Pressure-Sensitive Interface: Difference between revisions

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* From the old HBO ''Not Necessarily The News'', "Sniglets" section:
{{quote| '''Elecceleration:''' The mistaken belief that repeatedly pressing the elevator button will make it go faster.}}
** The elevator example appears in the ''[[HancocksHancock's Half Hour]]'' TV episode "The Lift".
** Busted by the [[Myth Busters]] (elevator one).
* From [[Stargate Atlantis]], the last season, where an abandoned ship that autonomusly travels through parallel universes carrying the heros meets a universe full of hostile aliens, facing them to attack. Needless to say, Ronan is jamming on the rail gun button, then Seppard says,"Take it easy,Chewy."
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== [[Video Games]] ==
* Every button on the [[PSPlay Station 2]] controller worked like this. ''[[Metal Gear Solid]]'' 2 and 3 were practically the only games that did anything with it, though. If you push the fire button and let go, you shoot, but if you push the button and ''lightly'' let go, you'll holster your gun without firing a shot. It was tricky as hell.
** When the first game was remade for the Gamecube with mostly [[PSPlay Station 2]] controls, they got around the Gamecube controller not having pressure sensitive buttons by having you press Y, then A, in succession to holster your weapon.
** Also, another Kojima game, ''Zone of the Enders'', had a weapon that made use of the pressure-sensitive [[PSPlay Station 2]] buttons. A light push would result in a wide-angle, point-blank spray, while a hard one would increase the range from "melee" to merely "short" with a narrower spread.
*** The [[Surprisingly Improved Sequel|superior sequel]], ''[[Zone of the Enders]] 2: The Second Runner'', made more use of it.
** ''[[Gran Turismo]] IV'' had the cars go faster the harder you push the X button.
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** Some games don't register light presses at all, forcing you to stab the screen with the stylus and pray you're not damaging it.
* The earliest incarnation of the ''[[Street Fighter]] 1'' arcade cabinets used giant pressure sensitive buttons for Punch and Kick rather than the traditional six-button setup used today. After kids and angry/enthusiastic patrons destroyed the hydraulic pumps that operated the buttons via furious mashing did Capcom realize this setup was not a very good idea.
** Interestingly enough, the idea was reused for the ''[[Updated Rerelease|EO]]'' versions of ''[[Capcom vs. SNK 2 Mark of the Millennium (Video Game)|Capcom vs. SNK 2]]''. The strengths of punches and kicks are determined by the pressure exerted on the L and R buttons in an attempt to simplify the controls for the [[Game Cube]] and [[X Box]].
* The difficult-but-rewarding "Second-Stage Quickboost" tactic in ''[[Armored Core (Video Game)|Armored Core]] 4''/for Answer relies on the 360/PS3's pressure sensitive buttons. Specifically, pressing the quickboost button ordinarily will unleash the ordinary burst. However, by pressing the button to the point such that it ''almost'' activates, and then activating it with a light pressure will trigger this. Quick Boost is intended to be an emergency get-out-of-the-way burst of speed; properly applied, Second Stage boosting can and will outrun enemies using their supposedly faster Overed Boost.
 
== [[Web Comics]] ==