What Is It?
CW1D Alpha is the illegitimate child of a computer and a dancemat. It could be described as a form of physical chess, but only if chess was played with two humans instead of lots of chess pieces, had virtually no rules and could get a bit violent sometimes. It is fun to play with friends, and probably a bit nervy and awkward to play with strangers. Pressing a dancemat button changes its onscreen colour from red to blue, or from blue to red. Two players battle it out to take control of the dancemat, make all the buttons their colour and win the game. The game can be a bit fight-y, but it's all over in less than a minute.
How Many Players?
Two - the red player and the blue player.
Is Anyone Else Involved?
Nope, this one's just made by me. It was sort of an offshoot of some stuff I made for GameCity.
What Does It Look Like?
Here are some screenshots that show the game visuals. It's pretty basic at the moment:
(images are from version 0.5)
Is There A Video?
Yep. Here's a gameplay video, mostly from when the game was in The Leftfield Collection at EGX in 2014:
Dimensions Of The Peripherals/Display/Setup
The dancepad takes up 1m x 1m, but probably about 3m square is needed to leave some space around for maximum ridiculousness. And so players don't accidentally hurt anyone (else) while they are playing. So far it's been shown using a 32"(ish) screen, which seemed okay.
How It Works
As of version 0.5 the game does all the input-processing itself, and doesn't need to use GlovePIE. This is a good thing.
Players press a dancepad button (usually with their foot) to change its colour and aim to change all of them to the colour -red or blue- that they are representing. Meanwhile, their opponent tries to do the same. A frequent question is "how does the game know who is pressing the button?" - the answer is it doesn't; if a player is unfortunate enough to press or accidentally stand on a button that is already their colour, it will change to their opponent's colour.
How It Challenges Traditional Form Of Input
It doesn't *exactly* challenge traditional forms of input - a dancepad is almost a traditional form of input, they've been around for a while - but usually dancepads are used for dancing on. Controller Wars 1D, on the other hand, is very much *not* a dance game. It was inspired by Game Oven's 'Bam Fu' game, and also slightly inspired by the board game 'Twister'. Both of these can be seen as challenging the traditional ways of playing in their respective areas of gaming and technology. I would say it strongly challenges the traditional use of a dancepad, and slightly blurs the boundaries between videogames and insane fast-paced interactive Twister. The working name for the game was 'contact', to reflect the fact that played *properly*, it involves more physical contact than most other videogames.
How It Enhances The Gaming Experience
Controller Wars 1D enhances the gaming experience by provoking silly behaviour in some of the people who play it. This causes them to smile a lot.
(Really it's all a slightly elaborate way of experimenting with players' behaviour, particularly implicit social contracts and boundary-setting, and exertion, but none of that sounds as good.)
What Equipment Does It Use?
A Windows PC, a Playstation2 dancepad, a Playstation2-to-USB converter, a 32" monitor. Optionally extras of gaffer tape, some kind of quick-release USB thingy to go mid-wire, and padding for the floor.