stitching of the leather - wrapped gearshift lever, the draping treatment of the Alcantara door panel trims, and the discreet use of the Lexus «L» motif in areas such as the face of the analog clock and the tactile raised surfaces of the air vent controls.
The sporty SE is available only as a 5 - door model and adds a sport suspension, 16 - inch alloy wheels, 4 - wheel disc brakes, cruise control, rear spoiler, sport front seats with sport fabric and sport analog instruments.
Even the interior styling, while branded thoroughly as a Cadillac with a pop - up nav system and an analog clock, has more than a hint of the Equinox's slanted dashboard layout, similar buttons, and even similar control features.
You have to use the directional pad to control your character as there were no analog joysticks on the original PSO controller when Suikoden I & II were in development.
Regardless of setting, the controls are the same: players use the touch screen on the game pad, or the analog stick on a controller or gamepad, to draw shapes that turn into attacks, such as a circle for a fist or a line for a sword.
Using the right analog stick, players are able to control not only the force of a slapshot, but the direction and corner of the net as well.
Our only real complaint is not even with the game, but rather that the 3DS» nub is not as precise as a real analog stick and can make controlling your ship feel like you're fighting against it.
The right analog stick still counts for tasks such as juking and trucking opponents, while the left stick controls the players movement, but also takes into account how / which way the player is leaning.
Unfortunately parts of this seems rather shoed in from the Vita version as you're controlling a hand with an analog stick rather than just touching a screen.
The controls for the game are very flexible with both dual analog stick controls (left movement, right look) as well as digital left / right up / down buttons.
Toys for Bob is also implementing modern quality - of - life improvements such as analog stick camera control, auto - saving, and fast - travel options.
Usage of the gamepad can be more difficult in some attraction than in others, such as in Animal Crossing: Sweet Day where the two analog sticks control separate characters, or in Metroid Blast where the player has to control a vehicle.
Traditional button and D - pad or analog sticks serve better as a means to control the limb-less, platforming hero.
And numerous other enhancements, like new gameplay modes, and sound effects mimicking the motors on the moving cabinet, as well as great analog controls.
The analog «sticks» don't press in as their own buttons, meaning a lot of conventional first - person shooter control schemes won't have their sprint button or melee / crouch buttons.
The controls of your ship take some getting used to as turning left on the analog stick actually turns your ship right.
As far as I remember, you can select from two control config, a control for analog and for the d - paAs far as I remember, you can select from two control config, a control for analog and for the d - paas I remember, you can select from two control config, a control for analog and for the d - pad.
There is a perfect balance between the interaction and battle systems for the majority of the game as the controls are simple, left analog stick to move and press either R1 or L1 to open the menu bars to do actions or attack.
As the player assumes the role of the planet, the usual controls you see in most 2D side - scrolling platformers where you control the game's character using the D - pad or analog stick don't apply.
The PS3 version allows for Sixaxis control, which seems a perfect fit for tilting the world, but we discovered there's a reason the default controls use the analog sticks — as usual, the motion control is too laggy and imprecise for a game that requires speed.
The interesting thing to note here is that if the game uses a dual analog setup, as we think it does, then Explosionade would be using a control scheme that wasn't available to those earlier games, who likely would have used it if it had been available.
To build upon the 8 - bit classic, AR has a number of additional elements, such as more varied stretching during a session and a no doubt very welcome abillity to switch camera angles in front and behind the instructor, or swing the camera around freely with the analog stick on a second control pad.
Although solid details remain scarce, initial screenshots show a UI favouring touch controls, as well as a virtual on - screen analog stick.
No analog control (this is a minor problem with Namco Museum volumes as these games came out in 1996 - 1997, which was before Sony announced the Dualshock Analog controllers for the original PlayStation).
But with all that in mind, and despite having to use the analog stick to control Strider, the game's fun as hell.
The game controls just as you'd expect it to with the left analog stick controlling movement...
Indigo Prophecy is known for its eccentric control scheme (the face buttons are almost entirely unused, in favour of motions with the analog sticks), as well as its sprinkling of really quite uncomfortable nudity.
New 3DS XL systems have a little more horsepower compared to original 3DS systems, and include a C - Stick for dual analog control, as well as two additional shoulder buttons.
As far as reception goes, the Short Pause sentiment falls right in - line with the rest of the Reviewniverse (that's a word I just made up): Praising Double Helix for developing a delightful reboot of the classic title in a Metroid - Vania mold, and lamenting the sterile environments and the analog - only character controls in a 2D gamAs far as reception goes, the Short Pause sentiment falls right in - line with the rest of the Reviewniverse (that's a word I just made up): Praising Double Helix for developing a delightful reboot of the classic title in a Metroid - Vania mold, and lamenting the sterile environments and the analog - only character controls in a 2D gamas reception goes, the Short Pause sentiment falls right in - line with the rest of the Reviewniverse (that's a word I just made up): Praising Double Helix for developing a delightful reboot of the classic title in a Metroid - Vania mold, and lamenting the sterile environments and the analog - only character controls in a 2D game.
Control choices such as using the L / R buttons on the Joy - Con to open sidebar menus feel natural over time, but the mouse cursor you control with the analog stick is less than ideal if you're used to the snappy movement of an actualControl choices such as using the L / R buttons on the Joy - Con to open sidebar menus feel natural over time, but the mouse cursor you control with the analog stick is less than ideal if you're used to the snappy movement of an actualcontrol with the analog stick is less than ideal if you're used to the snappy movement of an actual mouse.
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