How could the pilots in mecha anime move their mechas fluently with just primitive controllers?


What's the reason why in many mecha anime like _Macross_ , _Gundam_ , _Code
Geass_ , _Tengen Toppa Gurren Lagann_ , _Kakumeiki Valvrave_ , _Darling in the
Franxx_ and _RahXephon_ , the pilots could move their mechas like the mechas
are an extension of their own bodies?

We always see the pilots in the cockpit room with some "controller". But the
controllers seem to only have basic functions to allow basic movements such as
move forward and backward, turn left and right and such. But in the actual
scenes, the mechas could do more than just move squarely, e.g. skillfully
dodge the opponents' bullets.

In anime like _Neon Genesis Evangelion_ , _Star Driver_ or _Tengen Toppa
Gurren Lagann_ , it could be explained away that because the mechas and their
pilots are synchronized through the mind, they could do these "acrobatic"
movements. However, with anime like _Gundam_ , _Macross_ , _Suisei no
Gargantia_ , or _Kakumeiki Valvrave_ , it doesn't make sense...




### In-Universe Explanations

In the _Gundam_ franchise, this is explained through the use of advanced
computer systems that translate simple joystick motions into complex robotic
motions. According to in-universe theory, a human that's working within a
bipedal, robot-like machine is able to work most effectively when the
machine's movements mimic those of the human body, especially since those
movements often balance it efficiently (such as how the legs and back move
when you stretch out an arm). As such, engineers design the machine to make
those movements automatically as part of a commanded movement.

This principle has been extended to other anime franchises like _Macross_.

As you write, there are also mind-machine interfaces that translate human
thought directly into machine movement.

### Real World Explanation

The actual historical answer comes with the dawn of the giant robot genre in
the 1970's. Real-life machine interfaces were relatively primitive back then.
The average manga reader and anime viewer couldn't really imagine controlling
a robot with anything other than joysticks and buttons, so that's what anime
and manga artists drew into the cockpits of mecha like _Mazinger Z_ and
_Getter Robo_. They knew those interfaces wouldn't really be enough, but mecha
series were cheap children's entertainment with a heavy emphasis on selling
toys. It didn't matter if it was realistic, as long as it felt cool.

The boys (and girls!) who watched those shows grew up to make more recent
mecha series, and often the unrealistic control schemes are tongue-in-cheek
references to the silly controls they saw in those earlier shows.
Fundamentally, they understand that making a control scheme realistic didn't
matter back then, and doesn't matter now; it doesn't make your show any more
or less popular.




### In-Universe Explanations

In the _Gundam_ franchise, this is explained through the use of advanced
computer systems that translate simple joystick motions into complex robotic
motions. According to in-universe theory, a human that's working within a
bipedal, robot-like machine is able to work most effectively when the
machine's movements mimic those of the human body, especially since those
movements often balance it efficiently (such as how the legs and back move
when you stretch out an arm). As such, engineers design the machine to make
those movements automatically as part of a commanded movement.

This principle has been extended to other anime franchises like _Macross_.

As you write, there are also mind-machine interfaces that translate human
thought directly into machine movement.

### Real World Explanation

The actual historical answer comes with the dawn of the giant robot genre in
the 1970's. Real-life machine interfaces were relatively primitive back then.
The average manga reader and anime viewer couldn't really imagine controlling
a robot with anything other than joysticks and buttons, so that's what anime
and manga artists drew into the cockpits of mecha like _Mazinger Z_ and
_Getter Robo_. They knew those interfaces wouldn't really be enough, but mecha
series were cheap children's entertainment with a heavy emphasis on selling
toys. It didn't matter if it was realistic, as long as it felt cool.

The boys (and girls!) who watched those shows grew up to make more recent
mecha series, and often the unrealistic control schemes are tongue-in-cheek
references to the silly controls they saw in those earlier shows.
Fundamentally, they understand that making a control scheme realistic didn't
matter back then, and doesn't matter now; it doesn't make your show any more
or less popular.

