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Author Topic: Unexpected feature of a modular Control panel.  (Read 1147 times)

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slug54

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Unexpected feature of a modular Control panel.
« on: November 03, 2012, 11:06:32 am »
I decided to build a modular control panel mainly due to space constraints. the top dimensions of my CP are 23"x 6 3/4". while swapping modular sections around I had a 2 button section on the left and a 3 button section on the right and it hit me that this looks like an Asteroids panel. I quickly changed Mala so that P1 start and P2 Start scroll the game list and configured Asteroids to use the 2 button section for left and right rotate and the 3 button section for Fire/thrust/hyperspace and it was really dramatic how much better this config plays over using a stick for rotation like I did on previous builds.Not having a stick on the panel looked better and gave a more realistic experience. I have since used a similar config for Star Castle and a much better stickless panel config for Track and Field.
This seems like a simple thing but after all the controls that I wanted to Jam into this small panel 4way/dual 8ways /spinner/wheel/qbert 4 way, The setup that really took me back 30 years was no stick at all on the panel. Just 5 buttons.

-Slug
 

Gatt

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Re: Unexpected feature of a modular Control panel.
« Reply #1 on: November 04, 2012, 01:23:14 am »
That's one of the reasons why I favor modular over other types.  You don't have to make any comprimises,  you can easily have the right controls for every game.  Even control combinations as odd as Tron,  or button patterns as weird as Defender/Stargate.  I even have a diagonally mounted 4 way just to handle Q-bert and Congo Bongo correctly.  If you use a patch panel,  you can even keep lighted controls with ease.

I'm just really surprised that no one's mass producing these things.  Seems like a surefire winner to me.