Sentences with phrase «analog stick up»

This controller is a great design that is easy to use for every gen.. The C stick will probably be handled like it was for Zelda: master quest — the right analog stick up will translate to up c button, right on the right analog stick = right c button, etc.» Well they could always slightly alter the C buttons.
You can also move the left analog stick up and down to increase / decrease your throwing distance.
When you have the ball pressing the right analog stick up you can truck into the other team to try and knock them off you.
right analog stick Up, right analog stick Down, White, Black, right analog stick Left, right analog stick Right
The «amateur» control scheme is similar, however, you only have to flick the right analog stick up and down to perform transitions instead of moving it up diagonally and performing quarter turns.

Not exact matches

There are plenty of ways to mix things up however, even if it's just moving the analog stick in a different direction to change up the combo or launch an enemy into the air.
Less than half a year after the (failed) launch of the 3DS, there are rumblings from Nintendo about a rather drastic hardware redesign: the much - ballyhooed but ultimately pointless 3D screen is going to be either nerfed or nixed altogether, and the system will pick up a much - needed second analog stick.
Konami's first attempt to bring the proper 3D Metal Gear experience to handheld systems bumped up against a few critical issues, like the fact that the system it ran on — PlayStation Portable — lacked a right analog stick for convenient camera management.
Flicking up on the right analog stick will activate turbo boosts to help catch up to other racers, like Elsa and Sully from Monsters Inc..
The other two games promised by Namco for launch today include Touch My Katamari, which uses touch or analog stick controls for rolling up stuff into a bigger ball that rolls up bigger stuff (not a new Katamari concept).
The game will retain the 2D graphics from its predecessor but is believed to feature two planes that players can jump between by tapping up or down twice on the left analog stick.
Using the right analog stick to draw circles, lines, and curves is natural and helps to break up the button mash - style combat.
Hold notes are now optional, racking up a bonus as long as they are held, and new slide notes are mapped to either the shoulder buttons or analog sticks.
The controls of the game are extremely easy to pick up and you basically use the analog stick to control your car while the main pad is used for accelerate, break and fire your missiles.
Gravity Rush used Vita's motion controls to make you feel like you were looking through a window into Hekseville, but PS4's far superior analog sticks could make up most of the difference.
You can speed up some of the Quick - Time Events and prompts that require you to rotate the analog stick by rotating both analog sticks at once.
For example, sometimes after I charge up my special move (flames coming out from my character), the button on the right analog stick sometimes doesn't let me release it.
But pushing left on the analog stick means I'm now pushing toward my opponent so it was not immediately intuitive to press up on a 3D plane.
I'm not sticking up for the lack of analog triggers, I'm just saying that if they include this scheme in Wiiu Project cars, then that will go some way to solving that issue.
WHen playing with a gamepad, it takes a bit of getting used to as strafing up / down / right / left is done with the left analog stick while pitching and rolling are mapped to the right one.
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.
So if I'm hitting up with the right analog stick, I expect to fire directly up.
And with a much larger and higher resolution screen, dual cameras, dual analog sticks, dual touch surfaces, the NGP is going to have a lot of pros, rather than cons when put up against the 3DS.
+ Visuals hold up surprisingly well + Soundtracks remastered + Play great on VITA / PS3 - Visual fidelity drops on occasion - No analog stick support - May be too old / rare for some players
The second thing is that the analog sticks feature 16 - bit resolution which makes more precise, up to 2x claims the packaging, than what you get on a standard controller, giving us far better control and more range when it comes to subtle corrections of the steering.
In the most part, the game makes use of an analog stick and standard buttons to move and attack — But occasionally with performing particular moves, a quick - time event flashes up with a direction in which to swing the Wiimote / Move controller.
I recommend switching the acceleration and braking controls to either analog stick (up - faster, down - slower) makes a huge difference in throttle control compared to using L2 - R2.
The analog stick has been a staple of hardcore gaming for more than a decade, so asking gamers to pony up serious cash to try something new seems to be asking a bit much.
Valve brought up the touch - pad in place of the analog stick, which improves operation of navigating menus and navigation games.
And that's pretty much it for performing tricks; Shaun White Skateboarding sees players flick the analog stick down, left, right or up.
The left analog stick is used to controller your body, whereas the right stick is used to control your board and by pushing this up, it will allow you to get air and then of course, attempt one of the very cool snowboarding maneuvers.
The mini-map is placed on a corner of the screen so it's always available, the scanner can be brought up with a touch of a button and controlled with an analog stick, the inventory is a button tap away, etc..
You press and hold L1 to slow time, then hold the right analog stick to wind up your slice.
In particular when navigating stairways and slightly finicky areas of buildings that you've built, a small amount of ever - present rubber - banding often results in you walking up and down stairs repeatedly instead of exiting at the top or bottom like you should have, or you simply walk off a cliff and fall to your death because you didn't stop moving when you let go of the analog stick.
Since the Vita's announcement one of its stand out features has been the dual analog sticks which would offer up true FPS controls on a handheld.
All you get really are a few audio logs and some really pointless artifacts that you pick up and rotate on the analog stick; the latter part being an obvious attempt for the developers to shove the fancy visuals down your throat, had they not somehow done that already.
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.
You'll find many instances where controlling the speed of your walk with the analog stick to be invaluable for sneaking up on enemies or being able to get through menus in a flash in the middle of combat.
Every half - baked fake mock - up of a mythical future PSP floating around the message boards had one thing in common — a second analog stick.
This «aiming modifier» allows gamers to combine the six - axis gyro features of the Vita to fine tune the shots you line up with the right analog stick for greater precision.
The left analog stick is used to turn around (with up and down inversed like in a typical flight sim), while the right one allows to make minute corrections to one's position.
Your lock - on has two modes, with the right analog stick bringing up either an expanding cone of effect in whichever direction it's pointed or a spherical lock that's engaged by clicking the R3 button.
By spinning the left analog stick and pressing the four face buttons you fill up four meters.
The analog sticks also work quite well with Shovel Knight, and their concave design is a huge step up from the Dual Shock 3.
You move with the analog stick, pick up items with A, perform actions like chopping with X, and can dash (and smack into others) with B.
If chess isn't your thing, Resistance: Burning Skies becomes the platform's first first - person shooter, making full use of the system's dual analog sticks and utilizing a bit of touchscreen trickery to make up for the handful of missing buttons that its big - boy brethren typically have access to.
After picking up the object you can rotate it using the shoulder buttons and the analog sticks but the objects do not always move the way you envision.
Also, when running through said action stages, cutting corners and rubbing up against a side wall while running can sometimes cause Sonic to either come dead stop or slowdown immensely; we only encountered this once or twice, but those who may not be able to hold a steady line with the analog stick may have issues.
The game didn't have camera - relative controls, either, which always proved a bit confusing when running down a hallway and having to hold «up» on the d - pad or analog stick.
All options are on equal footing as all you need is an analog stick and two attack buttons, but it is nice to have the choice of picking up my old Wavebird.
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