Main > Main Forum
How many admin buttons should I use on my CP?
<< < (5/10) > >>
Kaytrim:
All my cabs will have the following buttons; Credit, Start, Pause and Exit-to-Front-End.  If I need to get any deeper into things then I will break out the keyboard.  There will also be a clear set of instructions on the bezel for menu navigation.

TTFN :cheers:
Kaytrim
DaveMMR:
One, and it's not anywhere near the panel anymore.  The exit button (escape) will be located by the speakers.  Pause will be handled with a shift buttons and coins will be with a coin door.  And I never understood why some panels have dedicated mouse buttons also.   But yeah, less is more on control panels. 

Guaranos:
The only admin button I put on mine is an exit button.  Coins are added by either physically dropping in a coin, or by pushing the coin return button.  Pause doesn't seem very authentic to me, so I like to avoid it.  TAB and such are better suited to the keyboard - just set everything up correctly beforehand and you'll rarely need it.
Anubis_au:
I posted a thread very similar to this not long ago, about how to get the required functionality with minimal admin buttons:

http://forum.arcadecontrols.com/index.php?topic=64962.0

I got it down to one shifter button which was also the pause button.

Most non-SF2 fighter games use max three buttons, so the bottom row of buttons for both players are just normal buttons. The top row of buttons (total of six buttons for a 2-player setup) can be "safely" shifted to get P1 coin, start, P2 coin, start, Eneter, Exit functions going. The only time you would be using the top row of buttons is in the middle of a SF2 game etc, which isn't exactly the time to be using admin keys anyway...

Having said that, I'm now considering dedicated buttons for coin, start etc...
Spyridon:
I like the idea of setting up the coin return buttons for credits.  Is this realatively easy to do?

Navigation
Message Index
Next page
Previous page

Go to full version