Since Bad Fur Day was released on the Nintendo 64, a controller is used to control Conker. This is a manual interface. The buttons used to control Conker don't really change throughout the story mode, but there are a little variations when playing
multiplayer. During the story mode the buttons are
as follows:
a: jump
a while in the air: tail spin hover
b: hit with frying pan
bottom c: changes the camera view to behind Conker
right and left c: spins the camera to the right or left
top c: nothing
r: view from perspective of Conker
z: crouch
l: skip cut scene
start: pause the game
joystick: moving the character
note: While Conker has a weapon however, which is mainly in multiplayer games, b is used to take it out, z is used to use it, and r is used to aim.
All of these buttons seem pretty straight forward to me, they seem like the typical buttons for a Nintendo game, just like Mario, a is jump, and b is attack. I think if I were to hand a young kid a controller and asked them to try to jump and attack their instinct would be to press these buttons almost immediately.
The active and passive interfaces in the game are also incredibly simple. During most of the story the only thing on the screen that isn't part of the game's world is your health bar, which is made up of six floating pieces of chocolate. Also in the passive interface is a lightbulb which appears every time you are able to press b to initiate a context sensitive ability. As for the active interface, when you press start, your health is shown, as well as the number of lives you have left, and the amount of money you have. This is the screen also allows you to choose to continue the game or to quit, which automatically saves your progress up to a fairly close checkpoint you have passed through.
note: when Conker has a weapon, and during certain multiplayer games a radar is put in the top right of the screen, and the weapon that you
have is shown on screen as well.
One of the things that makes this game so great is it's unexpected maturity level coming from a Nintendo game. This game breaks the console specific rule because Microsoft and Sony are both companies that seem more likely to have a game with adult humor like Bad Fur Day does, but as far as the interface goes, this game could be on any console.
There are a couple more things about the interface that I would lik
e to mention. One is that there are talk bubbles during cut scenes so that the gamer can read the things that s/he couldn't hear. Another aspect is the active interface that appears when the console is started. The gamer is in a center of a bar. The joystic
k is used to rotate the camera to different areas of the bar to choose which saved game to continue, multiplayer, options, or which chapter of the game to skip to.
There you have it, the interface of Bad Fur Day. It is successful because of its simplicity. The gamer doesn't have to worry about a plethora of menus or items. He or she just has to worry about money, number of lives left, and health. There is no possible way for the gamer to be confused by any clutter on the screen because of how straightforward the game is.