How SpecialEffect Access the Nintendo Switch 1 & 2 Consoles | Video

Transcript


At SpecialEffect, we use a range of controllers that give us options when creating set-ups with the people we work with.

These often form the base of a customised controller set-up, which may combine a range of equipment.

In this video, we will be taking an introductory look at these controllers and some of the methods we use for accessing the Nintendo Switch and Nintendo Switch 2 consoles.

Hori Flex

The Hori Flex is a licensed controller interface from Hori. It acts as an interface into which compatible joysticks and switches can be plugged. These can then be used as inputs, in place of the buttons or joysticks found on controllers such as Joy-Cons or a Pro Controller.

It also includes buttons on top, for each of the button inputs used on Nintendo Switch consoles.

At SpecialEffect we use a wide range of joysticks with the Flex. Some compatible joysticks we use include the Zik-Zak and UltraStik from OneSwitch, the Optima joystick from Pretorian, and the Celtic Magic Feather Joystick.

These give us a range choices from extremely low-force joysticks like the Feather to those with more resistance like the Zik-Zak.

You can also use joysticks with a 3.5mm jack by using a HID Remapper v8 adapter, which can open up a wider range of joysticks, including low-force and standard-force thumbstick style joysticks.

There are built-in buttons on top of the Flex that can be used alongside any peripherals plugged into the controller. These can be helpful for somebody else to assist with some of the controls.

The Flex Controller also allows you to plug in accessibility switches with a 3.5mm connection for each button input used on the Nintendo Switch.

At SpecialEffect, we use a range of digital switches with these connections. These include Buddy Buttons and Specs Switches from AbleNet and Ultra-Light HD Switches from ATEC.

These give us options for different sizes and also the amount of resistance needed to activate them. The Ultra-Light HD switches, for instance, give us a low-force option within quite a small profile.

We may also use the digital switches from the Logitech G Adaptive Gaming Kits.

The Flex also has an option to connect a PC to your Nintendo Switch and use eye gaze as an input, too.

Please see our full video on the Flex controller for more information on the peripherals we use with it and the controllerโ€™s features, such as using eye gaze.

Catch 22 Nintendo Switch Interface

The Catch 22 Nintendo Switch Interface is another controller interface which allows you to use accessibility switches and joysticks to create a customised controller. We often use this instead of a Flex if we want to add a controller for cooperative play into the set-up.

Please note, the Catch 22 we are showing has a custom option for a D-pad USB slot, instead of the default option of an XAC port.

It has a port for every button on the Nintendo Switch and Nintendo Switch 2. It also comes with a dedicated โ€œWalk Forwardโ€ port, which would act as holding Left Stick Up when a switch is plugged in and held down. This option can help reduce the need for two joysticks in some games.

You can use the Catch 22 with your Nintendo Switch in either handheld mode or when itโ€™s in the dock so it can be used with a TV.

There are 4 USB ports on top, with two of them that you can plug USB joysticks into.

Some compatible joysticks we use include those that we also use on the Hori Flex and other interfaces. These include the Zik-Zak and UltraStik from OneSwitch, the Optima joystick from Pretorian, and the Celtic Magic Feather Joystick.

You can also plug in joysticks with a 3.5mm jack if you use a HID Remapper v8 adapter plugged into the USB port. Again, this can open up a wider range of joysticks, including low-force and standard-force thumbstick style joysticks.

Plugging a joystick into the L port will act as the Left Stick and plugging into the R port will act as the Right Stick.

The โ€˜Helpโ€™ USB port will allow you to plug in additional controllers, such as the Nintendo Switch Pro Controller or the Power A Controller that comes with the Catch 22.

This option can be useful for those who may not be able to access many switches and joysticks via the Catch 22 and require somebody else to use a standard controller. It can also be a useful option if you can access some or most of the inputs on the standard controller but may need some extra switches or joysticks to make up for controller inputs that are otherwise difficult to access.

We use a range of accessibility switches, like those we use on the Flex. These include Buddy Buttons and Specs Switches from AbleNet, or an Ultra-Light HD Switch from ATEC.

Again, we may also use digital switches from the Logitech G Adaptive Gaming Kits.

More information on the switches and joysticks we use can be found in our separate GameAccess post on the Catch 22 Nintendo Switch Interface, which weโ€™ve linked below.

Nintendo Switch Pro Controller

The Nintendo Switch Pro Controller is a first-party handheld controller that is most similar to the Joy-Cons due to the button and joystick layout. The shape of this controller allows us to position and fix it in place, such as on a Trabasack Curve Connect, a Velcro tray from the Logitech Adaptive Gaming Kit, or a Techpad.

We also use modified Pro Controllers that have been made low force. These offer less resistance on the joysticks and buttons, requiring less force to activate them than a standard Controller does.

8BitDo SE Lite Controller

The 8BitDo SE Lite controller is a lightweight handheld wireless controller where all of the buttons are on the front of the controllers, including the triggers and bumpers. It can also sit flat on a surface.

The buttons and joysticks have been made physically lighter to move so it can be an option for those with limited muscle strength. Itโ€™s also a smaller and thinner controller when compared to a standard controller such as the Pro Controller. More information can be found on our post on this controller, linked below.

Adapters

Sometimes we have to use controllers from other consoles on the Nintendo Switch consoles. You can use a variety of non-native controllers on the Nintendo Switch and Nintendo Switch 2 by using adapters.

We may use this method if someone wants to use their customised controller across various consoles, rather than using multiple controllers. Or, we might use an adapter if there are benefits to using a specific controller from another console over those available for the Nintendo Switch consoles.

These adapters include a Titan Two and Brook Wingman XE 2 adapter.

Before using these adapters, you would need to change a setting in the Nintendo Switch console. You need to go to System Settings and navigate to Controllers and Sensors. You now need to turn on Pro Controller Wired Communication.

We might use the Brook Wingman adapter to use just one controller on the console, whereas the Titan Two allows you to use two controllers due to its two USB ports.

This means someone can use a standard controller alongside extra peripherals, or two people can have a controller each to control the same player.

Controllers we use with these adapters include the Xbox Adaptive Controller, and Xbox and PlayStation single-handed Evil Controllers. To find out more about these controllers, we have separate videos articles on our GameAccess website that we will link below.

We hope you found this video a useful introduction to some of the options available for playing on your Nintendo Switch console. For more information on the equipment shown in this video please visit GameAccess.info or use the links below.

At SpecialEffect, we use a range of controllers that give us options when creating set-ups with the people we work with. These often form the base of a customised controller set-up, which may combine a range of equipment.

In this video, we will be taking an introductory look at these controllers and some of the methods we use for accessing the Nintendo Switch and Nintendo Switch 2 consoles.

More information on the controllersย  and equipment mentioned in this video, is linked below.

Video Timestamps

0:00 | Introduction
0:24 | Hori Flex
2:34 | Catch 22 Nintendo Switch Interface
5:12 | Nintendo Switch Pro Controller
5:48 | 8BitDo SE Lite Controller
6:23 | Adapters
8:02 | Outro

Links

For more information on the equipment mentioned in this video please use the links below:

We hope you found this video a useful introduction to some of the options available for playing on your Nintendo Switch console. For more information on alternative and assistive controllers please use the ‘Equipment‘ category on the site and choose ‘Nintendo‘ under ‘Platform’, or use this link to filter these: Equipment + Nintendo filtered results


Filming and editing by cinematographer Tom Williams.

Music:
sero โ€“ Down โ€“ Instrumental version
sero โ€“ When You Leave Me โ€“ Instrumental version
Vladislav Kurnikov โ€“ Bliss
Vladislav Kurnikov โ€“ My Imagination

Catch 22 Nintendo Switch Interface

Photo showing the Catch 22 with a USB cable from a joystick plugged into the R slot and a switch connected into the 'Walk' 3.5mm port.
Please note, the Catch 22 in our photos has a custom option for a D-pad USB slot, instead of the default option of an ‘XAC’ port

The Catch 22 (Nintendo Switch Interface) from OneSwitch is a switch interface that offers an alternative option to the Hori Flex when using accessibility switches and joysticks on the Nintendo Switch 1 and 2 consoles.

We recently took a look at the PlayStation 5 version of this interface: Catch 22 PS5 Interface | Video. The joysticks and switches shown in this video are also compatible on the Nintendo Switch version.

In this post, we will look at the different inputs available on the Nintendo Switch version of the Catch 22 and share information on some of the compatible devices that can be used with it.

3.5mm Switch Ports

Screenshot showing a large box full of accessibility switches.

This Nintendo Switch version of the Catch 22 features a 3.5mm port for every button input on the Nintendo Switch 1 and 2 with the exception of the Capture button. At SpecialEffect we use a variety of switches depending on the person and the controller set-up we are creating with them. Some switches may offer a larger target and more resistance to activate them (such as an AbleNet Buddy Button) whilst others offer a smaller target requiring less force, such as an Atec Ultra Light HD Switch.

In addition to the information on switches we mentioned in our video on the PS5 version of the Catch 22, more information on the switches we use can be found in this video: Using Switches to Access Button Presses.

Photo showing a 3.5mm accessibility switch lead connected into the Walk port on the Catch 22.

The interface also features a port for a “Walk-Forward” button which would act as holding Left Stick Up when a switch is plugged in and held down. This feature can be used in some games that require two joysticks to play, such as first-person perspective games. You can hold down the Walk-Forward button and use a joystick acting as the camera movement where you will be able to walk forward and turn left and right. More information on using a walk-forward button can be found here: How to Play First-Person Games Using a Walk Forwards Button.

USB Joystick Ports

Photo of the Catch 22 with a OneSwitch Zik-Zak mini joystick and an AbleNet Specs switch connected.

There are also 4 USB ports, two of which allow joysticks to be plugged into it. You can plug in compatible USB joysticks to act as Left Stick and/or Right Stick into the ports marked ‘L’ and ‘R’.

Like switches, we use a wide variety of joysticks at SpecialEffect, depending on the size and amount of force required. We may use a OneSwitch Zik-Zak joystick (shown above) when a larger target and more resistance is required, or a Celtic Magic Light-Force Joystick when less force is needed.

Many of the USB joysticks we use with other interfaces, such as the Hori Flex or Xbox Adaptive Controller, are also compatible with the Catch 22 on Nintendo Switch. In addition to the information on joysticks we mentioned in our video on the PS5 version of the Catch 22, more information on some of these joysticks can be found using the ‘Joystick‘ sub-category on the site. In addition to USB joysticks, joysticks with a 3.5mm connection, like those we use on the Access controller on PlayStation 5, may be able to be used with the Catch 22 using a HID Remapper v8 adapter.

USB Controller Ports

The ‘XAC’ port will enable the basic use of an Xbox Adaptive Controller (XAC). If a joystick is plugged in, it can also be used for A+B inputs. Please note, the Catch 22 in our photos has a custom option for a D-pad USB slot, instead of the default option of the ‘XAC’ port.

The ‘Help’ USB port allows you to plug in the handheld controller that comes with the Catch 22, which can then be used alongside any connected switches and joysticks. This ‘help’ controller can be used either by a second player to play cooperatively, or as additional inputs for the player themself.

Further Information

You can use the Catch 22 on the Nintendo Switch consoles in their docked mode by plugging it into any of the USB ports found on the dock, or in handheld mode using the red USB to USB-C adapter and plugging it directly into the Nintendo Switch.

Customisation options are available when ordering, including features like toggle holds and joystick switching.

The information in this article is correct to the best of our knowledge at the time of publication. For more information on additional features of the Catch 22 and current specifications, please visit the product page on the OneSwitch website: https://www.oneswitch.org.uk/art.php?id=382.


Image Credits: Screenshots taken from video footage by Tom Williams (top and bottom images) and Cara Jessop (middle image).

Catch 22 PS5 Interface | Video

Transcript

At SpecialEffect, we use a range of equipment to assist players to access video games. In todayโ€™s video, we will be showing the Catch 22 interface from OneSwitch. Whilst there is also a version of the Catch 22 available for Nintendo Switch consoles, in this video we will be looking at the version for the PS5 console.

Switch Ports

The Catch 22 has a port for every button on the controller, with the exception of the D-pad buttons. These ports are compatible with switches that have a 3.5mm jack, such as Buddy Buttons, Spec Switches, Ultra-Light HD switches, and the digital Logitech G switches from their Adaptive Kit.

There are also four ports marked with arrows which each perform a Left Stick joystick direction. With this, you can hold down a button to perform a direction on the Left Stick instead of using a joystick. For instance, the port that acts as Left Stick Up will allow you to walk forward in games. You could also use this alongside a joystick acting as Right Stick so you can move in first-person perspective games using one joystick and one button instead of two joysticks. The Right Stick would act as the camera and the switch plugged into the Left Stick Up port will act as a โ€˜walk-forwardโ€™ button. You can then turn your character by moving the Right Stick left and right.

Joystick Ports

There are 4 USB ports on top that you can plug USB joysticks. Compatible USB Joysticks that we use at SpecialEffect include OneSwitchโ€™s Zik-Zak Joysticks, the UltraStik and the Celtic Magic Feather Joystick.  You can also plug in joysticks with a 3.5mm jack if you have a OneSwitch HID Remapper v8 adapter plugged into the USB port. Plugging a joystick into the โ€˜Lโ€™ USB port will act as the Left Stick. The โ€˜Rโ€™ USB port will act as the Right Stick. The โ€˜D-padโ€™ USB port will act as the directional button pad.

Additional Controllers

The โ€˜Helpโ€™ USB port will allow you to plug in additional controllers. You can use an official standard PS4 controller, PS5 controller, HORI PS4 Wired Mini Gamepad, or PS4 Nacon Wired Compact Controller plugged into the Catch 22, where you can use it at a second controller alongside any peripherals already plugged into the Catch 22.

This option can be useful for those who may not be able to access many switches and joysticks via the Catch 22 and require somebody else to use a standard controller. It can also be a useful option if you can access some or most of the inputs on the standard controller but may need some extra switches or joysticks to make up for controller inputs that are otherwise difficult to access.

You can also use a second standard controller without needing to plug it into the Catch 22. To do this, you need to turn on the Assist Controller option in the PlayStation system settings. From the PS home menu, navigate to the Settings icon and select it. Then select Accessibility. Navigate to Controllers and youโ€™ll see the option for โ€˜Use Second Controller for Assistanceโ€™Select this and tick the โ€˜Use Assist Controllerโ€™ option. You can now turn on a second controller and log in to the same account so that you can use both the Catch 22 and standard controller together. Some features will not be available on the assist controller, such as vibration, adaptive triggers, or the ability to remap it.

You could also add one or two PlayStation Access controllers to a set-up, if, for instance, you wanted to use the Access controllerโ€™s joystick, buttons and/or 3.5mm switch/joystick inputs, alongside a Catch 22 and its joystick and switch inputs.

Connecting to the PlayStation 5 Console

To connect the Catch 22 to a PS5, you need to plug it into the PS5 console using the Brook Wingman FGC2 adapter that comes with it. You also need to have an accessibility switch plugged into the PS button port, which has a house icon, that is displayed on the Catch 22. This will turn it on. You then need to wait for approximately 4 seconds for the PS Login screen to appear. You now need a switch plugged into the Cross port so you can select an account to log into. You can also use a standard PS4 controller or PS5 controller that is plugged into the โ€˜Helpโ€™ USB port to log in.

We hope you found this video useful. More information on additional features of the Catch 22 can be found on the product page on the OneSwitch website.

For more information on alternative controllers for the PlayStation 5 console, please use the โ€˜PS5 Accessโ€™ tag on the GameAccess website.

At SpecialEffect, we use a range of equipment to assist players to access video games. In this video, we take a look at the Catch 22 PS5 interface from OneSwitch.

The Catch 22 is a switch interface that allows you to plug in a range of switches and joysticks to create a customised controller. It consists of switch ports for every button on the controller, with the exception of the D-pad. It also has USB ports to plug in joysticks for Left-Stick, Right-Stick and the D-pad. It also has a USB port for connecting extra compatible controllers.

The Catch 22 as one of several options available on PS5 for adding switches and/or joysticks, such as the Access controller, the HID Remapper v7 and the 19-Switch DualSense Interface, depending on the types of joysticks and buttons needed in a specific controller set-up.

Timestamps:

0:00 | Introduction
0:20 | Switch Ports
1:25 | Joystick Ports
2:05 | Additional Controllers
3:57 | Connecting to the PlayStation 5 Console
4:44 | More Information

More Information:

We have previously looked at the Catch 22 (PS5 Interface) in a written post which can be found, here: Catch 22 PS5 Interface More information on additional features of the Catch 22 can be found on the product page on the OneSwitch website: https://oneswitch.org.uk/page/catch22.

For more information on alternative controllers for the PlayStation 5 console, please use the โ€˜PS5 Accessโ€™ tag on the GameAccess website.

*Update 09/01/2026 – There is also a version of the Catch 22 for Nintendo Switch consoles, which we have now written about here: Catch 22 Nintendo Switch Interface


Video by Tom Williams
Music: Johnny Gorillas: Blue Morning and Jimit: Home Cookin

Nine Solsย | Combat Multipliers in Story Mode

A character swinging a sword at robots

Nine Sols [PEGI 16] is an action-platformer game with Metroidvania elements that is available on PS4, PS5, Xbox One, Xbox Series, Nintendo Switch, and Windows PC. You play as a cyborg humanoid cat called Yi as he makes his way through a “Taopunk” world on a quest for revenge.

The game has challenging combat where enemies and bosses can defeat you in just a handful of attacks. The game encourages you to use timed parries, blocks and dodges to overcome your foes. However, you can make the game easier by selecting “Story Mode” when selecting a difficulty.

Story Mode

Story Mode offers two combat multipliers โ€“ one to adjust how much damage enemies receive, and another for reducing the amount of damage you receive.

A screenshot of the gameplay settings menu
A list of the Gameplay settings menu

The Attack Multiplier’s default setting is at 150% when starting Story Mode. However, you can decrease this to 100% (the default attack strength in Standard Mode) and increase it up to 1,000%. You can adjust the multiplier in increments of 10.

The Injury Multiplier’s default setting is 25% on Story Mode. You can reduce this value to 1% and increase it up to 100% by adjusting the multiplier in increments of 1.

Controls

The game requires a single joystick and most buttons on a gamepad to play, with the button interactions involving either a single press or a hold to perform actions. The Right Stick is optional and you can play the entire game without needing it.

Left Stick = Control Character

Right Stick (optional) = Look around to see further ahead without moving your character/scroll through lore

Cross (PlayStation)/A (Xbox)/B (Nintendo Switch) = Jump

Circle/B/A = Interact/hook [press]/Hack when controlling Mystic Nymph [hold]

Square/X/Y = Attack [press]/Charged Attack (when unlocked) [hold]

Triangle/Y/X = Shoot Arrow (when unlocked)

L1/LB/L = Parry/Block [press]/Unbounded Counter (when unlocked) [hold]

L2/LT/ZL = Mystic Nymph

R1/RB/R = Attach Talisman to enemy [press]/Detonate Talisman Explosion [hold]

R2/RT/ZR = Dodge [press]/Sprint (when unlocked) [hold]

D-pad Up = Heal

D-pad Left/Right = Change Arrow Type (when unlocked)

There are segments of the game where you need to hack into machines to open doors and chests, which involve inputting a sequence of 4 D-pad buttons in a set amount of time. Each sequence is randomly generated so the D-pad buttons you need to press for a sequence will be different each time. You can also use the Left Stick directions to perform the hacking action.

A screenshot of the controls remapping menu
A list of the controls remapping menu

You can also remap the controls in the game, including the individual stick directions on the Left Stick. You can only remap inputs that are displayed within the remapping menu, which include the Left Stick, face buttons, shoulder buttons, and D-pad buttons. You are unable to assign any inputs to the Right Stick, Stick Clicks, or Menu buttons.

We hope that this post has been useful. For more information of the accessibility features found in other titles, please use the โ€œGamesโ€ category on the site.


Developer Resource:

SpecialEffect DevKit logo

For video examples of how developers have improved the motor accessibility of their games, please visit https://specialeffectdevkit.info/

Examples of how other titles ‘give players options to power up their various abilities in the game’ similar to the Attack Multiplier and Injury Multiplier in Nine Sols, can be found in module 6.2 Player Strength

Games with Reduced Controls Pt.2 | Video

Transcript

When helping people to play games, we find that games that use a single joystick and between one or four buttons are a good starting point, when trying a new controller set-up. At SpecialEffect, we are always on the lookout for games that use fewer controls. For some players, it can be a useful characteristic to look out for in its own right, when looking for an accessible game to play.

In todayโ€™s video, we will take a look at a selection of games on console that can be played using only a single joystick and one to four buttons. The controls mentioned in this video will only cover those that are used in gameplay, and not buttons such as a pause button or a home button.

The following games in this video can all be played on PlayStation 4, PlayStation 5, Xbox One, Xbox Series, and Nintendo Switch.

Sonic Mania

Sonic Mania is a retro-platformer game where you play as the characters from the Sonic the Hedgehog game series, including Sonic, Tails and Knuckles. The game requires a single joystick or D-pad and a single button to Spin Jump. Either Cross, Circle or Square can be used interchangeably on PlayStation. This is A, B or X on Xbox and B, A or Y on Nintendo Switch.

These control inputs are combined in different ways for certain actions. For instance, when playing as Sonic, to Spin Dash, you hold Down on the Left Stick or D-pad and press Spin Jump whilst stationary. When you release Down, you will launch at speed. To Drop Dash, you hold down Jump button whilst in the air and you will perform a Spin Dash when you land.

When playing as Tails, to fly, you press the Spin Jump button repeatedly. You do the same to swim.

When in Mania Mode as Sonic or Tails, you can press the Spin Jump button whilst holding Up on the Left Stick or D-pad and Tails will fly. You can drop Tails by pressing the Spin Jump button whilst holding Down on the Left Stick or D-pad.

When playing as Knuckles, to Glide, you hold Spin Jump whilst jumping to Glide. And to Wall Climb, you Glide into a wall and you will cling onto it until you press the Spin Jump button. Using Up or Down on the Left Stick or D-pad will climb up or down it.

Triangle can be used to restart a Time Attack. On Xbox this is Y and Nintendo Switch it is X.

Balatro

Balatro is a roguelite card game where you have to play poker hands to win enough points to beat a set score, called a Blind. As youโ€™re playing, you can acquire special Joker cards that have different abilities aimed at building up your score. While you can use the entire controller to play the game, you can also play it using a single joystick, and four buttons. You can use the joystick to navigate to all selectable options rather than using the assigned button for each action, such as when playing a hand or discarding. You could also use a joystick to control a cursor to navigate to selectable options instead.

You can use Cross on PlayStation, A on Xbox, and B on Nintendo Switch to select, and Circle on PlayStation, B on Xbox, and A on Nintendo to cancel. L1 and R1 on PlayStation, LB and RB on Xbox, and L and R on Nintendo Switch are needed for this game to purchase, use, and sell cards.

Klonoa Phantasy Reverie Series

Klonoa Phantasy Reverie Series is a 2.5D platformer which features both Klonoa and Klonoa 2 originally released on PlayStation 1 and PlayStation 2 respectively. You need a single joystick to move Klonoa, Cross and Triangle on PlayStation, A and Y on Xbox, and B and X on Nintendo all act as the Jump button. Circle and Square on PlayStation, B and X on Xbox and A and Y on Nintendo to use your Wind Bullet to pop bubbles and pick up enemies. After picking up an enemy, you can then use them to double jump or throw at other enemies or objects. There is also an option to remap the Jump and Shoot buttons in the Controls settings.

A second player can join the game and provide a Support Jump option. Pressing this button will allow Klonoa to jump as high as when using an enemy to double jump with. You have to wait for the jump action to recharge after using the Support Jump.

The game also features some difficulty modes.

On Easy, you start off with unlimited lives and you can take 15 hits before you are defeated. The Wind Bullet also travels further compared to Normal difficulty, so you donโ€™t need to be so close to the enemies to pick them up.

On Normal, you start off with three lives and you can take six hits before you lose a life. You can find more lives as you play the game. The amount of hits in this difficulty only applies to Klonoa 1, as in Klonoa 2, you can take up to three hits on this difficulty.

Hard is only available when completing the game where you can only take one hit before you lose a life, and you only start with the level with one life.

Vampire Survivors

Vampire Survivors is a roguelike shoot โ€˜em up where you have to survive hordes of enemies by using a range of attacks which you can upgrade in each run. You only need a single joystick for this and you can choose between the Left or Right joystick, both of which function as character movement simultaneously. You attack automatically so you don’t need to use another input for gameplay.

Rocket League

Rocket League is a car-based sports game where you use vehicles to play a version of football. By default, the game has several controls. However, you can remap them to reduce some button inputs. For example, rather than braking and accelerating by using the default L2 and R2 buttons for PlayStation, LT and RT for Xbox, and ZL and ZR for Nintendo, you can go into the Controls Settings and assign the Up and Down movements on a joystick to be used as brake and accelerate instead. As you steer left and right with a joystick, this means you have full control of a vehicle with a single joystick. Other actions in this game include jumping, boosting and powersliding, all of which can be remapped to any button on the controller.

Cocoon

Cocoon is a puzzle-based exploration game where you play as a beetle who carries worlds of their back which you can enter and explore. By default, you use the Left Stick to move your character, and the Cross button on PlayStation, A on Xbox and B on Nintendo for interacting. However, in the settings, you can turn on the option so that you can move your character using both Left and Right joysticks interchangeably, and almost all of the buttons on the controller act as the interact button. These buttons include the face buttons, the bumper buttons, and the trigger buttons for each console.

EA FC

EA FC has included a Two-Button Mode for some time. When using this control scheme, you use the Left Stick to direct player movement and to aim passes or shots when in possession of the ball. On PlayStation, the Cross button is used to pass. On Xbox, this is the A button and on Nintendo Switch, this is the B button. Depending on the context, where you aim and how long you hold the button, will affect whether you do a lob, cross, ground or through pass. The same input is used for a standing tackle when out of possession. When you have the ball, the Circle button on PlayStation is used to shoot. On Xbox this is the B button and on Nintendo Switch this will be the A button. When out of possession, this input is used for a sliding tackle. Right Trigger can be used for optional, to sprint. Sprinting can be done automatically, depending on the context of the current player you are controlling within the game.

EA FC also includes a one-button mode where these pass and shoot controls are all reduced down to the Cross button for PlayStation, A on Xbox and B for Nintendo Switch. The Left Stick is again used for player movement and for aiming.

Changing the settings in the Accessibility menu can also reduce the controls needed for the menus.  Turning on โ€˜Remap Right Stick Functionalityโ€™ setting to โ€˜Onโ€™ remaps the function of the Right Stick to the Left Stick in many of the menus.

By turning the โ€˜Remap Left and Right Bumper Buttons and Left and Right Trigger Functionalityโ€™ setting to โ€˜Onโ€™, this allows you to navigate through many of the Settings options with the Left Stick, without needing to use the bumpers or the triggers.

We hope that this video has been useful for sharing ideas on games that can be played with a reduced number of controls, whether it is by gameplay design, accessibility features or remapping controls.

For more information on games that use a reduced control scheme, please use the โ€˜Gamesโ€™ category on GameAccess.info. For information on alternative controllers, please use the โ€˜Equipmentโ€™ category.

For developers interested in reducing the inputs needed to play their game, you can watch examples of how games can offer reduced control schemes, by visiting the โ€˜Simplificationโ€™ topic in the SpecialEffect DevKit.

Please note: This video covers games suitable for a range of ages. For those interested in games that are aimed at younger players, our companion video focuses on these: Games with Reduced Controls Pt.1

When helping people to play games, we find that games that use a single joystick and between one to four buttons are a good starting point, when trying a new controller set-up.

For some players, it can also be a useful characteristic to look out for in its own right, when looking for an accessible game to play. In this video, we will take a look at a selection of games on console that can be played using these controls.ย 

The controls mentioned will only cover those that are used in gameplay, and not buttons such as a pause button or a home button.ย 

The games featured can all be played on PlayStation 4, PlayStation 5, Xbox One, Xbox Series, and Nintendo Switch.

Timestamps:

0:00 | Introduction
0:50 | Sonic Mania (PEGI 3)
2:34 | Balatro (PEGI 12)
3:40 | Klonoa Phantasy Reverie Series (PEGI 7)
5:36 | Vampire Survivors (PEGI 12)
6:05 | Rocket League (PEGI 3)
7:40 | EA Sports FC 25 (PEGI 3)
9:23 | Outro

For more information on games that use a reduced control scheme, please use the ‘Games‘ category on GameAccess.info. For information on alternative controllers, please use the โ€˜Equipmentโ€™ category.


Video by Tom Williams

Music: Vladislav Kernikov – Lets Dream, Notize – Vanilla, Nite Owl – Retrospect and Michael Drake – Solitude.

Games with Reduced Controls Pt.1 | Video

Transcript

At SpecialEffect, we are always on the lookout for games that use fewer controls. We find that using fewer controls can be useful as a starting point when practising with a new custom controller, before potentially adding additional controls to a set-up. It can also be an important characteristic to look out for in its own right, for many players, when looking for an accessible game to play.

In todayโ€™s video, we will take a look at a selection of games aimed at a younger audience that can be played using only a single joystick and one to four buttons.

We will focus on the controls that are used in the gameplay. Other buttons such as a pause button or home button, will also be needed to pause the game and to navigate your console. All the games we show, except Mario Kart, are available on PlayStation 4, PlayStation 5, Xbox One, Xbox Series, and Nintendo Switch consoles.

Mario Kart

Mario Kart 8 Deluxe on the Nintendo Switch is a racing game where you can race as your favourite character from the Mario game series. You can either play the game using just one joystick or just one switch, depending on which settings have been turned on. If you turn on the Auto-Accelerate option where the vehicle will move forward by itself, you can use a single joystick to steer the car. Alternatively, you can turn on the Smart-Steering option where the car will always remain on the track by steering itself, and you can hold the A button by default to accelerate.

You can also brake by pressing B and throw an item by pressing L.

My Friend Peppa Pig:

In My Friend Peppa Pig, you control Peppaโ€™s friend as you interact with the characters seen in the Peppa Pig TV show. To play this game, you need a single joystick to move your character left and right and to make selections from the options onscreen. To make selections and interact, you use Cross on PlayStation, A on Xbox, or B on Nintendo Switch. These may be to interact with a character, to enter a location in the game or interact with an object. You will be prompted on-screen with an icon showing the button required in each of these instances when you need to interact.

Bluey: The Video Game

Bluey: The Video Game allows you to play as Bluey and her family. You use the Left Stick to control your character, and the face buttons for the actions.

The Left Stick is used in all four directions as you move through the three-dimensional space, following the onscreen prompt to get to the next objective. The buttons used are Cross on PlayStation, A on Xbox and B on Nintendo Switch for Jump, and Square on PlayStation and X on Xbox and Y on Nintendo Switch for Action. You will need to combine Left Stick directions and the Jump button to use them at the same time, to jump onto objects.

You also use a button to Throw and Kick, which is Circle on PlayStation, B on Xbox and A on Nintendo Switch. To use the Games Wheel to open the mini-game menu, you use Triangle on PlayStation, Y on Xbox and X on Nintendo Switch.

You can also add more players to play in local multiplayer mode with up to three additional players.

Paw Patrol: On a Roll!

Paw Patrol: On a Roll is a side-scrolling game where you play as the pups from the TV show. The aim of the game is to go through levels collecting Paw treats and performing rescue missions. The game uses a single stick to move the character left and right, and a jump button. There are several obstacles that you have to get past where youโ€™ll have to select one of three options, which are each assigned a different face button.

For the most part of the game you use Left Stick to move your character left and right. For PlayStation, pressing the Cross button will make your pup jump. Pressing it twice will make the pup double jump. You will need to press Jump at the same time as holding the stick to move and jump in a direction. Cross will also allow you to interact with objects such as rope. For Xbox this would be the A button and for Nintendo Switch this would be the B button.

You have to sometimes get past obstacles such as lakes or getting up over houses. In these instances, three options will appear. You have to choose the right gadget to get across each obstacle. Each option has its own button. So, for PlayStation this would be Square, Triangle or Circle. For Xbox this would be X, Y or B and for Nintendo Switch this will be Y, X and A.

There may be some points in the game where you have to use all directions of the Left Stick, like going through a maze or using the pup X-ray. Another part of the game where the joystick controls are slightly different is when youโ€™re flying or swimming underwater. You can only use up and down during these parts as you avoid the birds and fish.

PJ Masks: Heroes of the Night

Like Paw Patrol, PJ Masks: Heroes of the Night is a side-scrolling platform game where you play as the characters from the TV show. You use your superpowers to stop the night-time baddies, whilst exploring 8 PJ Masks locations and collecting gems. This game has identical controls to Paw Patrol: On a Roll where you use the joystick to move, have a button for jumping, and have obstacles to overcome by pressing one of three buttons.

Much of the game uses left and right directions on the Left Stick, but when controlling different heroes, they are also able to use their special abilities. For instance, when flying, you also move the Left Stick up or down to go higher or lower. You also use up and down directions to climb up and down buildings combined with left and right directions to navigate around obstructions or to collect gems whilst climbing. To jump, you will need to combine a direction on the Left Stick whilst pressing Jump, to jump in that direction. To fly, you initially hold the Jump button to get airborne. To Super Jump, you press the button to jump and then again whilst in the air. The Jump button is Cross on PlayStation. For Xbox this would be the A button and for Nintendo Switch would be the B button.

You sometimes have to get past obstacles, such as enemies. In these instances, three options will appear and you choose the right power to get past the obstacle. Each option has its own button prompt onscreen, shown next to the power. For PlayStation this button would be either Square, Triangle or Circle. For Xbox this would be X, Y or B and for Nintendo Switch this would be Y, X or A. You get a clue as to which option is the right one by one of the other heroes, who will give you advice throughout the game.

Instead of using a standard gamepad to play these games, you can use alternative controllers depending on which console youโ€™re playing on. For example, on PlayStation 5, you can use a PS5 Access Controller. You can remap the controller to create the control scheme you need for your game. You could use the switches and joystick that are built into the controller, or you could use external switches and joysticks by plugging them into the 3.5mm jacks, and then assigning them a function through the Profile Set-up menu.

For Xbox One and Xbox Series, you could use the Xbox adaptive controller and create a set-up using external switches and joysticks. This controller can also be used on a PlayStation 4 using a Titan Two adapter.

For the Nintendo Switch, the Hori Flex can be used instead.

For more information on the PS5 Access Controller, Xbox Adaptive Controller, or Hori Flex, please visit our GameAccess website at www.gameaccess.info.

We hope that this video has been useful to help you find games that can be played with a reduced number of controls. For more information on games that use a reduced control scheme, please use the โ€˜Gamesโ€™ category on GameAccess.info. For information on alternative controllers, please use the โ€˜Equipmentโ€™ category. Finally, for more information on sharing controls to play cooperatively, please use our โ€˜Cooperative Playโ€™ tag on the site.

Please note: This video focuses on games aimed at younger players. For those interested in games with reduced controls that are aimed at a wider range of ages, our companion video has a broad range of titles: Games with Reduced Controls Pt.2

At SpecialEffect, we are always on the lookout for games that use fewer controls. We find that using fewer controls can be a useful as a starting point when practicing with a new custom controller, before potentially adding additional controls to a set-up.

It can also be an important characteristic to look out for in its own right, for many players, when looking for an accessible game to play.

In this video, we will take a look at a selection of games aimed at a younger audience that can be played using only a single joystick and one to four buttons.ย 

We will focus on the controls that are used in gameplay. Other buttons such as a pause button or home button, will also be needed to pause the game and to navigate your console. All the games we will show, except Mario Kart, are available on PlayStation 4, PlayStation 5, Xbox One, Xbox Series, and Nintendo Switch consoles.

Timestamps:

0:00 | Introduction
0:57 | Mario Kart 8 Deluxe (PEGI 3)
1:50 | My Friend Peppa Pig (PEGI 3)
2:32 | Bluey: The Video Game (PEGI 3)
3:44 | Paw Patrol: On a Roll! (PEGI 3)
5:43 | PJ Masks: Heroes of the Night (PEGI 3)
7:39 | Alternative Controllersย 
8:42 | Outro

For more information on games that use a reduced control scheme, please use the ‘Games‘ category on GameAccess.info. For information on alternative controllers, please use the โ€˜Equipmentโ€™ category. Finally, for more information on sharing controls to play cooperatively, please use our โ€˜Cooperative Playโ€™ tag on the site.


Video by Tom Williams

Music by: Steven Beddall – Heatwaves, Steven Beddall – Loosen Up, Steven Beddall – Pedestal and Steven Beddall – Insatiable.

Senua’s Saga: Hellblade II | Motor Accessibility Video

Transcript

SENUAโ€™S SAGA: HELLBLADE II

In this video, weโ€™ll be taking a look at the settings relating to the motor accessibility of Senuaโ€™s Saga: Hellblade II, such as the simplified โ€˜Self-playโ€™ options for offensive and defensive actions, as well as the comprehensive controller remapping settings.

Senuaโ€™s Saga is an action-adventure game thatโ€™s available on Xbox Series S and X, and PC. You play as the protagonist Senua as she makes her way through ninth-century Iceland.

The game features elements of combat, exploration and puzzles as you explore the lands to free your people.

Weโ€™ll be taking a look at the console version of the game using a game controller. However, all the settings mentioned can also be found on the PC version of the game.

Gameplay Menu

On starting a โ€˜New Storyโ€™, you are not offered difficulty levels to choose from. Instead, the game starts in Dynamic Difficulty Mode.

This affects the Combat Difficulty only, not how difficult puzzles are or other gameplay elements may be.

Dynamic difficulty adjusts the gameโ€™s difficulty automatically, depending on your skill level.

For example, if youโ€™re having difficulty defeating enemies, then the game will automatically start reducing enemy health and damage.

The same applies for if youโ€™re defeating enemies with ease which will subsequently make enemies become more difficult for you to defeat, as they would deal more damage and have increased health.

You can change difficulty at any point in the game by pausing the game, going into Settings, then selecting Gameplay. You can choose between Dynamic, Easy, Medium, and Hard.

Button Mash Input Method

At the top of some menus, selecting โ€˜Accessibilityโ€™ will take you to an Accessibility Sub-Menu. This sub-menu contains some options related to the motor accessibility of the game.

You can select how you interact with the Button Mash Input Method. By default, itโ€™s set to Tap where you have to repeatedly press the correct button to complete the action.

Setting this to Hold will allow you to complete the action by holding down the correct button. Setting it to Auto will complete the action automatically without the need for a button input.

For instance, to get up after being hit to the ground during combat, with the option on the Tap setting, I am tapping the A button repeatedly and quickly to get up. If I change the setting to Hold, I now hold the input to get up. With the setting on Auto, I now do not need to tap or hold the button. My character will get up on their own.

By default, some actions, such as Sprinting, Blocking, and Focusing are performed by holding down the relevant button for the duration of the action.

LB performs a Sprint, RB performs a Block during combat, and LT and RT act as Focus,which is required to progress through puzzles.

However, you can change these actions to a toggle instead where you press the button to start performing the action and press it again to stop it.

For instance, to sprint, you press Left Bumper to activate sprint and Senua will sprint during movement until you press it again to deactivate it.

If left activated Senua will continue to sprint next time you move, even if stopping any movement in between. 

When blocking is set to a toggle, you would need to press the RB button again after each successful block to block again.

Offensive and Defensive Actions

You have several options for how you can attack and defend. You can choose between Default, Simplified, and Self-play.

Default gives you full control in combat where you have to press buttons to attack.

Simplified will perform the most appropriate offensive or defensive action regardless of what action button is being pressed.

Self-play will perform offensive and defensive actions automatically without the need to press a button.

This option can be beneficial to players who would prefer to enjoy the story without worrying about the combat.

You can mix and match the different options for defensive and offensive actions.

So, for example, you can choose to have full control over offensive actions, and then have self-play to perform defensive actions.

With the default setting for both Offensive Actions, I attack using X for Fast Attack and Y for Heavy Attack.

These need to be timed to strike at an appropriate moment. To defend, A is used to Evade and RB is used to Block and Parry.

Again, these need to be timed to avoid a strike from your opponent.

Here, I have now changed Defensive Actions to Simplified and I can either press A or RB and the game will choose the most effective action between Block and Parry or Evade.

This reduces the amount of Defensive inputs required – to one button instead of two.

You will need to still use an interact action to get up when downed which is a โ€˜Button Mashโ€™ scenario as described previously. As stated before, this can be made Automatic.

Here, I have changed the Defensive Actions setting to Self-play and I no longer need to use an input to defend myself. The game will take over Defensive Actions during combat.

Leaving Defensive Actions set to Self-play, here, I have changed Offensive Actions to Simplified, and now I can press either X or Y and the game will choose which is the most appropriate action to carry out.

You will also utilise Senuaโ€™s Focus ability, when available and appropriate, which slows time and increases Senuaโ€™s speed in attack.

This reduces the amount of Attacking inputs to one button instead of two.

If I change the Offensive Action setting to Self-play, I now no longer need to use either of the attacking inputs to play.

Different combinations of the Offensive and Defensive Actions options can be used, depending on the inputs you want to use, from four maximum with both settings on default, to none with both on Self-lay.

With both on Simplified, you would need 2 inputs in total for Offensive and Defensive Actions in combat.

It is worth noting, that during combat, enemies approach you, so you do not need to use movement or camera inputs to aim at or move towards an enemy.

You can use the movement action to strafe around the enemy you are currently in combat with.

Controls Menu

You can remap actions to almost all of the inputs in the game, including the Menu button, View Button, and individual stick directions.

This means that you can remap any actions to the joystick directions, including allowing you to swap the stick functions over, so you could move your character with the Right Stick and move the camera with the Left Stick.

You could also remap the Look Left and Right actions with Move Left and Right, to create a โ€˜Legacyโ€™ style control scheme on the joysticks.

This could allow some players to do much of the exploration in sections with just one joystick, until you need to move Left or Right to strafe on a ledge or in combat, or use Look Up or Down to solve a puzzle.

Here, I have mapped Left Stick with Move Forwards, Backwards with Look Left and Right. I can move the stick upwards to walk forwards and left and right to turn.

You can also assign button actions to a specific joystick direction or vice versa.

For instance, you could even assign a button or trigger to act as walk forward so you wouldnโ€™t necessarily need to use both joysticks continuously in the game.

For example, you could assign Left Stick Up function to R2 and then keep the Right Stick for the camera.

This will allow you to walk forward by holding down R2 and turn your character by moving the Right Stick left or right.

If you are using an Xbox Adaptive Controller, you could plug an accessibility switch into the X1 port as an alternative to utilising this remapping option to use a walk forwards button instead of a joystick.

This port acts as Left Stick Up, by default, which will make your character walk forward when the button is held down.

You could then either use a joystick that is plugged into the Right USB port to control the camera, or use the Right Stick on the standard Xbox controller via Co-pilot.

More information about the Xbox Adaptive Controller can be found on gameaccess.info, using the โ€˜XACโ€™ tag.

In the Controls menu, as well as the game actions, you can remap the Pause action to another input, which is the Menu button on the Xbox controller by default. Inputs within the menu itself cannot be remapped.

After choosing an input to remap an action to, you will be told of any conflicts and youโ€™ll be able to confirm by choosing to โ€˜Overwriteโ€™ or โ€˜Cancelโ€™ it, or โ€˜Retryโ€™ with another input.

If you do Overwrite another action by using the same input, that action will become blank and you will need to remap another input to it.

While some inputs are stacked by default, it can be useful if a player prefers to carry out the same action with different inputs, depending on the situation, such as both A and B being options to use as interacting.

You cannot remap using multiple inputs for one action. Only one alternative input can be mapped to each action.

There are only two types of context – exploration or combat, so most inputs are not used for multiple different actions, except when in Photomode, which uses the majority of the controls also used during gameplay and also uses the D-pad.

Input Menu

You use the Right Stick to move the camera during exploration. You also use it to solve puzzles by lining up your viewpoint with the environment to match symbols.

The camera follows behind Senua at all times, so you will need to look Left and Right to turn Senua and your camera.

The Up/Down movements on the Right Stick can be inverted by turning on Invert Look Control Y.

You can adjust the vibration strength, ranging from 0-100, in increments of 1.

You can adjust the camera sensitivity, ranging from 5-100, in increments of 1. Look Control Sensitivity X adjusts the Left and Right camera movements and Look Control Sensitivity Y adjusts the Up/Down camera movements.

By going into Photo Mode, you can take your own bespoke photos in the game. The Sensitivity of the Left Stick to navigate the camera can be adjusted, ranging from 5-100, in increments of 1. 

The Sensitivity can also be adjusted for the Camera rotation which is controlled by the Right Stick. This also ranges from 5-100 and can be adjusted in increments of 1.

Outro

We hope you found this video useful. If you have any questions about the motor accessibility of the game, please get in touch with SpecialEffect.

For game developers interested in other ways developers have offered accessibility features, similar to those we have looked at in this video, please visit the SpecialEffect DevKit at specialeffectdevkit.info.

For example, to see how other developers have used โ€˜Automatic Digital Actionsโ€™, as with the Self-play settings available for combat in Senuaโ€™s Saga, please see module 7.3 in the โ€˜Simplificationโ€™ topic.

This shows how developers have implemented similar features in their games, and how it might be possible to reduce the number of actions the player needs to perform by partially, or fully automating them.

For more information on how allowing remapping between analog and digital inputs can be useful for players who prefer pressing a button to moving a stick in certain directions, or vice versa, please visit module โ€˜2.5, Interchanging Analog with Digitalโ€™ in the โ€˜Action Mappingโ€™ Topic.


Senuaโ€™s Saga: Hellblade II
[PEGI 18] is an action-adventure game thatโ€™s available on Xbox Series S and X, and PC. You play as the protagonist Senua as she makes her way through ninth-century Iceland. The game features elements of combat, exploration and puzzles as you explore the lands to free your people.

In this video, we will be taking a look at the settings relating to the motor accessibility of the game, such as the โ€˜Simplifiedโ€™ and โ€˜Self-playโ€™ options for offensive and defensive actions, as well as the comprehensive controller remapping settings.

We will be taking a look at the console version of the game using a game controller. However, all of the settings mentioned can also be found in the PC version of the game.

Timestamps:

0:00 | Introduction

0:49 | Gameplay Menu
ย  ย  ย  ย  ย  ย 
0:51 | Combat Difficulty
ย  ย  ย  ย  ย  ย  1:45 | Button Mash Input Method
ย  ย  ย  ย  ย  ย  2:45 | Toggle Input Type
ย  ย  ย  ย  ย  ย  3:34 | Offensive and Defensive Actions

6:33 | Controls Menuย  ย  ย  ย  ย  ย 
ย  ย  ย  ย  ย  ย  6:35 | Remapping

9:59 | Input Menu
ย  ย  ย  ย  ย  ย  10:20 | Invert Look Control Y
ย  ย  ย  ย  ย  ย  10:26 | Vibration Strength
ย  ย  ย  ย  ย  ย  10:34 | Look Control Sensitivity
ย  ย  ย  ย  ย  ย  10:48 | Photomode Sensitivity

11:16 | Outro

11:24 | Game Developer Resources

The information in this video is correct to the best of our knowledge at the time of publishing (October 2024)


Developer Resource:

SpecialEffect DevKit logo

For game developers interested in more examples of how developers have increased the motor accessibility of their games, the SpecialEffect DevKit is our free developer resource:ย https://specialeffectdevkit.info/

For instance, if you would like to find out more about adding mapping options, like Senua’s Saga: Hellblade II offers in its Controller Customisation menu, then you can find the modules related to this in the Action Mappingย topic, such as:ยญยญ

  • 2.6 Interchanging Analog with Digital – this module shows how often it is best to include interchangeability between analog and digital inputs where appropriate. This might be useful for players who prefer pressing a button to moving a stick in certain directions, or vice versa, as Saga does with allowing mapping of digital actions to individual analog stick directions.ย 

For further examples of how developers can support players with how they interact with inputs, as with some of the options in Saga’s Gameplay menu, you can explore the Input Interactionsย topic, including:

  • 3.3 Continuous Holds – which shows how providing alternative options for actions that require an input to be continuously held can be beneficial, as the toggle options for Saga‘s Sprint, Block, and Focus actions do.
  • 3.5 Repeated Presses – which shows how if players are required to press an input repeatedly and in quick succession for a certain amount of time, an option to avoid this can be worthwhile – as with Saga‘s Tap, Hold or Auto settings in the ‘Button Mash Input Method’ option.

For examples of how other developers have approached game difficulty, you can find more information in the Assistance topic, such as:

  • 6.3 Game Difficulty – like Saga‘s dynamic difficulty feature and its Story, Easy, Medium and Hard Difficulty settings, this looks at how providing different difficulty levels that can encompass a wide range of changes can be a simple way for the player to alter the game experience to match the level they would like to play at.

Finally, for information on how you might also provide options that simplify the game experience. For instance, how automating certain actions might reduce the amount of inputs required to play, which can be useful for players who find it difficult to interact with multiple inputs. You can explore the Simplification topic, which includes:

  • 7.3 Automatic Digital Actions – this module shows examples of how developers have reduced the number of actions the player needs to perform by partially, or fully automating them, as with Sagaโ€™s ‘Self-Play’ option for offensive and defensive actions in combat.
  • 7.5 Action Predictions – this module shows another way of potentially simplifying your game for the player, by predicting what action the player would like to perform at certain moments, like with Saga‘s ‘Simplified’ setting for offensive and defensive actions.

Video by Tom Williams

Music credits:
Ben Hendler – Sunset
MEOD – Soft Sand
Nomad Producer – Sunny Stroll
Joley – Once Upon a Dime
WOOLFSON – Rife

Cocoon | Accessibility Controls Feature

A screenshot of the beetle protagonist looking into an orb

Cocoon [PEGI 7] is a puzzle-adventure game thatโ€™s available on PS4, PS5, Xbox One, Xbox Series S/X, Nintendo Switch, and PC. You play as a beetle exploring various worlds that you can enter and carry around with you. There are many alien and biomechanical objects that you can interact with as you make your way through the various worlds.

A screenshot of the beetle protagonist running up a hill in a canyon

By default, the game only requires the use of Left Stick and a single button input, depending on which platform youโ€™re playing on (see below) with the exception of requiring another button to pause the game . The game requires input interactions such as single presses and button holds using this input.

Default controls for each platform:

  • PlayStation 4/5:
    • Left Stick = Movement
    • Cross = Interact
    • Options = Pause Game
  • Xbox One/Series S/X
    • Left Stick = Movement
    • A = Interact
    • Menu = Pause Game
  • Nintendo Switch
    • Left Stick = Movement
    • B = Interact
    • + = Pause Game

By pausing the game and going into Settings, then into Controls, and ticking the Accessibility box, you can then move your character with the Left Stick, Right Stick, or D-pad interchangeably, as well as having all of the face buttons, bumpers and triggers acting as the interact action.

A screenshot of a settings menu showing the controls of Cocoon

Controls with Accessibility box ticked:

  • PlayStation:
    • Left Stick, Right Stick or D-pad = Movement
    • Cross, Circle, Square, Triangle, L1, L2, R1 or R2 = Interact
    • Options = Pause Game
  • Xbox One/Series S/X
    • Left Stick, Right Stick, D-pad = Movement
    • A, B, X, Y, LB, LT, RB or RT = Interact
    • Menu = Pause Game
  • Nintendo Switch
    • Left Stick, Right Stick or D-pad = Movement
    • B, A, Y, X, L, ZL, R or ZR = Interact
    • + = Pause Game

For more games that use a reduced control scheme by default or offer it as an optional way of playing, please use the ‘Joystick + 2 Buttons‘ tag on the GameAccess website.

Developer Resource:

SpecialEffect DevKit logo

For game developers interested in more examples of how developers have increased the motor accessibility of their games, the SpecialEffect DevKit is our free developer resource: https://specialeffectdevkit.info/

For instance, if you would like to find out more about offering players the freedom to choose which inputs they use to play, like Cocoon offers, this can be found in the โ€˜2.3 Input Stackingโ€˜ module of the DevKit.

Dead Spaceย | Motor Accessibility Video

Transcript

Dead Space [PEGI 18] is a survival-horror action game. You play as Isaac Clarke whoโ€™s an engineer exploring a ship thatโ€™s been overrun with alien creatures and tries to uncover the source of their existence.

In this video, we will be taking a look at the motor accessibility options in the game, including the extensive contextual remapping, which may enable players to use certain inputs less often and the Aim Assist Magnetism option.

Difficulty

Before starting a game, you have to choose a difficulty. You can choose between Story, Easy, Medium and Hard, and once you complete the game on any difficulty, you unlock Impossible difficulty.

If choosing Story, enemies are at their weakest and your character deals the most damage compared to when playing Easy or Medium.

Easy will require more shots than Story to take an enemy down and you will take more damage.

Hard and Impossible are where enemies deal the most damage and your character deals the least amount of damage compared to lower difficulties.

The difference between Hard and Impossible is that the autosave function is disabled on Impossible so you have to make a manual save whenever you want to save your progress. You can only have a single save slot for Impossible difficulty, compared to the other difficulties where you have multiple save slots where you can save your game to.

If you are defeated in Impossible difficulty, then you revert to Hard Mode where autosave is enabled again.

You can change the difficulty at any point in the game by going into the Gameplay Menu and selecting Difficulty. You can change to any difficulty with the exception of Impossible Mode which you have to start a new game for.

Controls Menu

To give you an idea of the controls that are required in-game, here is a controller layout. The layout shows the majority of the inputs on the controller are used.

You can remap almost all of the controls to create your own custom button, trigger and stick layout, including remapping the individual directions of the Left and Right Stick. You cannot remap the Share button or the touchpad swipes.

Something we often do at SpecialEffect is offer players the choice to use a โ€˜walk forwardsโ€™ button rather than using the Left Stick for movement. If you wanted, you could do this in Dead Space using the remapping option. As an example, if using the PS5 Access controller, you could use an accessibility switch to walk forward with, rather than using the default, which is holding Left Stick Up.

To do this with the Access controller, you would assign L1 to be walk forward in Dead Space, for instance, and assign one of the extra inputs on the Access controller to also be L1. You can then hold down a switch thatโ€™s connected to the extra input to walk forward and then use the Right Stick to move the camera left and right which would turn your character. This will remove the ability to strafe left and right and walk backwards, but some players may find that this preferable than using two sticks.

You can also remap inputs for several contexts, including walking, combat, aiming, flying in zero gravity, and menu navigation. It can, however, give you greater flexibility if an inputโ€™s being used in one context but the same input isnโ€™t suitable for you in another context. Mapping by context can reduce the frequency that you need to use some inputs.

For instance, you could use a particular input for different things for multiple contexts. For example, if R2 is difficult to use in the context of aiming, you could remap Shoot to R2 from Square. This means you can still reload when not Aiming, and also Shoot whilst Aiming.

It is worth noting that these contexts are not always entirely independent of each other and can cross over if you remap between them. For instance, if you remap Shoot to Cross whilst aiming, you will still interact with an item if nearby, if Cross is still mapped to Interact.

The remapping menu also has options to reduce buttons, such as when selecting a weapon. By default, you can assign a weapon to a quick-select menu which you can then select by pressing a D-pad direction, with up to four weapons that you can quick-select. Rather than dedicate a single input to select one weapon, you can map a button to the Previous Weapon or Next Weapon actions, which are unassigned by default. You could then press a single button to cycle through all the weapons currently assigned to your quick-select. This can reduce using up to four buttons to a single button.

Control Presets allow you to choose a controller layout. You can choose between a custom layout, a default layout, or a layout similar to the ones found in Dead Space 2 or the original Dead Space 1.

You can adjust the Stick Sensitivity for both the Left Stick and Right Stick movements simultaneously.

The sensitivity of the R2 and L2 buttons can be adjusted, ranging from 0โ€“100.

The Stick Dead Zone can be adjusted for both sticks, ranging from 0-100. This means you can change at what point an input is registered when moving the joysticks.

You can also do the same for the R2 and L2 Buttons Dead Zone.

You can reduce the Vibration Strength from 100 down to 0. This can be done in increments of 25.

You can individually adjust the Camera Speed for both the Y-Axis and the X-Axis, ranging from 0 to 100. When set to zero, the camera will not move at all when moving the Right Stick, so the lowest value where movement occurs is at one. You can Invert the Cameraโ€™s Y-Axis which swaps the up/down camera movements.

Gameplay Menu

Single Press Quick Time Events will allow you to complete quick time events, such as escaping enemy grabs, with a single button rather than performing repeated tapping actions.

Turning on Sprint and Toggle Mode will allow you to sprint by pressing the L3 button rather than holding it.

You can also turn on Aim Toggle Mode by pressing L2 to enter Aim Mode rather than holding it.

Log Close Mode allows you to close any collectable audio log by either a hold or press of the Circle button.

Automatic Weapon Swapping will swap out your weapon automatically when you run out of ammo for that particular weapon.

Aim Assist is turned on by default. However, if youโ€™re still having difficulty aiming, the following settings may help: Aim Assist Friction slows down the camera movement when aiming near an enemy.

Aim Assist Magnetism keeps the enemy locked on whilst aiming. You can move in a left or right direction and the aim will remain locked on until you move in the opposite direction or when you stop aiming.

You can adjust the Aim Assist Magnetism Duration which dictates how long the aim assist magnetism lasts for. This ranges from 0โ€“100.

Orient View to Locator Path will point the camera in the direction of the current objective when pressing R3.

Recenter View will recentre the camera after the Right Stick has not been moved for a few seconds.

Show World Input Prompts will display which buttons need to be pressed when near doors, openable containers, and when taking off or landing in Zero Gravity.

When navigating your map using the D-pad buttons, you can cycle through moving around the map and zooming in and out by using L1. You can change whether you interact with L1 with a Hold or a Toggle by changing the Map Zoom Mode option.

We hope you found this video useful. If you have any questions about the motor accessibility of this game, please get in touch with SpecialEffect.

For game developers interested in more video examples of motor accessibility features, please visit the SpecialEffect DevKit at specialffectdevkit.info.

For instance, if you would like to find out more about Remapping options like the Dead Space offers, then you can find the modules related to this in Section 2: Action Mapping.


Dead Space [PEGI 18] is a survival horror action game thatโ€™s available on PS5, Xbox Series and Windows PC. You play as Isaac Clarke whoโ€™s an engineer exploring a ship thatโ€™s overrun with alien creatures and attempts to uncover the source of their existence.

In this video, we will be taking a look at the options that may improve the motor accessibility of the game for some players. This includes the extensive contextual remapping option, that can enable players to use certain inputs less often, and also the Aim Assist Magnetism option, that helps keep your aim locked on an enemy whilst you and they are moving.

We will be taking a look at the console version of the game. However, all settings can also be found on the PC version. Footage has been captured directly off a PS5 console.

Timestamps:

0:00 | Intro

0:31 | Difficulty Settings

1:55 | Controls Menu
             Controls Overview (1:58)
             Remapping (2:13)
             ‘Walk Forwards Button’ on Access controller (2:28)
             Contextual Remapping (3:20)
             Next Weapon Action (4:18)
             Controller Layout Presets (5:00)
             Stick and Trigger Sensitivity (5:14)
             Stick and Trigger Deadzone (5:40)
             Vibration (6:00)
             Camera X and Y Axis Speed (6:09)
             Invert Camera Y Axis (6:27)

6:36 | Gameplay Menu
              Single Press Quick Time Events (6:39)
              Sprint & Aim Toggles (6:48)
              Log Close Mode (7:06)
              Automatic Weapon Swapping (7:15)
              Aim Assists (7:22)
              Orient View to Locator Path (7:59)
              Recenter View (8:08)
              Show World Input Prompts (8:16)
              Map Zoom Mode (8:26)

8:44 | Outro

8:52 | Game Developer Information

The information in this video is correct to the best of our knowledge at the time of publishing (April 2024).


Developer Resource:

SpecialEffect DevKit logo

For game developers interested in more examples of how developers have increased the motor accessibility of their games, the SpecialEffect DevKit is our free developer resource: https://specialeffectdevkit.info/

For instance, if you would like to find out more about adding mapping options like Dead Space offers, then you can find the modules related to this in the Action Mapping topic, such as:ยญยญ

For settings similar to the toggle options found in Dead Space, you can find more information in the Input Interactions topic, including:

For more information on adding sensitivity and deadzone settings such as those found in Dead Space’s menus, you can explore the Analog Sensitivity topic, which includes the following modules on this:

  • 4.2 Inner Deadzone (as with Dead Space’s Stick and R2 and L2 Button Deadzone settings)
  • 4.5 Action Values (as with Dead Space’s Stick and R2 and L2 Button Stick Sensitivity settings)

Finally, for examples of how other developers have approached game difficulty, you can find more information in the Assistance topic, including:


Video by Tom Williams

Music: Man with Roses – Poison Message and Skygaze – Hug me

TUNIC | Motor Accessibility Options

Tunic gameplay screenshot showing the  fox in combat and surrounded by three creatures.

TUNIC [PEGI 7] is an adventure game in which you play as a fox as they make their way through a fantasy world to free a trapped fox spirit. The developer, TUNIC Team, states, ‘Stranded in a ruined land, and armed with only your own curiosity, you will confront colossal beasts, collect strange and powerful items, and unravel long-lost secrets.’ It is available on PS4, PS5, Xbox One, Xbox Series S/X, Nintendo Switch, Windows PC and Mac.

In this post, we will take a look at the accessibility features that could improve the motor accessibility of the game for some players, such as the Sequence Assistance option, that removes the timing element when inputting a sequence to unlock a secret, and the No Stamina Restrictions option, which can help with combat by removing the need to manage your stamina.

Accessibility Menu

Sequence Assistance

The game has many secrets that can be unlocked by inputting a sequence of D-pad buttons for console or Arrow keys for Windows PC and Mac. For instance, one sequence might be UP, LEFT, UP, RIGHT, DOWN, RIGHT. By default you need to press each D-pad or Arrow key input within approximately 2 seconds of the previous one or the sequence will not work. To give yourself more time to put an input in, go into the Accessibility Menu and go into Sequence Assistance. Please note – this option will only appear after the first time that you put in a sequence correctly. Here, you can put in each input without any time pressure and youโ€™re able to view which inputs have currently been pressed.

Screenshot of the 'Sequence Assistance' pop-up interface in use. It shows a sequence of D-Pad input options that have been inputted before being applied in-game.

You can also set it so that the Sequence Assistance always appears whenever a D-pad direction or Arrow key is pressed, so that you wouldnโ€™t have to open the Accessibility Menu each time you put in a sequence, by selecting ‘Auto-Open Sequence Assistance’. The video below shows an example of this:

The video above demonstrates the timing of the D-pad inputs being used on a controller when using the Sequence Assistance and when not. They will show up on the controller as white when being pressed.

No Fail Mode

When you turn on the No Fail Mode option, you will take no damage from enemies and cannot be defeated.

No Stamina Restrictions

You have a stamina meter that drains each time you dodge, and refills shortly after. If your stamina is fully depleted, you become tired and take extra damage from enemies. If youโ€™re finding that managing your stamina is difficult, then you can turn on No Stamina Restrictions so you can dodge without it being drained.

Customise Controls Menu

You can fully remap almost all of the controls on a controller, including the individual stick directions for controllers. E.g. you can map, what are by default, button inputs to stick directions and vice versa. However, you cannot remap the Share button for PS4 and Xbox Series, Create button for PS5 or Capture for Nintendo Switch. All of the button, bumper, trigger and stick inputs are already mapped to actions on a controller, so you will need to swap controls over, rather than just map to a free input. On PC, you can remap all of the keyboard key inputs. To get an idea of the controls required, they are shown below for Xbox controller inputs:

Extra Options Menu

Combat Difficulty

You can reduce the combat difficulty from Normal to Reduced by going into the Extra Options Menu. When Reduced, you will receive less damage from enemies.

We hope that this post has been useful. For more information of the accessibility features found in other titles, please use the โ€œGamesโ€ category on the site.


Developer Resource:

SpecialEffect DevKit logo

For video examples of how developers have improved the motor accessibility of their games, please visit https://specialeffectdevkit.info/

Examples of how other games have approached creating solutions for accessibility barriers similar to those which Tunic has overcome, can be found in the ‘6. Assistance‘ section of the DevKit in the following modules:

  1. Auto-Open Sequence Assistance Option

When ‘On’, players are able to enter the Sequence Assistance interface which removes the timed element for inputting complex button sequences as well as showing the player which inputs have been pressed. Other games in which developers have been able to ‘let players reduce or remove the need for quick or precisely timed movementsโ€™, are shown in: 6.4 Timing Elements

  1. ‘No Fail Mode’ & ‘No Stamina Restrictions’ Options

When both of these are set to ‘On’, these options allow the player to take no damage and allow unlimited dodges without draining the stamina bar. Other titles that ‘give players options to power up their various abilities in the game’ can be found in: 6.2 Player Strength