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 The main emphasis of this paper is on the Trazor as an integral part of video games. The paper discusses human engineering aspects of the Trazor, points out how I it improves the reliability of video games, and suggests some areas of potential application other than games. It explains the principle of operation. Some background information is given on the Trazor's origin and development, and the major technical problems that had to be overcome are described. Manufacturing techniques I are discussed and cost estimates given for quantity production.

A Trazor is the most straightforward way to control something–it's almost as I easy as pointing at it. Once you see the Trazor, it seems so obvious you wonder why I you never saw one before. The control surface of the Trazor, when used as an input for a video game, is a scaled linear model of the playing area. Touching it causes the paddle, or other game feature, to appear at the corresponding place on the screen. This simplicity and directness of function appeals greatly to people. We have sampled the reactions of about 50 people, some casually and some under more controlled conditions, comparing the Trazor with the standard potentiometers of a Super Pong game. So far we have not found anyone who prefers the potentiometers.

Observation reveals that the Trazor does not produce any dramatic improvement in game-playing ability, but is much easier to "get the hang of." Instead of just trying to intercept the ball, players soon take to aggressively hitting it, and their involvement in the game increases. After a little experience, children start playing tricks such as letting a slow ball go past the paddle and then hitting it from behind.

People have individual ways of using the Trazor. There are two ways that they orient it for playing Pong: either they place the side of the Trazor corresponding to the net away from them, so they are "facing the net," or they line it up so left-to-right finger motion produces left-to-right paddle motion on the screen. Nearly everyone lines up the Trazor with the screen.

There are two sizes for the control surface that seem natural: a small size corresponding to the span of a forefinger with the heel of the hand resting on a support; and a larger, less clearly defined size for free movement of the entire hand. Preferences vary, perhaps depending on such physiological factors as small-muscle control versus large-muscle control, or such personality characteristics as expansiveness versus preciseness.

Reliability of the controls is generally recognized as one of the key problems in present-day video games. Knobs come off, potentiometers fail, linkages bend, levers break. This problem is especially acute for arcade games, which are plagued by vandalism and violent misuse.. Efforts are being made to alleviate the problem, such as incorporating clutches in potentiometers. But difficulties persist.

The Trazor completely solves the mechanical reliability problem. Not only does it have no moving parts, it has no projections at all. The control surface uses tough and durable materials developed for long-life potentiometers. The only failure modes anticipated in normal use are those of ordinary solid-state electronics.