Title: L7 QZ
Course: RITA MC - VIDEO GAME DESIGN HYBRID > Section: Module 2

Q: _________________is a derogatory term to describe when a player isn’t sure how to control the game, resulting in them wildly and/or rapidly hitting the buttons randomly to get any sort of positive result.
- Slap dashing
- Jazz hands
- Spazzing
- Button mashing
A: Button mashing

Q: It is important to consider _________ when creating your control schemes.
- hand size
- hand motions
- arthritis
- ergonomics
A: ergonomics

Q: Developers and Designers work hard to see how a player ________________________.
- holds the controller
- plays the game
- manages their posture during gameplay
- purchase games
A: holds the controller

Q: A good game design will allow a fighting gamer to switch from an ultracomplex control scheme to ________.
- an even more complex controller
- revert back to a more traditional controller
- a gyroscope controller
- revert to a keyboard
A: revert back to a more traditional controller

Q: Never reverse flight controls. Pulling back on the stick should make the plane ______ and pushing forward should always make the plane ________.
- tail spin / recover
- go down / go up
- go up / go down
- level out / climb
A: go up / go down

Q: Never have a button _________ .
- do something unexpected
- do nothing when pressed
- trigger loud noises
- not have an assignment
A: do nothing when pressed

Q: Play a _____________ sound effect or animation to make it clear to the player that this control isn’t available.
- duck sound
- horn
- negative response
- loud
A: negative response

Q: The _____________ buttons usually makes the character jump in a platformer.
- space bar
- X
- A
- all of the above
A: all of the above

Q: With a camera-relative control scheme, the controls
- change depending on which way the character is facing the camera.
- a menu should appear
- the actuator pulses
- the action should happen
A: change depending on which way the character is facing the camera.

Q: With a camera-relative control scheme, the controls
- change depending on which way the character is facing the camera.
- show that a menu should appear.
- provide actuator pulses.
- change depending on which way the action should happen.
A: change depending on which way the character is facing the camera.

Q: With a character-relative control scheme, the game controls are _______________________.
- are always relative to the player character
- responsible for causing DIMS
- change depending on which way the character is facing the camera
- always pointed at the character
A: are always relative to the player character

Q: A(n) ___________________ gives feedback to the player in the form of vibrations.
- actuator
- gyropscope
- level
- blue tooth
A: actuator

Q: A(n) ______________ allows the player to rotate the controller as another way to manipulate an on-screen element.
- actuator
- gyroscope
- level
- deflector
A: gyroscope

Q: As the ___________ is “hidden” within the mechanism of the controller, it’s easy for a player to forget that this is a control option; make sure to remind the player that this function is available.
- Gyroscope
- Actuator
- Transistor
- Deflector
A: Gyroscope

Q: The time it takes between performing an action and when it happens on screen.
- Lag
- Latency
- Nanosecond
- None of the above
A: Lag

Q: ______________ can cause lag or in worse cases, control lock-up, sound distortion, game freeze, or crashes.
- Connectivity
- Spikes
- Latency
- X-Box
A: Latency

Q: An issue with______________ a communication delay in the time it takes for game data to be received and decoded.
- on-line game latency
- actuator
- connectivity
- brown outs
A: on-line game latency

Q: Make your game controls a mix of _______________________.
- traditional analog stick
- button press
- controller motions
- all of the above
A: all of the above

Q: Most modern game controllers are outfitted with ________________________.
- traditional analog sticks
- actuators and gyroscopes
- controller motions
- all of the above
A: all of the above

Q: Considered the two weakest fingers to manipulate a controller are:
- thumb
- index
- ring
- pinkie
A: ring; pinkie

Q: As the button is pressed, ___________________.
- the game loads
- a menu should appear
- the actuator pulses
- the action should happen
A: the action should happen