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Author Topic: A study on the perfect universal button layout  (Read 3443 times)

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Gradius

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A study on the perfect universal button layout
« on: November 14, 2004, 01:50:26 pm »
I've already built some arcade CPs and I'd like to share my theories on how to build the perfect universal button layout.

Let's assume we will use 6 or 7 button for each player. The objectives are to achieve a design that allows comfortable gameplay with games that fit in these groups:

-1- games using 2 or 3 buttons (platform, shmpus, 2.5D fighting, etc)
-2- games which require 6 buttons in 2 rows (Street Fighter, etc)
-3- games which require 4 buttons in a row (Neogeo, etc).

I will not take into consideration games with rare layouts such as Mortal Kombat or classic old games, because they could be easily reconfigured to fit in a universal layout.

For group 1 we need to use 2 or 3 fingers which, for fast and comfortable gameplay, should be able to be used all together without changing position. I will name the fingers 1, 2, 3, 4, and 5 (starting from the thumb). We will use the 2nd finger for primary action (fire, punch, etc), the 4th for secondary, such as jump, and the 5th for some special function, although we can also use our 1st finger instead. For anatomical reasons, the 3rd finger remains idle. It's too close to the 2nd and 3rd fingers and the buttons cannot be placed that close! The 3rd button is not used very often in some games (magic, bomb, etc), but there are many other examples which require the 3 buttons to be accessible all together because the 3rd button has a very primary function. Remember for instance Eco Fighters, where I use the 2nd and 5th fingers for rotating the directional fire and the 4th in the middle for firing. Another example is Virtua Fighter, where we can configure controls to use either our 1st or 5th finger for the 3rd button. This also applies to some fighting games which use punch, kick and block, or punch, jump, block, etc.

Some people like the traditional layout with 2 straight rows of 3 buttons (layout 1), although, since not all fingers are of the same length, I find interesting the idea of lowering the button for the 2nd and the 5th finger (layout 3). The point is to get an angle between buttons. The other reason is that the natural position of the hand is not perpendicular to the panel, but slightly rotated. Rotating the traditional layout to the left will achieve the angle between the 2nd and 4th finger (layout 2), but there are still problems with the 5th finger. These are solved with layout 3, a very common configuration in Japanese CPs.

For the 2nd group we can use layouts 1 and 2, the later better for the rotated position of the hand. The layout with lowered buttons for 2nd and 5th fingers will work great with games ala Street Fighter if we're used to click with our 5th finger, thus controlling 3 buttons without changing position. This is not possible with the classic layout of 3 straight rows, because the 5th finger is too short, unless we're used to contract each finger in a different way. The advantage of layout 3 is that it's good for Street Fighter games, for 2 or 3 button games, but also for 4 button games (eg Neogeo), because it creates a curve that allows the use of four fingers (1st finger included) at the same time and feels very natural. This is the layout that I use in my CP at the moment. The only problem is that the button for 1st finger is a little to close the rest. For the design, we have to find a good balance between comfort with the curve of 4 button games and not altering the 3 rows layout too much.

For Neogeo games some people prefer 3 buttons in a row and a lowered button for the 1st finger (layout 1). I suppose they will not use the 5th finger, but change the position of the hand for clicking instead, or curve their fingers in a strange way. Also, the position of the button for the 1st finger is not very good, but maybe players don't use this finger either! This layout with 3 straight rows and a 7th lowered button is very common (Hotrod SE), but I don't find it interesting because if these issues.

For my future CP I'm considering 2 new layouts (4 and 5). I'm adding a 7th button and, as you can see, the position of the button for the 1st finger is better. In both cases, we keep the curve for 4 buttons in a row and the 6 button layout, which is these cases is improved over layout 3 because I keep the vertical alignment of the rows, so I guess 6 Street Fighter will play even more naturally. I still have to print these layouts to test them out myself.

There are other possibilities (6), altering the classic straight layout, in this case moving the lower row of three buttons horizontally so as to find a good place for the 5th finger, but I don't think they're very interesting because it's impossible to find a result that is totally satisfying in any case.

Tommy Boy

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Re:A study on the perfect universal button layout
« Reply #1 on: November 14, 2004, 05:48:21 pm »
Interesting.  In playing with a bunch of cardboard mockups I ended up with a scheme very similar to your #5.  Then I chickened out and built a panel with the traditional #1.

subzero23

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Re:A study on the perfect universal button layout
« Reply #2 on: November 14, 2004, 06:36:44 pm »
Definately 1, 1 is what I had in mind before I read the topic and replied.

It's practically the only thing that's universally comfortable for all those things. I HATE when buttons are staggered in relation to each other and not just as a block.
Definately
............
...ooo...
...ooo...
..o........
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I even realized you need them straight like that because some people don't play the game straight in front of it but to the side a little so they might be on the opposite angle, best to suit any direction.
« Last Edit: November 14, 2004, 09:01:40 pm by subzero23 »
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Re:A study on the perfect universal button layout
« Reply #3 on: November 14, 2004, 08:58:50 pm »
I did layout number 1, putting it close enough to the stick to be hit with the thumb so it could be used as the reverse button for Defender.

I also like the pure straight button layout over the others.

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Re:A study on the perfect universal button layout
« Reply #4 on: November 14, 2004, 11:06:11 pm »
Personally, I never liked the Neo Geo layout. The 4th button was rarely used (do you really need a Taunt in fighter games?) So for me it always makes sense ot have Jump/Attack side by side with Special/Magic/Bomb above those two buttons...


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Re:A study on the perfect universal button layout
« Reply #5 on: November 14, 2004, 11:14:54 pm »
The button layout I went with is most like #3, but I have 8 buttons instead of 6.


I went with 8 buttons, because it has an Xbox for its brain, and some games utilize em all. :)

I do like the angled & curved approach though. It just feels nice to me, and since I am the only one that matters for my cabinet, it was indeed a perfect universal layout.  ;D



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Re:A study on the perfect universal button layout
« Reply #6 on: November 15, 2004, 02:23:57 am »

 I tried a test panel with a curved layout once.  Was a disaster.   Kept pushing the middle as if it were in the straight layout.  Also, since your hand is lying flatter - its harder to make quick presses - as you do not have as good of leverage.

 To test this... try to place your hand near flat on the table, and tap each finger in succession - as fast as you can - without raising the knuckles more than 1/4".   Now - try again, but use the standard method:  bend your  fingers at the knuckle, so that the knuckle is almost above the fingertip.   Make sure to note how much force you can generate from each way as well.  As speed alone will not help if you cant press the button down well.


 Another thing to think about as well...   most all keyboards are straight.   Even the ergonomic ones can not compensate fully for the extended middle finger.  We use the bent fingers approach for the most part - and it seems to do a fine job.

 


SOAPboy

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Re:A study on the perfect universal button layout
« Reply #7 on: November 15, 2004, 02:41:10 am »
if i HAD to have that 7th button, id do 5 but with it lined up to the top row..


namedos

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Re: A study on the perfect universal button layout
« Reply #8 on: January 12, 2005, 03:00:05 pm »
This is a very well thought out post.  Obviously you have put a lot of time and thought into this.  I could not find examples of the layouts that you referenced.  Are they stored somewhere else?  Thanks.

krick

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Re: A study on the perfect universal button layout
« Reply #9 on: January 12, 2005, 03:31:41 pm »
Yeah, I think the post needs some pictures.  Even if you made a bad sketch, scanned it, and made it into a greyscale gif, that would work.

Just remember that if you post anything with dimensions larger than 640x480, it will get automatically resized and make it very hard to read.  So just do the resizing yourself so it fits within 640x480 before you save it as a greyscale gif.
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Re: A study on the perfect universal button layout
« Reply #10 on: January 12, 2005, 04:18:41 pm »
i second that.. urp, i mean THIRD that vote for pics

versapak

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Re: A study on the perfect universal button layout
« Reply #11 on: January 12, 2005, 04:21:57 pm »
hmmmmmm



I really remember there actually being some pics in this thread. As that is what I was referencing as #3 in my post.



Scott84

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Re: A study on the perfect universal button layout
« Reply #12 on: January 12, 2005, 04:23:58 pm »
Gradius, if you had some pictures for your ideas.. this thread would be the best EVER for CP Design!
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Re: A study on the perfect universal button layout
« Reply #13 on: January 12, 2005, 05:17:13 pm »
you guys know this thread is like 2 months old right =P
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Re: A study on the perfect universal button layout
« Reply #14 on: January 12, 2005, 06:45:50 pm »
you guys know this thread is like 2 months old right =P

And still no pics after 2 months!?!?!?!!?!?

A travesty!  Let's see some pics!  :)
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Re: A study on the perfect universal button layout
« Reply #15 on: January 12, 2005, 08:00:57 pm »
This may have been an old thread but I'll use instead of wasting space. Here is may thought for button layout on the CP.



I want something that can be configured for anything but works well for defender/stargate.

Any suggestions?

Darq

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Re: A study on the perfect universal button layout
« Reply #16 on: September 15, 2005, 11:32:41 pm »
dead thread?