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There is a "Follow Mouse" mode which will move the target to exactly where you put your mouse cursor. Those who are having issues with the controls are primarily having trouble with genuine trackballs because of the accommodations made to improve the mouse experience.
The problem with this, is the lag in following, as it does what you state, follows the cursor. What the above people are arguing is that it shouldn't do that.
The player object should move with the mouse, and not follow the mouse.
No, please purchase it, it really is a nice package despite the short-comings. I'm pretty sure Code-Mystics will listen and either add a new option for the mouse, or change the current ones.
As has been stated elsewhere, these are the original arcade games. The lag in the target/shooter movement is true to the way the arcade games worked. If you spun the trackball faster, the shooter did not move faster. In fact, it would sometimes alias (shudder/shake) instead of moving. So, the controls are trying to stay true to the arcade, minus the malfunctions. To be able to move faster than the original game allowed would both change the play balance and the logic.
You say this, but the two modes contradict you.
1: Follow mouse; This is an awkward mode, though I can see the logic of it, it absolutely does not translate very well to the methods of control we have available. It honestly feels like it should be direct mouse input, but with a setting for max//min speed.
2: Trakball; this feels better, as it feels like direct mouse input. And we can adjust the speed of it. The problem is, however, the run-on. Which is quite frankly a bit infuriating.
I'm all too aware of the alias you speak of. Many times in Tempest I've spun the spinner fast to try and *skip* a monster. BUT! I still had precise control. Same with Centipede.
Either add a method of input similar to direct mouse input, or drop the "roll-on" that comes with the "Trakball" mode (as the OP stated, we can still stop the actual trakball/spinner with our hands). If it's an issue for multiplayer, then add a new mode for single player an lock it out for multiplayer.
Please!
This is one of those situations where yes, we appreciate the effort to try and provide an authentic gameplay experience, but the problem is it just doesn't translate well.
I'd buy this title and a trackball in a heartbeat if it were guaranteed to replicate that awesome experience. No other game on the list excites me as much as Millipede.
The only thing I don't understand is, why does it have to be either/or when it comes to the controls? Simply add as many optional control setups as necessary, then everyone is happy.
I'm really, really hoping that they change their mind on that. As it stands, the currents schemes while being authentic (somewhat), are also not fun!
This is not simply a control tweak people are asking for. They are implicitly asking for the game play balance to change, and that's not something emulations do. It's come up several times so we don't always repeat the full explanation every time, but another aspect of it is that the shooter in Centipede can only travel no more than 8 pixels per frame because if it could jump more than 8 in a single frame it could "teleport" through the mushrooms... the original arcade code does not permit the shooter to move that fast, and does not support collision interpolation. Centipede's controls had a sluggishness to them and the game was balanced for this. Yes, we could make a new Centipede that did it differently, but that would not be arcade Centipede and it would definitely not be an emulation.
It's just that I'm reading here that you guys chose to program some custom alternative scheme, which scares me off. You yourself said it has "accommodations made to improve the mouse experience."
So my suggestion is leave what you've done in the game, and simply add an optional, pure trackball control perfectly emulating the old Centipede/Millipede arcade controls.
(Point taken on Centipede, in that there are obstacles (mushrooms) that the cursor interacts with, but Missile Command has no obstacles; the cursor should be able to move freely on the screen, like an ordinary mouse pointer. If the cursor is slow to follow the mouse, or skids past it when it stops, the game won't be playable.)