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Waggle, before the Example Sectionectomy it underwent:



  • On the Wiimote, you are sometimes expected to make large grand motions with your hands and arms and the Wiimote (even though you frequently get just as much effect from making small, quick jiggles). The Wiimote/sensor bar combo was not especially sensitive out of the box, encouraging larger movements to get the machine to recognize you. A Wiimote is slightly heavier than a normal D-pad controller, and in many games, the part the sensor is reading is on the end pointing away from you. If your hand or arm is unsteady when making grand gestures, the shaking will be translated to the screen — even if it's beyond your control. Some gamers find themselves having trouble with it.
  • New Super Mario Bros. Wii requires you to shake the remote to spin jump, pick things up, fly, and dismount Yoshi. All of these things were done with buttons in earlier Mario games; the change of methodology ''[-This is a problem for some because it's easier to do precision work with buttons than it is with this type of motion-controller for the reasons noted above. There is even an unused button - B - on the Wii Remote, which could have been used for one or more of the above but wasn't.
    • If you play enough NSMB you may get the opposite effect; shaking non-motion-detecting controllers in a desperate attempt to get more airtime. This is even more embarrassing if you go back to playing the DS version. Probably the hardest (and almost only) motion-based move to get used to in NSMB Wii is the spin jump, which happens if you're on the ground, even if you're only shaking the controller out of excitement (perhaps in anticipation defintion of an upcoming jump) or trying to tap Down on the D-pad.
  • The Wii port existing bit of The Legend of Zelda: Twilight Princess required you to swing the Wiimote to attack with the sword. In an effort to keep involuntary movements from getting the player killed, the game didn't gather any info from the Wiimote but that it was moving — not even angle or speed. This effectively made the motion a button press that was physically tiring.
    • The Wii version of Twilight Princess also requires the user to shake the Nunchuk to trigger the spin attack. However, the Nunchuk's accelerometer is not very sensitive. Couple that with the fact that you'll usually want to use the spin attack when surrounded, and therefore, can't afford for it not to trigger. The force used to shake it can make for a very sore wrist.
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    • The Wii version does have its share of control improvements such as a superior aiming system, and the ability to hotkey four items instead of two. Additionally, waggle controls for the sword enable you to do slashes while simultaneously running.
      • You can slash while running in the GameCube version too.
    • It's worth mentioning that complaints of "tacked-on" motion controls were due to Twilight Princess being originally developed for the GameCube; the controls are tacked-on because the game wasn't developed around them. Not surprisingly, this problem also extends to multi-platform games that make it to the Wii.
  • No More Heroes has this. Apart from a few minor things like the minigames, the only real motion control is used to choose whether an attack would hit "high" or "low" (which determines whether you can hit a blocking enemy, and has an effect on the speed and arc of your attacks), the finishing and wrestling moves (which pretty much all have the same effect in the long run), and charging the beam katana (Which is, admittedly, kind of fun). The actual swordfighting is using the A button.
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  • Monster Hunter Tri gets some flak from fans of the older installments for this element (besides forcing them to buy a new, non-Sony console). The fairly complex button-maps from the previous games have been replaced by nearly-as-complex, totally new button maps combined with swings, flicks and jabs of the wii-mote. You can choose an option that sticks mostly to button-pressing via the classic controller, but you still need to pick up the remote to tag a monster for the identification guide.
  • The main attack in Okami (a port of a PS2 game) is a waggle. On top of that the Celestial Brush techniques require extremely precise motions that are difficult to accomplish with the Wii remote, partly because the Wii version uses the controller's accelerometers to track movement instead of the pointer. Though the most of these movements are optional and the only commonly used "precise" movement (the straight line) is aided by the Z button.
  • Recent Sonic games force you to waggle to attack. Once more, the A button would have sufficed in nearly all cases.
  • LEGO Star Wars on the Wii has one of the milder fan-speak. No examples - by rapidly shaking the nunchuck and remote you'll build things much much faster. While useful, it's not required to beat the game.
  • de Blob is a particularly egregious example: it maps the jump function to shaking the Wiimote, which wouldn't be so bad if the entire game weren't built around precise walljumping. Such precision is very difficult with the Wiimote, creating a major Scrappy Mechanic. The upcoming sequel will reportedly fix this by allowing the player to map the jump function to a button instead.
  • In a particularly ludicrous example, Guilty Gear Accent Core has an option to use waggle. This is a game where even basic combos involve pressing several buttons a second, and anything more complex requires precise timing. It is physically impossible to wave the Wii remote fast enough for it to be a viable control method. Fortunately, the game works fine with a Gamecube or classic controller.

Nintendo DS

  • By way of increased interactivity, you place decals in Contact by imitating a "sticker-peeling" motion on the inventory screen, then a "sticker-applying" motion on the main screen. For some reason, the motion tends to get stuck partway through, and if you tried to place a decal towards the edge of the screen it may be impossible to "unpeel" it and return it to your inventory, trapping you and forcing you to reload your last saved game. Since time stops while you apply decals, there's not much point to forcing the decal-applying motion, beyond greater immersion in the game.
  • The Seal system in Castlevania: Dawn of Sorrow. Once you've won a boss fight you have to pull out your stylus and draw the indicated patter on the touch screen for the boss to actually die. This doesn't really add anything to gameplay, it just yells "look, this system has a touchscreen" and forces you to repeat the last quarter of the fight if your scribble isn't recognized as the seal. And nowhere in the game do they tell you that speed is more important than accuracy when drawing Seals.
  • Viewtiful Joe: Scratch!/Double Trouble!, the DS version of the game, has many powers that require using the Touch Screen while controlling Joe with two hands. You need three hands to take full advantage.
  • Several games use the "close the DS" mechanic, which may be more of a lateral thinking puzzle than a feature. Still, you can't do it on most other platforms, and it must have tripped up some people.
  • The Legend of Zelda Phantom Hourglass and Spirit Tracks use the touch screen for absolutely everything. Movement. Attacking. Item use. Directing Zelda to attack. Everything. The D-pad is mostly left unbound, as are most of the right-side buttons and both shoulder keys. This basically means you play with one hand and the other is just a kickstand for the DS. It also means you'll eventually be asked to dodge an attack, tell Zelda to hit something in the back, and aim the Boomerang all at once, you only have one stylus and about one second to do it, and the other buttons are just used as shortcuts.
    • Note that the DS Zeldas are considered one of the better examples of Waggle on the system (and indeed it's not quite as bad as it sounds, but it's still irritating).
    • Harvest Moon Island of Happiness has the same issue.
  • Wizard Of Oz: Beyond the Yellow Brick Road uses a virtual trackball for a perfectly standard Role-Playing Game for absolutely no discernible reason.
  • A lot of the usage of the Nintendo DS microphone qualify as Waggle, with only a handful of exceptions (most of them music games). Worse, most of these only require activating the microphone at all and don't make any attempt to record the volume or intensity.

Other Nintendo systems

  • Every game that used the Game Boy Advance's E-Reader. For those who don't remember, the E-Reader was a scanning device that allowed a player to scan in trading cards to access expanions, new items, or new content in games the trading cards were based on. But the E-Reader took up the entire gameplay slot, meaning that you had to have two Game Boy Advances to use an E-Reader as well as the trading cards. Not surprisingly, the E-Reader quickly went to the big video game peripheral storage shelf in the sky.
  • Anything made for the Nintendo Virtual Boy. These had to be adjusted to work with the Virtual Boy controls and display. Unfortunately, if the 3D-glasses-style 3D graphics didn't give you a headache, then the weight of the headset would.
  • The main gimmick of Boktai is the sunlight sensor attached to the top of the game cartridge, which is used in-game to power up your light based attacks to kill and exorcise vampires. Under optimal sunlight conditions, this works great-but what happens if you live in a part of the world where it's normally dark or cloudy constantly? It generally directly translates to being at a constant disadvantage. Later games in the series simply allow you to get sun energy from other means to rectify this.
    • Lunar Knights instead used simulated weather conditions for much of the same effect, and mercifully it's a bit more reliable than real-world conditions. As long as you had the DS Phat or DS Lite, you could link the Boktai games for a boost in power.
  • The control style for some mini games in the original Mario Party required repeatedly rotating the control stick as fast as possible. The painfulness of the action and general repetitiveness got those minigames removed from the sequels. They can probably be summed up as one thing: "Pedal Power".
    • Nintendo of America started offering free padded gloves for anyone who bought the original Mario Party. (The fastest way to rotate the control stick for those minigames was to put your palm on it and rotate it that way. People who did this frequently got blisters and friction burns.)
  • Believe it or not, the original NES Legend Of Zelda had a Waggle mechanic... in the Japanese version, at least. One monster, the Pols Voice, could only be defeated by shouting into a microphone built into the Famicom's player 2 controller. Later releases retconned the monster into being vulnerable to bombs, instead, which makes sense because explosions are loud.
    • However, one of the clues you would find in a dungeon still stated that the creatures had a weakness to loud noises. This led to many players frustratingly trying to use their Whistle item on them, to no effect...
    • This mechanic was brought back in The Legend of Zelda: Phantom Hourglass. Although it doesn't kill it, yelling or blowing into the DS microphone will stop and disable a Pols Voice temporarily, leaving it open for attack.
    • Also, the Pols Voice could be instantly killed in Oracle of Ages by using the Harp of Ages, something that makes sound.
      • As well as the Ocarina in Link's Awakening

PlayStation line

  • PS3 card battle game The Eye of Judgement had the use of physical cards, as recognized by the PS3 Eye camera as its central gimmick. Leaving aside the need to buy and store the PS3 Eye, the game, the little plastic stand for the Eye, and a deck of cards, there is still the problem of having a table near your TV with enough space (2ft square) to setup the eye and cards on. And only now do we get to the biggest problem: the Eye can barely recognize a card except under extremely bright light. The kind of which might be found in a retail store or trade show demonstrating this setup, but not in the average gamer's living room or den.
    • At least you could play the game with just the cards. The full setup is thankfully optional.
  • Another show-off-our-fancy-new-analog-stick example of "Waggle" can be seen in Ape Escape. Like in Robotron 2084 and Smash TV, the right stick swings your current gadget. What does this mean it isn't doing? Controlling the camera like a right analog stick should!
    • Ape Escape was one of the first games to be built with the Dual Shock controller in mind, largely predating the establishment of the convention that the right stick controls the camera.
    • Unfortunately, it kept this scheme for the series' entire run, even after camera control had become the standard function of the right stick, apart from the PlayStation Portable port of the original Ape Escape, because the system lacks a second analog nub.
  • The handgun controls in Metal Gear Solid 2 and Metal Gear Solid 3 try to take advantage of the PS2's pressure-sensitive buttons. To draw and aim your gun, hold Square. To holster it, release square lightly. To fire it, release the button sharply. It's as awkward as it sounds. You'll often find yourself accidentally shooting/failing to shoot someone as you learn the controls, and even occasionally once you do. And because pressure-sensitivity isn't the same across controller makers, expect to begin the learning process all over if you switch controllers.
    • Some third-party controllers have enough resistance to their buttons to make it easy to half-press a button (so as to aim with a fully-automatic weapon, but not fire it, as pressing hard makes it fire, or to go for a lighter press with a handgun, then release it without firing). Sony's official controller was, ironically, notoriously terrible for having so much trouble with accurately judging pressure.
    • The pressure sensitive buttons became something of an issue in Metal Gear Solid 3's CQC system. The circle button was the main button to employ hand to hand combat, and sneaking up on an enemy and pressing it while holding lightly would let Snake grab them. You could then do several things such as take them hostage, use your victim as a human shield, and so forth. Pressing the circle button plus a direction on the analog stick would body slam your victim, while tapping the circle button lightly would put them in a choke hold and knock them out (too much might break their neck, but it required a series of successive presses and so was tougher to do accidentally). Both are good ways to disable guards without killing them, which was useful for a Pacifist Run. However...pressing the circle button a little too firmly would cause Snake to messily slit his victim's throat with his knife. Oops. This was especially unfortunate when you wanted a less lethal CQC maneuver, and instead ended up with a guard noisily choking on his own blood and alerting the others, or accidentally offing some of the civilian scientists you'd intended to interrogate instead.
    • Much more severely, this also happened with Square's PlayStation 2 Beat 'em Up, The Bouncer. Amongst your Punch and Kick buttons, there are moves and combos that require the player to press the buttons with varying levels of pressure. Due to the design and overall fast pace of the game's combat however, it's almost impossible to make the game much more than a random series of heavy-attack Button Mashing.
  • In order to show off the usages of the Sixaxis controller, Insomniac included waggle minigames and a special gun into their first PS3 Ratchet & Clank game, Tools of Destruction. Although the minigames are passable at best and can be played without motion sensor use (one being a sci-fi version of a wooden labyrinth game), the gun is completely unusable (as it is difficult to move the controller around and move the analog sticks at the same time) unless you plan on struggling through the Inevitable Tournament with it to unlock its Magikarp Power (which still isn't all that great.) Insomniac also included a Sixaxis gun in the sequel, A Crack In Time, but "fixed" the issues present with the previous weapon by simply turning it into a slow-moving Sphere of Destruction that only goes in straight lines.
  • Motion control (again) in Lair. Hated for taking the place of more-precise analog stick control. Your dragon was incapable of sharp turns, simply because the motion sensor didn't read them well. And melee combat was handled by further controller-shaking with clumsy detection. Months after release, a patch allowed the use of analog sticks for control, but didn't undo any of the other limits that had been added to accommodate motion control.
  • Heavy Rain uses the Sixaxis controller in a variety of ways. You'll be shaking it, using it to steer cars, jolting it in multiple directions, and anything else you can think of. Probabilities are high that some frustration will ensue, especially for specific motions like the side to side waggle. The game seems to frequently interpret this as up and down.
    • Depending on how you hold the controller, you may have it in/just above your lap and suddenly be asked to yank it sharply downwards.
  • For comparison, a subversion and aversion for the Sixaxis in the Motorstorm series. The aversion is that despite being an exclusive/first party game series the motion control part is optional and easily disabled allowing the games to be played with joystick and buttons like standard racers. The subversion is that except for the touchy motorcycle class the motion control steering is good. With most action buttons on the right side, the game can be easily played with only the right hand with motion control on.

Other/To Be Categorized

  • Viva Piñata: Trouble in Paradise allowed players to use the Xbox 360's camera to scan in cards to obtain promotional Pinatas. The camera does not come with the console or with the game, and is not used in many other games.
  • The Tony Hawk Pro Skater franchise introduced all sorts of Scrappy Mechanics after the series Jumped the Shark in a failed attempt to innovate. Then came Ride, which put them all to shame with a clumsy, mandatory plastic skateboard controller.
  • The spellcasting system in Arx Fatalis is based on drawing runes on the screen, which neither the game nor your sword-swinging foes pause for. Compared to just selecting and casting a spell, this is inefficient, heavily memorization-based, and has no significant upsides. The problem's particularly acute on the PC—with a joystick you could draw each line at the perfect 90-degree or 45-degree angle, but with a mouse you tend to get 46 or 89 degrees, and the rune recognition gets a bit finicky.
  • Similarly, Darwinia used gestures and the drawing of simple glyphs to issue RTS commands before it was patched with a more typical interface.
  • Games that require trackball movement, such as Cabal and SegaSonic the Hedgehog. Cute to mess around with at first, but can hamper the player when they need precision movement.
  • Decathalon for the Atari 2600 required a player shake the joystick left and right as quickly as possible for the running events. This lead to a lot of broken controllers.
    • And on that same note, all of Konami's ports of their nominal Track And Field arcade games require an insane amount of dexterity in order to play properly. Button Mashing is fine when you're pounding on big arcade buttons, but at home, you better hope your spoon is sturdy enough. And not too big.
  • The Microsoft Kinect. Ohhhhh boy.
    • We can expect the same from the PlayStation Move, being another motion-sensitive controller.
  • Inverted with most console ports of Silent Scope. Since said ports lack light gun support, you're forced to use a standard controller to play. You alternate between scoped mode and search mode by pressing a button. And you aim using a pad or an analog stick, which has far less precision than a light gun.
  • The original version of Death Smiles has simple controls: a stick or D-pad, two fire buttons (one for each horizontal direction), and a bomb button. The Arrange mode adds the 360's right analog stick to the mix. If you're more partial to using an arcade stick to play shmups than the 360's controller (which has a terrible D-pad), this feels like a bitchslap to the face.
  • A savage parody of the trend.
  • Fret Nice is a music-themed 2D platformer that can be played with a guitar controller. You jump by tilting the guitar. Finicky, tiring, and in every way inferior to just using a standard controller.

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