Main > Main Forum

What additional buttons are essential?

Pages: << < (2/4) > >>

Kajoq:

I have P1 and P2 start, each with a coin button right next to them.  Then 3 more admin buttons for service, exit, enter

Vash:

Can you do shift + button sequences to issue admin commands?  Say I want to have a coin-op cab, no easy coins allowed, but, just in case, wanted the  Konami code or something shorter to dispense credits while holding down shift.  Is that possible?

BORIStheBLADE:

I don't use the shift functions. I have a 1p, 2p, 1p coin, 2p coin, play, pause and exit. I wanted to keep mine as simple as possible without using the shift function.

nickynooch:

Initially I came in thinking that I wouldn't want all these extra buttons, but the more you guys suggest adding them, the more it makes sense.  I could easily see two people hitting the start button at the same time and exiting the game on accident, so I guess I may make extra buttons after all.

Thanks for the tips guys!  Anyone else having observations from their cabinet, on what is useful and not useful, please post advice.

akcrash:

I am currently building my first cab, and also wanted as few extra buttons as possible. I ended up with three admin buttons, and I use player 2 start as the shift button. The default admin controls are - TAB, to bring up the in game adjustments, escape, to exit menus and the current game, and the last one is pause. If you hold player two start and hit the credit button, the purple one, it adds coins for player two. The far left and center black buttons are save and load state when shifted. So far I like this setup and it is pretty user friendly, once you use it a time or two. and it doesn't add too much clutter... Just my .02 cents.

Pages: << < (2/4) > >>

Go to full version