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What Made the Original Ape Escape’s DualShock Controls So Different?

Ape Escape made the right stick an action control for gadgets—not just a camera stick—and built its monkey-catching gameplay around two analog inputs.
Length4 min Posted Quest giverVGSources Team
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In the original Ape Escape, the right analog stick does not mainly steer a camera: it operates the gadget you have equipped. The left stick moves the character, while the right stick becomes an action surface for swinging, aiming, or manipulating tools. That made the controller’s two sticks central to the game’s core activity—catching monkeys.

How the two sticks worked

Ape Escape split the player’s attention between movement and action. The left stick steered the character through the level; the right stick controlled the selected gadget. Rather than assigning the second stick a single universal job, the game changed its behavior according to the tool in use.

That distinction matters. In many 3D games, the right stick is primarily for moving the camera. In Ape Escape, it was directly connected to what the character was doing with a gadget, so players learned gestures associated with particular tools.

What made the right stick feel different

It controlled tools, not just a viewpoint

The Stun Club and Time Net could be swung by moving the right stick in a direction. With the Stun Club, pushing the stick also turned the character to face and swing that way. Other tools called for different interactions: the stick could be used to manipulate the Monkey Radar or rotate the Dash Hoop. The right stick was therefore not simply an aiming control; it was a flexible input for the selected gadget.

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A development interview with Kanetaka describes the team’s difficulty in deciding how gadgets should work. The Stun Club solution—turn and swing in the direction the player pushed—came from an idea associated with the Slingback Shooter and helped resolve that design problem. The Dash Hoop, meanwhile, nearly disappeared because the team had not found a useful ability for it; the proposal to make it provide speed at the cost of control gave it a purpose. Time Extension’s development interview recounts those decisions.

Each gadget taught a different gesture

Because the control changed with the equipment, players had to understand what the selected tool did, then use the stick accordingly. The Stun Club and net invited directional swings; the radar and Dash Hoop used other kinds of movement. This was more tactile than treating every gadget as a button press or using the second stick only to reposition a camera.

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The game’s lineup included the Stun Club, Time Net, Monkey Radar, Slingback Shooter, Dash Hoop, Sky Flyer, R.C. Car, and Magic Punch. The particular action varied by gadget, but the design principle stayed consistent: the right stick was part of the tool itself. PSX Data Center’s NTSC-U game entry documents the game and its control scheme.

Why the game was built around two sticks

The control scheme grew out of a hardware opportunity. Shuhei Yoshida recalled that the team initially wanted to make a 3D game set in open fields, centered on capturing monkeys. When Sony’s hardware team told them about a controller with two analog sticks, the developers reconsidered how the game could work. The new input suggested a way to make movement and gadget use separate, simultaneous tasks.

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Yoshida said he argued for making the game playable only with two analog sticks, despite concern that this would exclude people using a regular controller. In his recollection, the team’s position was: “We are making a game only playable with the two analog sticks, the DualShock controller”. The quote appears in a GamesRadar+ feature drawing on Retro Gamer interviews.

Kanetaka’s account adds that the team first considered a more conventional control scheme and then rethought it after seeing the new controller. That shift helps explain why the sticks were not merely added to an existing design: the game’s gadget interactions were developed around the possibility of having two analog inputs.

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Dual Analog and DualShock are not the same milestone

It is common to describe Ape Escape as a landmark for the DualShock, but the controller chronology has an important distinction. PlayStation’s history dates the Dual Analog controller to April 1997 and DualShock to November 1997. Dual Analog introduced the two-stick idea; DualShock followed with two vibration motors and analog sticks with rubber grips and longer stems. PlayStation’s controller history lists those milestones.

So, “DualShock controls” is a familiar shorthand for the game’s legacy, but the design breakthrough at issue is the two-stick scheme. The PlayStation Blog’s retrospective describes Ape Escape as requiring the new two-stick control approach and notes the familiar left-stick movement/right-stick aiming pattern it helped popularize. The game itself went beyond that pattern by making the second stick control a broader range of gadget actions. The PlayStation Blog retrospective discusses its place in that history.

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  • The feel, shape, and sensitivity of the dual analog sticks and trigger buttons have been improved to provide a greater sense of control, no matter what you play

Why the control scheme became part of Ape Escape’s identity

Ape Escape made the controller part of its central idea. Chasing monkeys required moving through a space while actively operating the tools used to catch them. Giving those jobs to separate sticks made gadget use immediate and directional, and it gave the game a distinctive physical vocabulary: movement with one hand, tool action with the other.

That is what made the controls different—not simply the presence of two analog sticks, but the decision to let the game’s gadgets determine what the right stick did. The result helped establish the appeal of two-stick play while remaining unusually tied to Ape Escape’s own capture-focused design.

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