And as we know in the case of analog controls games, where an optical control is used instead is not satisfactory. Hence, being confined to the original 'pace' when using a spinner would be hell.
Point taken...might be OK for games with quick movement. Not so good with Space Invaders.
I think thats the point isnt it? Space Invaders is a slow game... But, so is Gyruss, and Time Pilot.
Nothing moves that fast in any of those games. In fact, thats the point of Space Invaders. Its so painfully slow, that the actual challenge, is not to lose patience and get reckless with too many close-call moments. Gyruss & TP are the same type of game. A game more of patience -vs- risky actions... that you cant undo, due to your lower speed limitations.
Tempest however, while seemingly not that fast, requires non-stop firing to clear the line-walls, just to be able
to hit the enemy. And because of that, you need to be able to move very fast. Not only that, but the enemies dont fly past you. If they make it to the end of the tunnel.. your almost always destroyed. Gyruss is more lazy. Its more about learning the enemy bullet drop timing and patterns... and taking the risks, or playing it safe.
Star Trek, has a limit on its Turn ratio. You cant just spin so fast that you make a solid ball.
Same for racing games like Turbo... where you can steer, but not spin out in place. Even as Turbo has a fast steering movement... its not 1 to 1 ratio. Its in the garage now, so Ill just guess that Its more like 1 complete wheel turn, to
2" of steering... or a 2 to 1 ratio. Where as the TP demo shows a higher ratio in the opposite direction:
1 wheel turn = 15 on screen spins... or a 1 to 15 ratio.
Which leads me to a slight change in my opinion...
IF you limit the turn ratio to be more in sync with the real movement speed.. then it may be ok.
For example, in Time Pilot, you shouldnt be able to do 'in place' 360s. Spinning should equate much closer to the games original speed, when a joysticks being held down.
Once you stop spinning, it stops the 'button depress'. A certain level of dead zone may be needed, for changing directions, as well as being able to maintain a straight line. Which could be programmed in so that only after a certain amount of spin, would then start the movement process. (sensitivity?) Stops would be immediate however.
Another thing that might be done, would be to speed up the enemies. Such as in the Speedup hack in MsPaman. As that would up the difficulty, making a better match to your increased (but not over the top) spinner speeds.