History Main / SomeDexterityRequired

16th Nov '17 8:03:12 AM Epsilon
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* Creator/{{SNK}} is the mother and father of all impossible FightingGame motions. Back in the days of ''VideoGame/FatalFury'' and ''VideoGame/TheKingOfFighters '94'', characters always had impossible controller motions for their [[LimitBreak Super Moves]] - the crowned king of which is Geese Howard's Raging Storm, executed as follows: Down-Back, Half-Circle Back, Down-Forward + Punch. They call it [[FanNickname The Pretzel]] for a reason. In addition, super moves are activated by hitting ''two'' attack buttons, which is reasonable in an arcade but ludicrous at home. As of later ''KOF'' installments, SNK has gotten much better at this (by ''KOF '96'', most characters have less insane motions for their attacks), but it lapses sometimes -- try using Duck King in ''KOF XI''. (Geese Howard's Raging Storm has ''never'' changed its motion, primarily due to nostalgia.)

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* Creator/{{SNK}} is the mother and father of all impossible FightingGame motions. Back in the days of ''VideoGame/FatalFury'' and ''VideoGame/TheKingOfFighters '94'', characters always had impossible controller motions for their [[LimitBreak Super Moves]] - the crowned king of which is Geese Howard's Raging Storm, executed as follows: Down-Back, Half-Circle Back, Down-Forward + Punch. They call it [[FanNickname The Pretzel]] for a reason. In addition, super moves are activated by hitting ''two'' attack buttons, which is reasonable in an arcade but ludicrous at home. As of later ''KOF'' installments, SNK has gotten much better at this (by ''KOF '96'', most characters have less insane motions for their attacks), but it lapses sometimes -- try using Duck King in ''KOF XI''. (Geese And until ''KOF XIV'', Geese Howard's Raging Storm has had ''never'' changed its motion, primarily due to nostalgia.)



** It seemed SNK did learn their lesson in ''[[VideoGame/FatalFury Garou: Mark of the Wolves]]'', where all Desperation Moves are performed with two quarter-circles forward and both punch/kick buttons. Later games just won't let go of the more complicated commands because of the players who actually learned to pull them off, or who simply remember the inputs and don't want to bother relearning them from scratch.

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** It seemed SNK did learn their lesson in ''[[VideoGame/FatalFury Garou: Mark of the Wolves]]'', where all the majority of Desperation Moves are performed with two quarter-circles forward and both punch/kick buttons. Later games just won't let go of the more complicated commands because of the players who actually learned to pull them off, or who simply remember the inputs and don't want to bother relearning them from scratch.
14th Nov '17 8:09:57 PM Amahn
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* Continuing on musical instruments, particularly wind instruments. Music is rarely written with consideration for the fingering required to play the notes. This can lead to situations where the score requires rapidly trilling between two notes which use awkward fingers very difficult to move between. Luckily there exist alternate fingerings for most notes, but students are rarely, if ever, taught these and they must be learned from outside sources should the need arise.[[note]]This troper once experienced this in high school when both the flutes and clarinets had the same trill. The fingering was easy for flutes, but the clarinets constantly lagged behind and were told to just not play that part. Only with the help of a symphonic orchestra professional were the clarinets able to learn an alternate fingering that allowed the trill to be played, and gave a pleasant surprise to the directors when they suddenly began playing the part again.[[/note]]
9th Nov '17 11:42:17 AM f
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* ''VideoGame/DevilMayCry 4''. EVERYTHING is a combination of several button taps and leaning the stick in a sequence of directions that makes more sense in a 2D fighting game than in a 3D game where even facing the right target is tough. Two of Nero's attacks require pressing back and forward ''quickly'' on the left stick in order to use while locked on, and the tougher one has to be done in the air. The four fighting styles Dante uses are assigned to four different directions on the famously inaccurate Xbox direction pad, a fifth style requires pressing the same direction twice, two buttons cycle through 8 different kinds of ranged and melee weaponry, one ranged weapon requires multiple spins of the direction stick to change attack type...the list goes on and on. Surprisingly, all the complexity is really rewarding when it works. Also, the freaking trigger pressing on Nero's sword to power it up on EVERY SINGLE ATTACK SWING is not. That. Easy.

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* ''VideoGame/DevilMayCry 4''. EVERYTHING is a combination of several button taps and leaning the stick in a sequence of directions that makes more sense in a 2D fighting game than in a 3D game where even facing the right target is tough. Two of Nero's attacks require pressing back and forward ''quickly'' on the left stick in order to use while locked on, and the tougher one has to be done in the air. The four fighting styles Dante uses are assigned to four different directions on the famously inaccurate Xbox direction pad, a fifth style requires pressing the same direction twice, two buttons cycle through 8 different kinds of ranged and melee weaponry, one ranged weapon requires multiple spins of the direction stick to change attack type...the list goes on and on. Surprisingly, all the complexity is really rewarding when it works. Also, the freaking trigger pressing on Nero's sword to power it up on EVERY SINGLE ATTACK SWING is not. That. Easy. Luckily, those who play the PC version using a keyboard have it much easier.
3rd Nov '17 1:39:24 PM AnotherGamer
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** The exact reason why the code is so difficult to input correctly is not only because of the small timeframe you're given to input it (79 frames, or a bit over 1 and a quarter seconds), but also because over a third of that already small timeframe consists of lag frames, during which the game doesn't accept any controller input, as detailed [[http://info.sonicretro.org/Cheat_Codes:Sonic_the_Hedgehog_3#SEGA_screen_technical_details here.]]
21st Oct '17 9:28:51 AM Saber15
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** In ''Mechwarrior Living Legends'', a number of mechs carry so many weapon systems that players have to use both the mouse and keyboard to fire them. These so-called "schizo" mechs are often considered to be much harder to use, because fire rates, ammo, and range brackets become much more complicated. That said, [[DifficultButAwesome some are very potent]], like the various Shiva SpacePlane fighters that carry 4 or more discrete weapon types.
8th Oct '17 7:17:42 PM TitaniumDragon
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* ''VideoGame/GettingOverItWithBennettFoddy'' is another example; similar to QWOP (and made by the same person), the player is nothing more than a torso sticking out of a cauldron. They can only move by swinging around a hammer with the mouse, a deliberately awkward control scheme which can easily send you plummetting back down the mountain of trash you're supposed to climb.
6th Aug '17 6:59:52 PM Berrenta
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** Even without exploiting bugs, the sheer number of buttons can be intimidating and confusing to first-time pilots. Sure, those 13 switches and buttons on the right are there ONLY for powering up the mech, whoop-de-do. How many of us were losing clip after clip because we didn't know "reload" meant loading the next CASE OF CLIPS, not individual one? Then there's the [[TheDevTeamThinksOfEverything windshield washers,]] grapple, etc. etc. Easily a dozen buttons that are either cosmetically interesting but functionally useless, or only used in about 3 out of dozens of missions. Even once you figured out that 95% of the time your hands were just going to be on the joysticks, and thus almost avoiding this trope, then you work in the foot pedals...

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** Even without exploiting bugs, the sheer number of buttons can be intimidating and confusing to first-time pilots. Sure, those 13 switches and buttons on the right are there ONLY for powering up the mech, whoop-de-do. How many of us were losing clip after clip because we didn't know "reload" meant loading the next CASE OF CLIPS, not individual one? Then there's the [[TheDevTeamThinksOfEverything windshield washers,]] washers, grapple, etc. etc. Easily a dozen buttons that are either cosmetically interesting but functionally useless, or only used in about 3 out of dozens of missions. Even once you figured out that 95% of the time your hands were just going to be on the joysticks, and thus almost avoiding this trope, then you work in the foot pedals...
18th Jul '17 8:45:43 PM Ferot_Dreadnaught
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* ''VideoGame/MonsterHunter'' players, particularly those who have played the PSP titles, use what is called a "Claw Grip" to maneuver their characters, with the left thumb and index finger holding the left side of the handheld in a C-shaped position. The left thumb controls the analog stick used for movement, while the index finger is used to control the D-Pad and adjust the camera. While players can eventually (and naturally) get used to it, it can be quite awkward and cramp-inducing at first. As a whole, ''Monster Hunter'''s controls are quite complicated to the point where Nintendo [[GenreSavvy bundled]] the [[http://nintendo3ds.wikia.com/wiki/Circle_Pad_Pro Circle Pad Pro]] accessory with ''Monster Hunter 3G'' during its Japanese release (it was bundled with ResidentEvil: Revelations in Europe instead), and the much earlier ''Tri'' for Wii also had a special "Classic Controller" bundle.

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* ''VideoGame/MonsterHunter'' players, particularly those who have played the PSP titles, use what is called a "Claw Grip" to maneuver their characters, with the left thumb and index finger holding the left side of the handheld in a C-shaped position. The left thumb controls the analog stick used for movement, while the index finger is used to control the D-Pad and adjust the camera. While players can eventually (and naturally) get used to it, it can be quite awkward and cramp-inducing at first. As a whole, ''Monster Hunter'''s controls are quite complicated to the point where Nintendo [[GenreSavvy bundled]] bundled the [[http://nintendo3ds.wikia.com/wiki/Circle_Pad_Pro Circle Pad Pro]] accessory with ''Monster Hunter 3G'' during its Japanese release (it was bundled with ResidentEvil: Revelations in Europe instead), and the much earlier ''Tri'' for Wii also had a special "Classic Controller" bundle.
27th May '17 3:38:55 PM nombretomado
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* Players of ''ViewtifulJoe: Double Trouble'' can run into problems when the game demands you use both touch screen and buttons within a short time frame.

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* Players of ''ViewtifulJoe: Double Trouble'' ''VideoGame/ViewtifulJoeDoubleTrouble'' can run into problems when the game demands you use both touch screen and buttons within a short time frame.
24th May '17 1:44:07 AM HyperEmerson
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* In ''Overcooked!'', you must control a minimum of two characters at once to collect ingredients, chop and cook them and then take the finished plates to the clients. Even if you have friends helping you, everyone must focus, manage the limited tools and space and cooperate as much as possible to even get over the minimum score. Several levels also add odd gimmicks and hazards to contend with on top of that.
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