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Could somone explain the neo geo vs regular six button layout argument?

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shardian:


--- Quote from: pinballjim on January 07, 2008, 03:38:04 pm ---
For Mortal Kombat, I do it like this:


1             2                   3                 4
High P     Low Punch    Low Kick      High Kick

And also set it so that 2+3 = Block (remember, MAME has supported multi-key inputs for years now)

Considering that 95% of the time I'm playing games that don't require more than 3 buttons, I'm satisfied with this compromise.



--- End quote ---

FYI, you could do Mortal Kombat on the 3 button layout ala Sega Genesis if you wanted.

1=low punch, 2=block ,3=low kick
1+2 = high punch, 2+3 = high Kick.

I actually got to the point back in the day that I preferred the Genesis controller over the actual arcade controls.

Tiger-Heli:


--- Quote from: unclet on January 07, 2008, 01:40:50 pm ---"Will you be happy if the four buttons you choose to play with are not in the authentic configuration as a true Neo-Geo control panel?"  Some people could care less about that and others really care.

--- End quote ---
Unclet nailed it - but here's a more detailed explanation.

I'm dating myself, but I remember when Asteroids was popular in the arcades (or at least the bowling alley near us).  It uses 5 buttons.  You can play it with a SF layout.  I sucked at it, but if I had played it a lot in the arcades, I would be used to the buttons being in a certain position.  And if MAME and arcade cabinets were around at the time, I would want the home panel layout to be similar, both so I could play it as I remembered, and also so I could improve and if I ever found an actual machine in the "wild", I would be able to do much better on it.

Basically, if Samsho is your favorite game from the arcades and there is a real machine near you, you probably want it as close to authentic as you can get for nostalgia.  If you just found it through MAME and liked the gameplay, not so much ...

Turnarcades:

6 buttons cover most games, and being so close together in a uniform fashion, multiple simultaneous button presses shouldn't be a problem anyway. If you've become accustomed to a 6-button fighting layout over the years as most people have, or if you're a fighting game specialist, layout shouldn't mean much.

Besides, for most people who don't play every one of their emulated games to death one at a time, and just casually breeze by them occasionally, I wouldn't imagine the banality of button layout would ever matter.

Unless you're trying to repro a classic machine with an unusual layout, stick with one that covers the most bases without overkill. 4 buttons - too little for most fighting games, 7 buttons - only a few games use. Stick with what ya got!

DeLuSioNal29:

I'd also like to point out that although it may be the owner's preference that there not be 7 buttons:  What about the people that you invite over to use the machine?  Maybe they WANT 7!

For example:

Let's say I prefer only 4 buttons for 6 button games.  It may be easy for me to press 2 simultaneous buttons to make up for the lack of the 5th and 6th buttons.  OK fine.

However, when a buddy comes over and says, "Hey, why are there only 4 buttons?" and you pipe out, "Aw it's no big deal, just press 2 at once to get the extra buttons.  Most of the games I play only have 2-4 anyway, so you don't need them".  They may be polite and say, "Oh, OK", but what they are really thinking is, "Man, that sucks!  Oh well, beggars can't be choosers."

I don't know about you... but although I am building this cab for myself, the main reason I'm building it is for my friends that come over.  And of course for "showoff value" - Hey why not?  It took this long to build it right?  The worst thing that can happen is that they are uncomfortable with the controls in my opinion.  Why leave the job unfinished?  Even if they only use it a few times, it's worth having that option.  Because the one time they want to play something and you don't have the controls for it is that one time you wish you had put them in to begin with!

~ DeLuSioNaL



wp34:

Namco,

Could you elaborate some on the following?


--- Quote from: Namco on January 05, 2008, 06:41:02 pm ---
Adding the 7th button to the left of the bottom row really gets in the way of a good sf2 battle and is really bothersome. I know this from experience because my first CP had a 7th button and it sucked because of the extra button.

--- End quote ---

I have been planning on 7 buttons cheating the 7th a little over to be used for the Defender/Stargate reverse button.  Since I will be playing SF2 much more than Defender I may not want the 7th button.  Did you hit it by accident a lot playing SF2?  I appreciate the feedback.



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